Renderer/RenderStates: Update RenderStates structure (preparing for renderer update)

Former-commit-id: 8839ceda70dfa0384e8da43205a208c89f1eb7bf [formerly f5434c9c44a52e02fdc6970e443cd7d3e9e99e6b]
Former-commit-id: 6a4846a2e2c8b60160598812ebd02da17a2f6947
This commit is contained in:
Lynix 2016-07-21 23:00:09 +02:00
parent ff47eda7d2
commit ceaac9be13
17 changed files with 339 additions and 218 deletions

View File

@ -53,7 +53,36 @@ namespace Nz
{
NazaraAssert(renderParameter <= RendererParameter_Max, "Renderer parameter out of enum");
m_states.parameters[renderParameter] = enable;
switch (renderParameter)
{
case RendererParameter_Blend:
m_states.blending = enable;
return;
case RendererParameter_ColorWrite:
m_states.colorWrite = enable;
return;
case RendererParameter_DepthBuffer:
m_states.depthBuffer = enable;
return;
case RendererParameter_DepthWrite:
m_states.depthWrite = enable;
return;
case RendererParameter_FaceCulling:
m_states.faceCulling = enable;
return;
case RendererParameter_ScissorTest:
m_states.scissorTest = enable;
return;
case RendererParameter_StencilTest:
m_states.stencilTest = enable;
return;
}
}
/*!
@ -257,7 +286,7 @@ namespace Nz
inline FaceSide Material::GetFaceCulling() const
{
return m_states.faceCulling;
return m_states.cullingSide;
}
/*!
@ -489,7 +518,32 @@ namespace Nz
{
NazaraAssert(parameter <= RendererParameter_Max, "Renderer parameter out of enum");
return m_states.parameters[parameter];
switch (parameter)
{
case RendererParameter_Blend:
return m_states.blending;
case RendererParameter_ColorWrite:
return m_states.colorWrite;
case RendererParameter_DepthBuffer:
return m_states.depthBuffer;
case RendererParameter_DepthWrite:
return m_states.depthWrite;
case RendererParameter_FaceCulling:
return m_states.faceCulling;
case RendererParameter_ScissorTest:
return m_states.scissorTest;
case RendererParameter_StencilTest:
return m_states.stencilTest;
}
NazaraInternalError("Unhandled renderer parameter: 0x" + String::Number(parameter, 16));
return false;
}
/*!
@ -778,7 +832,7 @@ namespace Nz
inline void Material::SetFaceCulling(FaceSide faceSide)
{
m_states.faceCulling = faceSide;
m_states.cullingSide = faceSide;
}
/*!

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@ -8,37 +8,75 @@
#define NAZARA_RENDERSTATES_HPP
#include <Nazara/Utility/Enums.hpp>
#include <Nazara/Renderer/Shader.hpp>
namespace Nz
{
struct RenderStates
{
RenderStates();
RenderStates(const RenderStates& states);
~RenderStates() = default;
BlendFunc dstBlend = BlendFunc_Zero;
BlendFunc srcBlend = BlendFunc_One;
FaceFilling faceFilling = FaceFilling_Fill;
FaceSide cullingSide = FaceSide_Back;
RendererComparison depthFunc = RendererComparison_Less;
RenderStates& operator=(const RenderStates& states);
struct Face
struct
{
RendererComparison stencilCompare;
StencilOperation stencilFail;
StencilOperation stencilPass;
StencilOperation stencilZFail;
UInt32 stencilMask;
unsigned int stencilReference;
RendererComparison back = RendererComparison_Always;
RendererComparison front = RendererComparison_Always;
} stencilCompare;
struct
{
UInt32 back = 0xFFFFFFFF;
UInt32 front = 0xFFFFFFFF;
} stencilCompareMask;
struct
{
StencilOperation back = StencilOperation_Keep;
StencilOperation front = StencilOperation_Keep;
} stencilDepthFail;
struct
{
StencilOperation back = StencilOperation_Keep;
StencilOperation front = StencilOperation_Keep;
} stencilFail;
struct
{
StencilOperation back = StencilOperation_Keep;
StencilOperation front = StencilOperation_Keep;
} stencilPass;
struct
{
UInt32 back = 0U;
UInt32 front = 0U;
} stencilReference;
struct
{
UInt32 back = 0xFFFFFFFF;
UInt32 front = 0xFFFFFFFF;
} stencilWriteMask;
bool blending = false;
bool colorWrite = true;
bool depthBuffer = false;
bool depthWrite = true;
bool faceCulling = false;
bool scissorTest = false;
bool stencilTest = false;
float lineWidth = 1.f;
float pointSize = 1.f;
};
Face backFace;
Face frontFace;
BlendFunc dstBlend;
BlendFunc srcBlend;
FaceFilling faceFilling;
FaceSide faceCulling;
RendererComparison depthFunc;
bool parameters[RendererParameter_Max+1];
float lineWidth;
float pointSize;
struct RenderPipeline : RenderStates
{
ShaderConstRef shader;
};
}

