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- #include "Base.h"
- #include "RenderState.h"
- #include "Node.h"
- #include "Pass.h"
- #include "Technique.h"
- #include "Node.h"
- #include "Scene.h"
- // Render state override bits
- #define RS_BLEND 1
- #define RS_BLEND_FUNC 2
- #define RS_CULL_FACE 4
- #define RS_DEPTH_TEST 8
- #define RS_DEPTH_WRITE 16
- #define RS_DEPTH_FUNC 32
- namespace gameplay
- {
- RenderState::StateBlock* RenderState::StateBlock::_defaultState = NULL;
- std::vector<RenderState::ResolveAutoBindingCallback> RenderState::_customAutoBindingResolvers;
- RenderState::RenderState()
- : _nodeBinding(NULL), _state(NULL), _parent(NULL)
- {
- }
- RenderState::~RenderState()
- {
- SAFE_RELEASE(_state);
- // Destroy all the material parameters
- for (size_t i = 0, count = _parameters.size(); i < count; ++i)
- {
- SAFE_RELEASE(_parameters[i]);
- }
- }
- void RenderState::initialize()
- {
- if (StateBlock::_defaultState == NULL)
- {
- StateBlock::_defaultState = StateBlock::create();
- }
- }
- void RenderState::finalize()
- {
- SAFE_RELEASE(StateBlock::_defaultState);
- }
- void RenderState::registerAutoBindingResolver(ResolveAutoBindingCallback callback)
- {
- _customAutoBindingResolvers.push_back(callback);
- }
- MaterialParameter* RenderState::getParameter(const char* name) const
- {
- GP_ASSERT(name);
- // Search for an existing parameter with this name.
- MaterialParameter* param;
- for (size_t i = 0, count = _parameters.size(); i < count; ++i)
- {
- param = _parameters[i];
- GP_ASSERT(param);
- if (strcmp(param->getName(), name) == 0)
- {
- return param;
- }
- }
- // Create a new parameter and store it in our list.
- param = new MaterialParameter(name);
- _parameters.push_back(param);
- return param;
- }
- void RenderState::clearParameter(const char* name)
- {
- for (size_t i = 0, count = _parameters.size(); i < count; ++i)
- {
- MaterialParameter* p = _parameters[i];
- if (p->_name == name)
- {
- _parameters.erase(_parameters.begin() + i);
- SAFE_RELEASE(p);
- break;
- }
- }
- }
- /**
- * @script{ignore}
- */
- const char* autoBindingToString(RenderState::AutoBinding autoBinding)
- {
- // NOTE: As new AutoBinding values are added, this switch statement must be updatd.
- switch (autoBinding)
- {
- case RenderState::NONE:
- return NULL;
- case RenderState::VIEW_MATRIX:
- return "VIEW_MATRIX";
- case RenderState::PROJECTION_MATRIX:
- return "PROJECTION_MATRIX";
- case RenderState::WORLD_VIEW_MATRIX:
- return "WORLD_VIEW_MATRIX";
- case RenderState::VIEW_PROJECTION_MATRIX:
- return "VIEW_PROJECTION_MATRIX";
- case RenderState::WORLD_VIEW_PROJECTION_MATRIX:
- return "WORLD_VIEW_PROJECTION_MATRIX";
- case RenderState::INVERSE_TRANSPOSE_WORLD_MATRIX:
- return "INVERSE_TRANSPOSE_WORLD_MATRIX";
- case RenderState::INVERSE_TRANSPOSE_WORLD_VIEW_MATRIX:
- return "INVERSE_TRANSPOSE_WORLD_VIEW_MATRIX";
- case RenderState::CAMERA_WORLD_POSITION:
- return "CAMERA_WORLD_POSITION";
- case RenderState::CAMERA_VIEW_POSITION:
- return "CAMERA_VIEW_POSITION";
- case RenderState::MATRIX_PALETTE:
- return "MATRIX_PALETTE";
- case RenderState::SCENE_AMBIENT_COLOR:
- return "SCENE_AMBIENT_COLOR";
- case RenderState::SCENE_LIGHT_COLOR:
- return "SCENE_LIGHT_COLOR";
- case RenderState::SCENE_LIGHT_DIRECTION:
- return "SCENE_LIGHT_DIRECTION";
- default:
- return "";
- }
- }
- void RenderState::setParameterAutoBinding(const char* name, AutoBinding autoBinding)
- {
- setParameterAutoBinding(name, autoBindingToString(autoBinding));
- }
- void RenderState::setParameterAutoBinding(const char* name, const char* autoBinding)
- {
- GP_ASSERT(name);
- GP_ASSERT(autoBinding);
- if (autoBinding == NULL)
- {
- // Remove an existing auto-binding
- std::map<std::string, std::string>::iterator itr = _autoBindings.find(name);
- if (itr != _autoBindings.end())
- _autoBindings.erase(itr);
- }
- else
- {
- // Add/update an auto-binding
- _autoBindings[name] = autoBinding;
- }
- // If we already have a node binding set, pass it to our handler now
- if (_nodeBinding)
- {
- applyAutoBinding(name, autoBinding);
- }
- }
- void RenderState::setStateBlock(StateBlock* state)
- {
- if (_state != state)
- {
- SAFE_RELEASE(_state);
- _state = state;
- if (_state)
- {
- _state->addRef();
- }
- }
- }
- RenderState::StateBlock* RenderState::getStateBlock() const
- {
- if (_state == NULL)
- {
- _state = StateBlock::create();
- }
- return _state;
- }
- void RenderState::setNodeBinding(Node* node)
- {
- if (_nodeBinding != node)
- {
- _nodeBinding = node;
- if (_nodeBinding)
- {
- // Apply all existing auto-bindings using this node.
