#include "CmPass.h" #include "CmRasterizerState.h" #include "CmBlendState.h" #include "CmDepthStencilState.h" #include "CmPassRTTI.h" #include "CmException.h" namespace CamelotEngine { //----------------------------------------------------------------------------- Pass::Pass() { } //----------------------------------------------------------------------------- Pass::Pass(const Pass& oth) { *this = oth; } //----------------------------------------------------------------------------- Pass::~Pass() { } //----------------------------------------------------------------------------- Pass& Pass::operator=(const Pass& oth) { // Default blending (overwrite) mBlendState = oth.mBlendState; mRasterizerState = oth.mRasterizerState; mDepthStencilState = oth.mDepthStencilState; mVertexProgram = oth.mVertexProgram; mFragmentProgram = oth.mFragmentProgram; mGeometryProgram = oth.mGeometryProgram; return *this; } //----------------------------------------------------------------------- bool Pass::isTransparent(void) const { bool transparent = false; if(mBlendState != nullptr) { for(UINT32 i = 0; i < CM_MAX_MULTIPLE_RENDER_TARGETS; i++) { // Transparent if destination color is taken into account if (mBlendState->getDstBlend(i) != SBF_ZERO || mBlendState->getSrcBlend(i) == SBF_DEST_COLOUR || mBlendState->getSrcBlend(i) == SBF_ONE_MINUS_DEST_COLOUR || mBlendState->getSrcBlend(i) == SBF_DEST_ALPHA || mBlendState->getSrcBlend(i) == SBF_ONE_MINUS_DEST_ALPHA) { transparent = true; } } } return transparent; } //---------------------------------------------------------------------- void Pass::setBlendState(BlendStatePtr blendState) { mBlendState = blendState; } //---------------------------------------------------------------------- BlendStatePtr Pass::getBlendState() const { return mBlendState; } //---------------------------------------------------------------------- void Pass::setRasterizerState(RasterizerStatePtr rasterizerState) { mRasterizerState = rasterizerState; } //---------------------------------------------------------------------- RasterizerStatePtr Pass::getRasterizerState() const { return mRasterizerState; } //----------------------------------------------------------------------- void Pass::setDepthStencilState(DepthStencilStatePtr depthStencilState) { mDepthStencilState = depthStencilState; } //----------------------------------------------------------------------- DepthStencilStatePtr Pass::getDepthStencilState() const { return mDepthStencilState; } //----------------------------------------------------------------------- void Pass::setVertexProgram(GpuProgramHandle gpuProgram) { mVertexProgram = gpuProgram; } //----------------------------------------------------------------------- void Pass::setFragmentProgram(GpuProgramHandle gpuProgram) { mFragmentProgram = gpuProgram; } //----------------------------------------------------------------------- void Pass::setGeometryProgram(GpuProgramHandle gpuProgram) { mGeometryProgram = gpuProgram; } //----------------------------------------------------------------------- const GpuProgramHandle& Pass::getVertexProgram(void) const { return mVertexProgram; } //----------------------------------------------------------------------- const GpuProgramHandle& Pass::getFragmentProgram(void) const { return mFragmentProgram; } //----------------------------------------------------------------------- const GpuProgramHandle& Pass::getGeometryProgram(void) const { return mGeometryProgram; } //---------------------------------------------------------------------- RTTITypeBase* Pass::getRTTIStatic() { return PassRTTI::instance(); } //---------------------------------------------------------------------- RTTITypeBase* Pass::getRTTI() const { return Pass::getRTTIStatic(); } }