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@ -2,52 +2,12 @@
// This file is part of the "Nazara Engine - Renderer module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Renderer/RenderStates.hpp>
#include <cstring>
#include <Nazara/Renderer/Debug.hpp>
namespace Nz
{
inline RenderStates::RenderStates() :
dstBlend(BlendFunc_Zero),
srcBlend(BlendFunc_One),
faceFilling(FaceFilling_Fill),
faceCulling(FaceSide_Back),
depthFunc(RendererComparison_Less),
lineWidth(1.f),
pointSize(1.f)
{
parameters[RendererParameter_Blend] = false;
parameters[RendererParameter_ColorWrite] = true;
parameters[RendererParameter_DepthBuffer] = false;
parameters[RendererParameter_DepthWrite] = true;
parameters[RendererParameter_FaceCulling] = false;
parameters[RendererParameter_ScissorTest] = false;
parameters[RendererParameter_StencilTest] = false;
for (unsigned int i = 0; i < 2; ++i)
{
Face& face = (i == 0) ? backFace : frontFace;
face.stencilCompare = RendererComparison_Always;
face.stencilFail = StencilOperation_Keep;
face.stencilMask = 0xFFFFFFFF;
face.stencilPass = StencilOperation_Keep;
face.stencilReference = 0;
face.stencilZFail = StencilOperation_Keep;
}
}
inline RenderStates::RenderStates(const RenderStates& states)
{
std::memcpy(this, &states, sizeof(RenderStates));
}
inline RenderStates& RenderStates::operator=(const RenderStates& states)
{
std::memcpy(this, &states, sizeof(RenderStates));
return *this;
}
}
#include <Nazara/Renderer/DebugOff.hpp>

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@ -19,11 +19,11 @@ namespace Nz
RenderStates BuildRenderStates()
{
RenderStates states;
states.cullingSide = FaceSide_Back;
states.depthFunc = RendererComparison_Equal;
states.faceCulling = FaceSide_Back;
states.parameters[RendererParameter_DepthBuffer] = true;
states.parameters[RendererParameter_DepthWrite] = false;
states.parameters[RendererParameter_FaceCulling] = true;
states.depthBuffer = true;
states.depthWrite = false;
states.faceCulling = true;
return states;
}

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@ -32,7 +32,7 @@ namespace Nz
m_bloomBrightShader = ShaderLibrary::Get("DeferredBloomBright");
m_bloomFinalShader = ShaderLibrary::Get("DeferredBloomFinal");
m_bloomStates.parameters[RendererParameter_DepthBuffer] = false;
m_bloomStates.depthBuffer = false;
m_gaussianBlurShader = ShaderLibrary::Get("DeferredGaussianBlur");
m_gaussianBlurShaderFilterLocation = m_gaussianBlurShader->GetUniformLocation("Filter");

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@ -127,7 +127,7 @@ namespace Nz
m_pointSampler.SetFilterMode(SamplerFilter_Nearest);
m_pointSampler.SetWrapMode(SamplerWrap_Clamp);
m_states.parameters[RendererParameter_DepthBuffer] = false;
m_states.depthBuffer = false;
}
DeferredDOFPass::~DeferredDOFPass() = default;

View File

@ -28,7 +28,7 @@ namespace Nz
m_pointSampler.SetFilterMode(SamplerFilter_Nearest);
m_pointSampler.SetWrapMode(SamplerWrap_Clamp);
m_states.parameters[RendererParameter_DepthBuffer] = false;
m_states.depthBuffer = false;
}
DeferredFXAAPass::~DeferredFXAAPass() = default;