- std::map<std::string, std::string>::const_iterator itr = _autoBindings.begin();
- while (itr != _autoBindings.end())
- {
- applyAutoBinding(itr->first.c_str(), itr->second.c_str());
- ++itr;
- }
- }
- }
- }
- void RenderState::applyAutoBinding(const char* uniformName, const char* autoBinding)
- {
- GP_ASSERT(_nodeBinding);
- MaterialParameter* param = getParameter(uniformName);
- GP_ASSERT(param);
- // First attempt to resolve the binding using custom registered resolvers.
- if (_customAutoBindingResolvers.size() > 0)
- {
- for (size_t i = 0, count = _customAutoBindingResolvers.size(); i < count; ++i)
- {
- if (_customAutoBindingResolvers[i](autoBinding, _nodeBinding, param))
- return; // handled by custom resolver
- }
- }
- // Perform built-in resolution
- if (strcmp(autoBinding, "WORLD_MATRIX") == 0)
- {
- param->bindValue(_nodeBinding, &Node::getWorldMatrix);
- }
- else if (strcmp(autoBinding, "VIEW_MATRIX") == 0)
- {
- param->bindValue(_nodeBinding, &Node::getViewMatrix);
- }
- else if (strcmp(autoBinding, "PROJECTION_MATRIX") == 0)
- {
- param->bindValue(_nodeBinding, &Node::getProjectionMatrix);
- }
- else if (strcmp(autoBinding, "WORLD_VIEW_MATRIX") == 0)
- {
- param->bindValue(_nodeBinding, &Node::getWorldViewMatrix);
- }
- else if (strcmp(autoBinding, "VIEW_PROJECTION_MATRIX") == 0)
- {
- param->bindValue(_nodeBinding, &Node::getViewProjectionMatrix);
- }
- else if (strcmp(autoBinding, "WORLD_VIEW_PROJECTION_MATRIX") == 0)
- {
- param->bindValue(_nodeBinding, &Node::getWorldViewProjectionMatrix);
- }
- else if (strcmp(autoBinding, "INVERSE_TRANSPOSE_WORLD_MATRIX") == 0)
- {
- param->bindValue(_nodeBinding, &Node::getInverseTransposeWorldMatrix);
- }
- else if (strcmp(autoBinding, "INVERSE_TRANSPOSE_WORLD_VIEW_MATRIX") == 0)
- {
- param->bindValue(_nodeBinding, &Node::getInverseTransposeWorldViewMatrix);
- }
- else if (strcmp(autoBinding, "CAMERA_WORLD_POSITION") == 0)
- {
- param->bindValue(_nodeBinding, &Node::getActiveCameraTranslationWorld);
- }
- else if (strcmp(autoBinding, "CAMERA_VIEW_POSITION") == 0)
- {
- param->bindValue(_nodeBinding, &Node::getActiveCameraTranslationView);
- }
- else if (strcmp(autoBinding, "MATRIX_PALETTE") == 0)
- {
- param->bindValue(this, &RenderState::autoBindingGetMatrixPalette, &RenderState::autoBindingGetMatrixPaletteSize);
- }
- else if (strcmp(autoBinding, "SCENE_AMBIENT_COLOR") == 0)
- {
- param->bindValue(this, &RenderState::autoBindingGetAmbientColor);
- }
- else if (strcmp(autoBinding, "SCENE_LIGHT_COLOR") == 0)
- {
- param->bindValue(this, &RenderState::autoBindingGetLightColor);
- }
- else if (strcmp(autoBinding, "SCENE_LIGHT_DIRECTION") == 0)
- {
- param->bindValue(this, &RenderState::autoBindingGetLightDirection);
- }
- else
- {
- GP_WARN("Unsupported auto binding type (%d).", autoBinding);
- }
- }
- const Vector4* RenderState::autoBindingGetMatrixPalette() const
- {
- Model* model = _nodeBinding ? _nodeBinding->getModel() : NULL;
- MeshSkin* skin = model ? model->getSkin() : NULL;
- return skin ? skin->getMatrixPalette() : NULL;
- }