View File

@ -26,7 +26,7 @@ namespace Nz
m_pointSampler.SetFilterMode(SamplerFilter_Nearest);
m_pointSampler.SetWrapMode(SamplerWrap_Clamp);
m_states.parameters[RendererParameter_DepthBuffer] = false;
m_states.depthBuffer = false;
m_uberShader = UberShaderLibrary::Get("Basic");

View File

@ -141,7 +141,7 @@ namespace Nz
m_shader = BuildFogShader();
m_shaderEyePositionLocation = m_shader->GetUniformLocation("EyePosition");
m_states.parameters[RendererParameter_DepthBuffer] = false;
m_states.depthBuffer = false;
}
DeferredFogPass::~DeferredFogPass() = default;

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@ -31,12 +31,12 @@ namespace Nz
DeferredGeometryPass::DeferredGeometryPass()
{
m_clearShader = ShaderLibrary::Get("DeferredGBufferClear");
m_clearStates.parameters[RendererParameter_DepthBuffer] = true;
m_clearStates.parameters[RendererParameter_FaceCulling] = true;
m_clearStates.parameters[RendererParameter_StencilTest] = true;
m_clearStates.depthBuffer = true;
m_clearStates.faceCulling = true;
m_clearStates.stencilTest = true;
m_clearStates.depthFunc = RendererComparison_Always;
m_clearStates.frontFace.stencilCompare = RendererComparison_Always;
m_clearStates.frontFace.stencilPass = StencilOperation_Zero;
m_clearStates.stencilCompare.front = RendererComparison_Always;
m_clearStates.stencilPass.front = StencilOperation_Zero;
}
DeferredGeometryPass::~DeferredGeometryPass() = default;

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@ -120,9 +120,9 @@ namespace Nz
RenderStates lightStates;
lightStates.dstBlend = BlendFunc_One;
lightStates.srcBlend = BlendFunc_One;
lightStates.parameters[RendererParameter_Blend] = true;
lightStates.parameters[RendererParameter_DepthBuffer] = false;
lightStates.parameters[RendererParameter_DepthWrite] = false;
lightStates.blending = true;
lightStates.depthBuffer = false;
lightStates.depthWrite = false;
// Directional lights
if (!m_renderQueue->directionalLights.empty())
@ -146,18 +146,18 @@ namespace Nz
if (!m_renderQueue->pointLights.empty() || !m_renderQueue->spotLights.empty())
{
// http://www.altdevblogaday.com/2011/08/08/stencil-buffer-optimisation-for-deferred-lights/
lightStates.parameters[RendererParameter_StencilTest] = true;
lightStates.faceCulling = FaceSide_Front;
lightStates.backFace.stencilMask = 0xFF;
lightStates.backFace.stencilReference = 0;
lightStates.backFace.stencilFail = StencilOperation_Keep;
lightStates.backFace.stencilPass = StencilOperation_Keep;
lightStates.backFace.stencilZFail = StencilOperation_Invert;
lightStates.frontFace.stencilMask = 0xFF;
lightStates.frontFace.stencilReference = 0;
lightStates.frontFace.stencilFail = StencilOperation_Keep;
lightStates.frontFace.stencilPass = StencilOperation_Keep;
lightStates.frontFace.stencilZFail = StencilOperation_Invert;
lightStates.cullingSide = FaceSide_Front;
lightStates.stencilTest = true;
lightStates.stencilDepthFail.back = StencilOperation_Invert;
lightStates.stencilDepthFail.front = StencilOperation_Invert;
lightStates.stencilFail.back = StencilOperation_Keep;
lightStates.stencilFail.front = StencilOperation_Keep;
lightStates.stencilPass.back = StencilOperation_Keep;
lightStates.stencilPass.front = StencilOperation_Keep;
lightStates.stencilReference.back = 0;
lightStates.stencilReference.front = 0;
lightStates.stencilWriteMask.back = 0xFF;
lightStates.stencilWriteMask.front = 0xFF;
Renderer::SetRenderStates(lightStates);