- const Vector3& RenderState::autoBindingGetAmbientColor() const
- {
- Scene* scene = _nodeBinding ? _nodeBinding->getScene() : NULL;
- return scene ? scene->getAmbientColor() : Vector3::zero();
- }
- const Vector3& RenderState::autoBindingGetLightColor() const
- {
- Scene* scene = _nodeBinding ? _nodeBinding->getScene() : NULL;
- return scene ? scene->getLightColor() : Vector3::one();
- }
- const Vector3& RenderState::autoBindingGetLightDirection() const
- {
- static Vector3 down(0, -1, 0);
- Scene* scene = _nodeBinding ? _nodeBinding->getScene() : NULL;
- return scene ? scene->getLightDirection() : down;
- }
- unsigned int RenderState::autoBindingGetMatrixPaletteSize() const
- {
- Model* model = _nodeBinding ? _nodeBinding->getModel() : NULL;
- MeshSkin* skin = model ? model->getSkin() : NULL;
- return skin ? skin->getMatrixPaletteSize() : 0;
- }
- void RenderState::bind(Pass* pass)
- {
- GP_ASSERT(pass);
- // Get the combined modified state bits for our RenderState hierarchy.
- long stateOverrideBits = _state ? _state->_bits : 0;
- RenderState* rs = _parent;
- while (rs)
- {
- if (rs->_state)
- {
- stateOverrideBits |= rs->_state->_bits;
- }
- rs = rs->_parent;
- }
- // Restore renderer state to its default, except for explicitly specified states
- StateBlock::restore(stateOverrideBits);
- // Apply parameter bindings and renderer state for the entire hierarchy, top-down.
- rs = NULL;
- Effect* effect = pass->getEffect();
- while ((rs = getTopmost(rs)))
- {
- for (size_t i = 0, count = rs->_parameters.size(); i < count; ++i)
- {
- GP_ASSERT(rs->_parameters[i]);
- rs->_parameters[i]->bind(effect);
- }
- if (rs->_state)
- {
- rs->_state->bindNoRestore();
- }
- }
- }
- RenderState* RenderState::getTopmost(RenderState* below)
- {
- RenderState* rs = this;
- if (rs == below)
- {
- // Nothing below ourself.
- return NULL;
- }
- while (rs)
- {
- if (rs->_parent == below || rs->_parent == NULL)
- {
- // Stop traversing up here.
- return rs;
- }
- rs = rs->_parent;
- }
-
- return NULL;
- }
- void RenderState::cloneInto(RenderState* renderState, NodeCloneContext& context) const
- {
- GP_ASSERT(renderState);
- // Clone parameters
- for (std::map<std::string, std::string>::const_iterator it = _autoBindings.begin(); it != _autoBindings.end(); ++it)
- {
- renderState->setParameterAutoBinding(it->first.c_str(), it->second.c_str());
- }
- for (std::vector<MaterialParameter*>::const_iterator it = _parameters.begin(); it != _parameters.end(); ++it)
- {
- const MaterialParameter* param = *it;
- GP_ASSERT(param);
- MaterialParameter* paramCopy = new MaterialParameter(param->getName());
- param->cloneInto(paramCopy);
- renderState->_parameters.push_back(paramCopy);
- }
- // Clone our state block
- if (_state)
- {
- // StateBlock contains only simple primitive data, so use the default assignment
- // operator to do a memberwise copy.
- *renderState->getStateBlock() = *_state;
- }
-
- // Notes:
- // 1. _nodeBinding should not be set here, it should be set by the caller.
- // 2. _parent should not be set here, since it's set in the constructor of Technique and Pass.