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@ -252,41 +252,41 @@ namespace Nz
// Stencil
if (matData.GetIntegerParameter(MaterialData::StencilCompare, &iValue))
m_states.frontFace.stencilCompare = static_cast<RendererComparison>(iValue);
m_states.stencilCompare.front = static_cast<RendererComparison>(iValue);
if (matData.GetIntegerParameter(MaterialData::StencilFail, &iValue))
m_states.frontFace.stencilFail = static_cast<StencilOperation>(iValue);
m_states.stencilFail.front = static_cast<StencilOperation>(iValue);
if (matData.GetIntegerParameter(MaterialData::StencilPass, &iValue))
m_states.frontFace.stencilPass = static_cast<StencilOperation>(iValue);
m_states.stencilPass.front = static_cast<StencilOperation>(iValue);
if (matData.GetIntegerParameter(MaterialData::StencilZFail, &iValue))
m_states.frontFace.stencilZFail = static_cast<StencilOperation>(iValue);
m_states.stencilDepthFail.front = static_cast<StencilOperation>(iValue);
if (matData.GetIntegerParameter(MaterialData::StencilMask, &iValue))
m_states.frontFace.stencilMask = static_cast<UInt32>(iValue);
m_states.stencilWriteMask.front = static_cast<UInt32>(iValue);
if (matData.GetIntegerParameter(MaterialData::StencilReference, &iValue))
m_states.frontFace.stencilReference = static_cast<unsigned int>(iValue);
m_states.stencilReference.front = static_cast<unsigned int>(iValue);
// Stencil (back)
if (matData.GetIntegerParameter(MaterialData::BackFaceStencilCompare, &iValue))
m_states.backFace.stencilCompare = static_cast<RendererComparison>(iValue);
m_states.stencilCompare.back = static_cast<RendererComparison>(iValue);
if (matData.GetIntegerParameter(MaterialData::BackFaceStencilFail, &iValue))
m_states.backFace.stencilFail = static_cast<StencilOperation>(iValue);
m_states.stencilFail.back = static_cast<StencilOperation>(iValue);
if (matData.GetIntegerParameter(MaterialData::BackFaceStencilPass, &iValue))
m_states.backFace.stencilPass = static_cast<StencilOperation>(iValue);
m_states.stencilPass.back = static_cast<StencilOperation>(iValue);
if (matData.GetIntegerParameter(MaterialData::BackFaceStencilZFail, &iValue))
m_states.backFace.stencilZFail = static_cast<StencilOperation>(iValue);
m_states.stencilDepthFail.back = static_cast<StencilOperation>(iValue);
if (matData.GetIntegerParameter(MaterialData::BackFaceStencilMask, &iValue))
m_states.backFace.stencilMask = static_cast<UInt32>(iValue);
m_states.stencilWriteMask.back = static_cast<UInt32>(iValue);
if (matData.GetIntegerParameter(MaterialData::BackFaceStencilReference, &iValue))
m_states.backFace.stencilReference = static_cast<unsigned int>(iValue);
m_states.stencilReference.back = static_cast<unsigned int>(iValue);
// Textures
if (matParams.loadAlphaMap && matData.GetStringParameter(MaterialData::AlphaTexturePath, &path))
@ -332,13 +332,13 @@ namespace Nz
matData->SetParameter(MaterialData::Transform, IsTransformEnabled());
// RendererParameter
matData->SetParameter(MaterialData::Blending, GetRenderStates().parameters[RendererParameter_Blend]);
matData->SetParameter(MaterialData::ColorWrite, GetRenderStates().parameters[RendererParameter_ColorWrite]);
matData->SetParameter(MaterialData::DepthBuffer, GetRenderStates().parameters[RendererParameter_DepthBuffer]);
matData->SetParameter(MaterialData::DepthWrite, GetRenderStates().parameters[RendererParameter_DepthWrite]);
matData->SetParameter(MaterialData::FaceCulling, GetRenderStates().parameters[RendererParameter_FaceCulling]);
matData->SetParameter(MaterialData::ScissorTest, GetRenderStates().parameters[RendererParameter_ScissorTest]);
matData->SetParameter(MaterialData::StencilTest, GetRenderStates().parameters[RendererParameter_StencilTest]);
matData->SetParameter(MaterialData::Blending, GetRenderStates().blending);
matData->SetParameter(MaterialData::ColorWrite, GetRenderStates().colorWrite);
matData->SetParameter(MaterialData::DepthBuffer, GetRenderStates().depthBuffer);
matData->SetParameter(MaterialData::DepthWrite, GetRenderStates().depthWrite);
matData->SetParameter(MaterialData::FaceCulling, GetRenderStates().faceCulling);
matData->SetParameter(MaterialData::ScissorTest, GetRenderStates().scissorTest);
matData->SetParameter(MaterialData::StencilTest, GetRenderStates().stencilTest);
// Samplers
matData->SetParameter(MaterialData::DiffuseAnisotropyLevel, int(GetDiffuseSampler().GetAnisotropicLevel()));
@ -350,20 +350,20 @@ namespace Nz
matData->SetParameter(MaterialData::SpecularWrap, int(GetSpecularSampler().GetWrapMode()));
// Stencil
matData->SetParameter(MaterialData::StencilCompare, int(GetRenderStates().frontFace.stencilCompare));
matData->SetParameter(MaterialData::StencilFail, int(GetRenderStates().frontFace.stencilFail));
matData->SetParameter(MaterialData::StencilPass, int(GetRenderStates().frontFace.stencilPass));
matData->SetParameter(MaterialData::StencilZFail, int(GetRenderStates().frontFace.stencilZFail));
matData->SetParameter(MaterialData::StencilMask, int(GetRenderStates().frontFace.stencilMask));
matData->SetParameter(MaterialData::StencilReference, int(GetRenderStates().frontFace.stencilReference));
matData->SetParameter(MaterialData::StencilCompare, int(GetRenderStates().stencilCompare.front));
matData->SetParameter(MaterialData::StencilFail, int(GetRenderStates().stencilFail.front));
matData->SetParameter(MaterialData::StencilPass, int(GetRenderStates().stencilPass.front));
matData->SetParameter(MaterialData::StencilZFail, int(GetRenderStates().stencilDepthFail.front));
matData->SetParameter(MaterialData::StencilMask, int(GetRenderStates().stencilWriteMask.front));
matData->SetParameter(MaterialData::StencilReference, int(GetRenderStates().stencilReference.front));
// Stencil (back)
matData->SetParameter(MaterialData::BackFaceStencilCompare, int(GetRenderStates().backFace.stencilCompare));
matData->SetParameter(MaterialData::BackFaceStencilFail, int(GetRenderStates().backFace.stencilFail));
matData->SetParameter(MaterialData::BackFaceStencilPass, int(GetRenderStates().backFace.stencilPass));
matData->SetParameter(MaterialData::BackFaceStencilZFail, int(GetRenderStates().backFace.stencilZFail));
matData->SetParameter(MaterialData::BackFaceStencilMask, int(GetRenderStates().backFace.stencilMask));
matData->SetParameter(MaterialData::BackFaceStencilReference, int(GetRenderStates().backFace.stencilReference));
matData->SetParameter(MaterialData::BackFaceStencilCompare, int(GetRenderStates().stencilCompare.back));
matData->SetParameter(MaterialData::BackFaceStencilFail, int(GetRenderStates().stencilFail.back));
matData->SetParameter(MaterialData::BackFaceStencilPass, int(GetRenderStates().stencilPass.back));
matData->SetParameter(MaterialData::BackFaceStencilZFail, int(GetRenderStates().stencilDepthFail.back));
matData->SetParameter(MaterialData::BackFaceStencilMask, int(GetRenderStates().stencilWriteMask.back));
matData->SetParameter(MaterialData::BackFaceStencilReference, int(GetRenderStates().stencilReference.back));
// Textures
if (HasAlphaMap())
@ -441,8 +441,8 @@ namespace Nz
m_specularColor = Color::White;
m_specularSampler = TextureSampler();
m_states = RenderStates();
m_states.parameters[RendererParameter_DepthBuffer] = true;
m_states.parameters[RendererParameter_FaceCulling] = true;
m_states.depthBuffer = true;
m_states.faceCulling = true;
m_transformEnabled = true;
SetShader("Basic");

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@ -181,10 +181,10 @@ namespace Nz
// Renderstates
s_renderStates.depthFunc = RendererComparison_Equal;
s_renderStates.faceCulling = FaceSide_Front;
s_renderStates.parameters[RendererParameter_DepthBuffer] = true;
s_renderStates.parameters[RendererParameter_DepthWrite] = false;
s_renderStates.parameters[RendererParameter_FaceCulling] = true;
s_renderStates.cullingSide = FaceSide_Front;
s_renderStates.depthBuffer = true;
s_renderStates.depthWrite = false;
s_renderStates.faceCulling = true;
// Exception-free zone
s_indexBuffer = std::move(indexBuffer);

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@ -20,10 +20,10 @@ namespace Nz
{
RenderStates states;
states.depthFunc = RendererComparison_Equal;
states.faceCulling = FaceSide_Back;
states.parameters[RendererParameter_DepthBuffer] = true;
states.parameters[RendererParameter_DepthWrite] = false;
states.parameters[RendererParameter_FaceCulling] = true;
states.cullingSide = FaceSide_Back;
states.depthBuffer = true;
states.depthWrite = false;
states.faceCulling = true;
return states;
}

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@ -652,7 +652,7 @@ namespace Nz
void DebugDrawer::EnableDepthBuffer(bool depthBuffer)
{
s_renderStates.parameters[RendererParameter_DepthBuffer] = depthBuffer;
s_renderStates.depthBuffer = depthBuffer;
}
float DebugDrawer::GetLineWidth()
@ -698,7 +698,7 @@ namespace Nz
}
s_primaryColor = Color::Red;
s_renderStates.parameters[RendererParameter_DepthBuffer] = true;
s_renderStates.depthBuffer = true;
s_secondaryColor = Color::Green;
s_initialized = true;
@ -709,7 +709,7 @@ namespace Nz
bool DebugDrawer::IsDepthBufferEnabled()
{
return s_renderStates.parameters[RendererParameter_DepthBuffer];
return s_renderStates.depthBuffer;
}
void DebugDrawer::SetLineWidth(float width)