- }
- RenderState::StateBlock::StateBlock()
- : _cullFaceEnabled(false), _depthTestEnabled(false), _depthWriteEnabled(true), _depthFunction(RenderState::DEPTH_LESS),
- _blendEnabled(false), _blendSrc(RenderState::BLEND_ONE), _blendDst(RenderState::BLEND_ZERO),
- _bits(0L)
- {
- }
- RenderState::StateBlock::StateBlock(const StateBlock& copy)
- {
- // Hidden
- }
- RenderState::StateBlock::~StateBlock()
- {
- }
- RenderState::StateBlock* RenderState::StateBlock::create()
- {
- return new RenderState::StateBlock();
- }
- void RenderState::StateBlock::bind()
- {
- // When the public bind() is called with no RenderState object passed in,
- // we assume we are being called to bind the state of a single StateBlock,
- // irrespective of whether it belongs to a hierarchy of RenderStates.
- // Therefore, we call restore() here with only this StateBlock's override
- // bits to restore state before applying the new state.
- StateBlock::restore(_bits);
- bindNoRestore();
- }
- void RenderState::StateBlock::bindNoRestore()
- {
- GP_ASSERT(_defaultState);
- // Update any state that differs from _defaultState and flip _defaultState bits
- if ((_bits & RS_BLEND) && (_blendEnabled != _defaultState->_blendEnabled))
- {
- if (_blendEnabled)
- GL_ASSERT( glEnable(GL_BLEND) );
- else
- GL_ASSERT( glDisable(GL_BLEND) );
- _defaultState->_blendEnabled = _blendEnabled;
- }
- if ((_bits & RS_BLEND_FUNC) && (_blendSrc != _defaultState->_blendSrc || _blendDst != _defaultState->_blendDst))
- {
- GL_ASSERT( glBlendFunc((GLenum)_blendSrc, (GLenum)_blendDst) );
- _defaultState->_blendSrc = _blendSrc;
- _defaultState->_blendDst = _blendDst;
- }
- if ((_bits & RS_CULL_FACE) && (_cullFaceEnabled != _defaultState->_cullFaceEnabled))
- {
- if (_cullFaceEnabled)
- GL_ASSERT( glEnable(GL_CULL_FACE) );
- else
- GL_ASSERT( glDisable(GL_CULL_FACE) );
- _defaultState->_cullFaceEnabled = _cullFaceEnabled;
- }
- if ((_bits & RS_DEPTH_TEST) && (_depthTestEnabled != _defaultState->_depthTestEnabled))
- {
- if (_depthTestEnabled)
- GL_ASSERT( glEnable(GL_DEPTH_TEST) );
- else
- GL_ASSERT( glDisable(GL_DEPTH_TEST) );
- _defaultState->_depthTestEnabled = _depthTestEnabled;
- }
- if ((_bits & RS_DEPTH_WRITE) && (_depthWriteEnabled != _defaultState->_depthWriteEnabled))
- {
- GL_ASSERT( glDepthMask(_depthWriteEnabled ? GL_TRUE : GL_FALSE) );
- _defaultState->_depthWriteEnabled = _depthWriteEnabled;
- }
- if ((_bits & RS_DEPTH_FUNC) && (_depthFunction != _defaultState->_depthFunction))
- {
- GL_ASSERT( glDepthFunc((GLenum)_depthFunction) );
- _defaultState->_depthFunction = _depthFunction;
- }
- _defaultState->_bits |= _bits;
- }
- void RenderState::StateBlock::restore(long stateOverrideBits)
- {
- GP_ASSERT(_defaultState);
- // If there is no state to restore (i.e. no non-default state), do nothing.