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@ -158,7 +158,7 @@ namespace Nz
RenderStates& currentRenderStates = s_contextStates->renderStates;
// Les fonctions de blend n'a aucun intérêt sans blending
if (states.parameters[RendererParameter_Blend])
if (states.blending)
{
if (currentRenderStates.dstBlend != states.dstBlend ||
currentRenderStates.srcBlend != states.srcBlend)
@ -169,7 +169,7 @@ namespace Nz
}
}
if (states.parameters[RendererParameter_DepthBuffer])
if (states.depthBuffer)
{
// La comparaison de profondeur n'a aucun intérêt sans depth buffer
if (currentRenderStates.depthFunc != states.depthFunc)
@ -179,20 +179,20 @@ namespace Nz
}
// Le DepthWrite n'a aucune importance si le DepthBuffer est désactivé
if (currentRenderStates.parameters[RendererParameter_DepthWrite] != states.parameters[RendererParameter_DepthWrite])
if (currentRenderStates.depthWrite != states.depthWrite)
{
glDepthMask((states.parameters[RendererParameter_DepthWrite]) ? GL_TRUE : GL_FALSE);
currentRenderStates.parameters[RendererParameter_DepthWrite] = states.parameters[RendererParameter_DepthWrite];
glDepthMask((states.depthWrite) ? GL_TRUE : GL_FALSE);
currentRenderStates.depthWrite = states.depthWrite;
}
}
// Inutile de changer le mode de face culling s'il n'est pas actif
if (states.parameters[RendererParameter_FaceCulling])
if (states.faceCulling)
{
if (currentRenderStates.faceCulling != states.faceCulling)
if (currentRenderStates.cullingSide != states.cullingSide)
{
glCullFace(FaceSide[states.faceCulling]);
currentRenderStates.faceCulling = states.faceCulling;
glCullFace(FaceSide[states.cullingSide]);
currentRenderStates.cullingSide = states.cullingSide;
}
}
@ -203,33 +203,46 @@ namespace Nz
}
// Ici encore, ça ne sert à rien de se soucier des fonctions de stencil sans qu'il soit activé
if (states.parameters[RendererParameter_StencilTest])
if (states.stencilTest)
{
for (unsigned int i = 0; i < 2; ++i)
if (currentRenderStates.stencilCompare.back != states.stencilCompare.back ||
currentRenderStates.stencilReference.back != states.stencilReference.back ||
currentRenderStates.stencilWriteMask.back != states.stencilWriteMask.back)
{
GLenum face = (i == 0) ? GL_BACK : GL_FRONT;
const RenderStates::Face& srcStates = (i == 0) ? states.backFace : states.frontFace;
RenderStates::Face& dstStates = (i == 0) ? currentRenderStates.backFace : currentRenderStates.frontFace;
if (dstStates.stencilCompare != srcStates.stencilCompare ||
dstStates.stencilMask != srcStates.stencilMask ||
dstStates.stencilReference != srcStates.stencilReference)
{
glStencilFuncSeparate(face, RendererComparison[srcStates.stencilCompare], srcStates.stencilReference, srcStates.stencilMask);
dstStates.stencilCompare = srcStates.stencilCompare;
dstStates.stencilMask = srcStates.stencilMask;
dstStates.stencilReference = srcStates.stencilReference;
glStencilFuncSeparate(GL_BACK, RendererComparison[states.stencilCompare.back], states.stencilReference.back, states.stencilWriteMask.back);
currentRenderStates.stencilCompare.back = states.stencilCompare.back;
currentRenderStates.stencilReference.back = states.stencilReference.back;
currentRenderStates.stencilWriteMask.back = states.stencilWriteMask.back;
}
if (dstStates.stencilFail != srcStates.stencilFail ||
dstStates.stencilPass != srcStates.stencilPass ||
dstStates.stencilZFail != srcStates.stencilZFail)
if (currentRenderStates.stencilDepthFail.back != states.stencilDepthFail.back ||
currentRenderStates.stencilFail.back != states.stencilFail.back ||
currentRenderStates.stencilPass.back != states.stencilPass.back)
{
glStencilOpSeparate(face, StencilOperation[srcStates.stencilFail], StencilOperation[srcStates.stencilZFail], StencilOperation[srcStates.stencilPass]);
dstStates.stencilFail = srcStates.stencilFail;
dstStates.stencilPass = srcStates.stencilPass;
dstStates.stencilZFail = srcStates.stencilZFail;
glStencilOpSeparate(GL_BACK, StencilOperation[states.stencilFail.back], StencilOperation[states.stencilDepthFail.back], StencilOperation[states.stencilPass.back]);
currentRenderStates.stencilDepthFail.back = states.stencilDepthFail.back;
currentRenderStates.stencilFail.back = states.stencilFail.back;
currentRenderStates.stencilPass.back = states.stencilPass.back;
}
if (currentRenderStates.stencilCompare.front != states.stencilCompare.front ||
currentRenderStates.stencilReference.front != states.stencilReference.front ||
currentRenderStates.stencilWriteMask.front != states.stencilWriteMask.front)
{
glStencilFuncSeparate(GL_FRONT, RendererComparison[states.stencilCompare.front], states.stencilReference.front, states.stencilWriteMask.front);
currentRenderStates.stencilCompare.front = states.stencilCompare.front;
currentRenderStates.stencilReference.front = states.stencilReference.front;
currentRenderStates.stencilWriteMask.front = states.stencilWriteMask.front;
}
if (currentRenderStates.stencilDepthFail.front != states.stencilDepthFail.front ||
currentRenderStates.stencilFail.front != states.stencilFail.front ||
currentRenderStates.stencilPass.front != states.stencilPass.front)
{
glStencilOpSeparate(GL_FRONT, StencilOperation[states.stencilFail.front], StencilOperation[states.stencilDepthFail.front], StencilOperation[states.stencilPass.front]);
currentRenderStates.stencilDepthFail.front = states.stencilDepthFail.front;
currentRenderStates.stencilFail.front = states.stencilFail.front;
currentRenderStates.stencilPass.front = states.stencilPass.front;
}
}
@ -246,62 +259,62 @@ namespace Nz
}
// Paramètres de rendu
if (currentRenderStates.parameters[RendererParameter_Blend] != states.parameters[RendererParameter_Blend])
if (currentRenderStates.blending != states.blending)
{
if (states.parameters[RendererParameter_Blend])
if (states.blending)
glEnable(GL_BLEND);
else
glDisable(GL_BLEND);
currentRenderStates.parameters[RendererParameter_Blend] = states.parameters[RendererParameter_Blend];
currentRenderStates.blending = states.blending;
}
if (currentRenderStates.parameters[RendererParameter_ColorWrite] != states.parameters[RendererParameter_ColorWrite])
if (currentRenderStates.colorWrite != states.colorWrite)
{
GLboolean param = (states.parameters[RendererParameter_ColorWrite]) ? GL_TRUE : GL_FALSE;
GLboolean param = (states.colorWrite) ? GL_TRUE : GL_FALSE;
glColorMask(param, param, param, param);
currentRenderStates.parameters[RendererParameter_ColorWrite] = states.parameters[RendererParameter_ColorWrite];
currentRenderStates.colorWrite = states.colorWrite;
}
if (currentRenderStates.parameters[RendererParameter_DepthBuffer] != states.parameters[RendererParameter_DepthBuffer])
if (currentRenderStates.depthBuffer != states.depthBuffer)
{
if (states.parameters[RendererParameter_DepthBuffer])
if (states.depthBuffer)
glEnable(GL_DEPTH_TEST);
else
glDisable(GL_DEPTH_TEST);
currentRenderStates.parameters[RendererParameter_DepthBuffer] = states.parameters[RendererParameter_DepthBuffer];
currentRenderStates.depthBuffer = states.depthBuffer;
}
if (currentRenderStates.parameters[RendererParameter_FaceCulling] != states.parameters[RendererParameter_FaceCulling])
if (currentRenderStates.faceCulling != states.faceCulling)
{
if (states.parameters[RendererParameter_FaceCulling])
if (states.faceCulling)
glEnable(GL_CULL_FACE);
else
glDisable(GL_CULL_FACE);
currentRenderStates.parameters[RendererParameter_FaceCulling] = states.parameters[RendererParameter_FaceCulling];
currentRenderStates.faceCulling = states.faceCulling;
}
if (currentRenderStates.parameters[RendererParameter_ScissorTest] != states.parameters[RendererParameter_ScissorTest])
if (currentRenderStates.scissorTest != states.scissorTest)
{
if (states.parameters[RendererParameter_ScissorTest])
if (states.scissorTest)
glEnable(GL_SCISSOR_TEST);
else
glDisable(GL_SCISSOR_TEST);
currentRenderStates.parameters[RendererParameter_ScissorTest] = states.parameters[RendererParameter_ScissorTest];
currentRenderStates.scissorTest = states.scissorTest;
}
if (currentRenderStates.parameters[RendererParameter_StencilTest] != states.parameters[RendererParameter_StencilTest])
if (currentRenderStates.stencilTest != states.stencilTest)
{
if (states.parameters[RendererParameter_StencilTest])
if (states.stencilTest)
glEnable(GL_STENCIL_TEST);
else
glDisable(GL_STENCIL_TEST);
currentRenderStates.parameters[RendererParameter_StencilTest] = states.parameters[RendererParameter_StencilTest];
currentRenderStates.stencilTest = states.stencilTest;
}
}