- if (_defaultState->_bits == 0)
- {
- return;
- }
- // Restore any state that is not overridden and is not default
- if (!(stateOverrideBits & RS_BLEND) && (_defaultState->_bits & RS_BLEND))
- {
- GL_ASSERT( glDisable(GL_BLEND) );
- _defaultState->_bits &= ~RS_BLEND;
- _defaultState->_blendEnabled = false;
- }
- if (!(stateOverrideBits & RS_BLEND_FUNC) && (_defaultState->_bits & RS_BLEND_FUNC))
- {
- GL_ASSERT( glBlendFunc(GL_ONE, GL_ZERO) );
- _defaultState->_bits &= ~RS_BLEND_FUNC;
- _defaultState->_blendSrc = RenderState::BLEND_ONE;
- _defaultState->_blendDst = RenderState::BLEND_ZERO;
- }
- if (!(stateOverrideBits & RS_CULL_FACE) && (_defaultState->_bits & RS_CULL_FACE))
- {
- GL_ASSERT( glDisable(GL_CULL_FACE) );
- _defaultState->_bits &= ~RS_CULL_FACE;
- _defaultState->_cullFaceEnabled = false;
- }
- if (!(stateOverrideBits & RS_DEPTH_TEST) && (_defaultState->_bits & RS_DEPTH_TEST))
- {
- GL_ASSERT( glDisable(GL_DEPTH_TEST) );
- _defaultState->_bits &= ~RS_DEPTH_TEST;
- _defaultState->_depthTestEnabled = false;
- }
- if (!(stateOverrideBits & RS_DEPTH_WRITE) && (_defaultState->_bits & RS_DEPTH_WRITE))
- {
- GL_ASSERT( glDepthMask(GL_TRUE) );
- _defaultState->_bits &= ~RS_DEPTH_WRITE;
- _defaultState->_depthWriteEnabled = true;
- }
- if (!(stateOverrideBits & RS_DEPTH_FUNC) && (_defaultState->_bits & RS_DEPTH_FUNC))
- {
- GL_ASSERT( glDepthFunc((GLenum)GL_LESS) );
- _defaultState->_bits &= ~RS_DEPTH_FUNC;
- _defaultState->_depthFunction = RenderState::DEPTH_LESS;
- }
- }
- void RenderState::StateBlock::enableDepthWrite()
- {
- GP_ASSERT(_defaultState);
- // Internal method used by Game::clear() to restore depth writing before a
- // clear operation. This is necessary if the last code to draw before the
- // next frame leaves depth writing disabled.
- if (!_defaultState->_depthWriteEnabled)
- {
- GL_ASSERT( glDepthMask(GL_TRUE) );
- _defaultState->_bits &= ~RS_DEPTH_WRITE;
- _defaultState->_depthWriteEnabled = true;
- }
- }
- static bool parseBoolean(const char* value)
- {
- GP_ASSERT(value);
- if (strlen(value) == 4)
- {
- return (
- tolower(value[0]) == 't' &&
- tolower(value[1]) == 'r' &&
- tolower(value[2]) == 'u' &&
- tolower(value[3]) == 'e' );
- }
- return false;
- }
- static RenderState::Blend parseBlend(const char* value)
- {
- GP_ASSERT(value);
- // Convert the string to uppercase for comparison.
- std::string upper(value);
- std::transform(upper.begin(), upper.end(), upper.begin(), (int(*)(int))toupper);
- if (upper == "ZERO")
- return RenderState::BLEND_ZERO;
- else if (upper == "ONE")
- return RenderState::BLEND_ONE;
- else if (upper == "SRC_COLOR")
- return RenderState::BLEND_SRC_COLOR;
- else if (upper == "ONE_MINUS_SRC_COLOR")
- return RenderState::BLEND_ONE_MINUS_SRC_COLOR;
- else if (upper == "DST_COLOR")
- return RenderState::BLEND_DST_COLOR;
- else if (upper == "ONE_MINUS_DST_COLOR")
- return RenderState::BLEND_ONE_MINUS_DST_COLOR;
- else if (upper == "SRC_ALPHA")
- return RenderState::BLEND_SRC_ALPHA;
- else if (upper == "ONE_MINUS_SRC_ALPHA")
- return RenderState::BLEND_ONE_MINUS_SRC_ALPHA;
- else if (upper == "DST_ALPHA")
- return RenderState::BLEND_DST_ALPHA;
- else if (upper == "ONE_MINUS_DST_ALPHA")
- return RenderState::BLEND_ONE_MINUS_DST_ALPHA;
- else if (upper == "CONSTANT_ALPHA")
- return RenderState::BLEND_CONSTANT_ALPHA;
- else if (upper == "ONE_MINUS_CONSTANT_ALPHA")
- return RenderState::BLEND_ONE_MINUS_CONSTANT_ALPHA;
- else if (upper == "SRC_ALPHA_SATURATE")
- return RenderState::BLEND_SRC_ALPHA_SATURATE;
- else
- {
- GP_ERROR("Unsupported blend value (%s). (Will default to BLEND_ONE if errors are treated as warnings)", value);
- return RenderState::BLEND_ONE;
- }
- }
- static RenderState::DepthFunction parseDepthFunc(const char* value)
- {
- GP_ASSERT(value);
- // Convert string to uppercase for comparison
- std::string upper(value);
- std::transform(upper.begin(), upper.end(), upper.begin(), (int(*)(int))toupper);
- if (upper == "NEVER")
- return RenderState::DEPTH_NEVER;
- else if (upper == "LESS")
- return RenderState::DEPTH_LESS;
- else if (upper == "EQUAL")
- return RenderState::DEPTH_EQUAL;
- else if (upper == "LEQUAL")
- return RenderState::DEPTH_LEQUAL;
- else if (upper == "GREATER")
- return RenderState::DEPTH_GREATER;
- else if (upper == "NOTEQUAL")
- return RenderState::DEPTH_NOTEQUAL;
- else if (upper == "GEQUAL")
- return RenderState::DEPTH_GEQUAL;
- else if (upper == "ALWAYS")
- return RenderState::DEPTH_ALWAYS;
- else
- {
- GP_ERROR("Unsupported depth function value (%s). Will default to DEPTH_LESS if errors are treated as warnings)", value);
- return RenderState::DEPTH_LESS;
- }
- }
- void RenderState::StateBlock::setState(const char* name, const char* value)
- {
- GP_ASSERT(name);
- if (strcmp(name, "blend") == 0)
- {
- setBlend(parseBoolean(value));
- }
- else if (strcmp(name, "blendSrc") == 0 || strcmp(name, "srcBlend") == 0 ) // Leaving srcBlend for backward compat.
- {
- setBlendSrc(parseBlend(value));
- }
- else if (strcmp(name, "blendDst") == 0 || strcmp(name, "dstBlend") == 0) // // Leaving dstBlend for backward compat.
- {
- setBlendDst(parseBlend(value));
- }
- else if (strcmp(name, "cullFace") == 0)
- {
- setCullFace(parseBoolean(value));
- }
- else if (strcmp(name, "depthTest") == 0)
- {
- setDepthTest(parseBoolean(value));
- }
- else if (strcmp(name, "depthWrite") == 0)
- {
- setDepthWrite(parseBoolean(value));
- }
- else if (strcmp(name, "depthFunc") == 0)
- {
- setDepthFunction(parseDepthFunc(value));
- }
- else
- {
- GP_ERROR("Unsupported render state string '%s'.", name);
- }
- }
- void RenderState::StateBlock::setBlend(bool enabled)
- {
- _blendEnabled = enabled;
- if (!enabled)
- {
- _bits &= ~RS_BLEND;
- }
- else
- {
- _bits |= RS_BLEND;
- }
- }
- void RenderState::StateBlock::setBlendSrc(Blend blend)
- {
- _blendSrc = blend;
- if (_blendSrc == BLEND_ONE && _blendDst == BLEND_ZERO)
- {
- // Default blend func
- _bits &= ~RS_BLEND_FUNC;
- }
- else
- {
- _bits |= RS_BLEND_FUNC;
- }
- }
- void RenderState::StateBlock::setBlendDst(Blend blend)
- {
- _blendDst = blend;
- if (_blendSrc == BLEND_ONE && _blendDst == BLEND_ZERO)
- {
- // Default blend func
- _bits &= ~RS_BLEND_FUNC;
- }
- else
- {
- _bits |= RS_BLEND_FUNC;
- }
- }
- void RenderState::StateBlock::setCullFace(bool enabled)
- {
- _cullFaceEnabled = enabled;
- if (!enabled)
- {
- _bits &= ~RS_CULL_FACE;
- }
- else
- {
- _bits |= RS_CULL_FACE;
- }
- }
- void RenderState::StateBlock::setDepthTest(bool enabled)
- {
- _depthTestEnabled = enabled;
- if (!enabled)
- {
- _bits &= ~RS_DEPTH_TEST;
- }
- else
- {
- _bits |= RS_DEPTH_TEST;
- }
- }
- void RenderState::StateBlock::setDepthWrite(bool enabled)
- {
- _depthWriteEnabled = enabled;
- if (enabled)
- {
- _bits &= ~RS_DEPTH_WRITE;
- }
- else
- {
- _bits |= RS_DEPTH_WRITE;
- }
- }
- void RenderState::StateBlock::setDepthFunction(DepthFunction func)
- {
- _depthFunction = func;
- if (_depthFunction == DEPTH_LESS)
- {
- // Default depth function
- _bits &= ~RS_DEPTH_FUNC;
- }
- else
- {
- _bits |= RS_DEPTH_FUNC;
- }
- }
- }
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