View File

@ -396,7 +396,38 @@ namespace Nz
}
#endif
s_states.parameters[parameter] = enable;
switch (parameter)
{
case RendererParameter_Blend:
s_states.blending = enable;
return;
case RendererParameter_ColorWrite:
s_states.colorWrite = enable;
return;
case RendererParameter_DepthBuffer:
s_states.depthBuffer = enable;
return;
case RendererParameter_DepthWrite:
s_states.depthWrite = enable;
return;
case RendererParameter_FaceCulling:
s_states.faceCulling = enable;
return;
case RendererParameter_ScissorTest:
s_states.scissorTest = enable;
return;
case RendererParameter_StencilTest:
s_states.stencilTest = enable;
return;
}
NazaraInternalError("Unhandled renderer parameter: 0x" + String::Number(parameter, 16));
}
void Renderer::EndCondition()
@ -762,7 +793,32 @@ namespace Nz
}
#endif
return s_states.parameters[parameter];
switch (parameter)
{
case RendererParameter_Blend:
return s_states.blending;
case RendererParameter_ColorWrite:
return s_states.colorWrite;
case RendererParameter_DepthBuffer:
return s_states.depthBuffer;
case RendererParameter_DepthWrite:
return s_states.depthWrite;
case RendererParameter_FaceCulling:
return s_states.faceCulling;
case RendererParameter_ScissorTest:
return s_states.scissorTest;
case RendererParameter_StencilTest:
return s_states.stencilTest;
}
NazaraInternalError("Unhandled renderer parameter: 0x" + String::Number(parameter, 16));
return false;
}
bool Renderer::IsInitialized()
@ -865,7 +921,7 @@ namespace Nz
}
#endif
s_states.faceCulling = faceSide;
s_states.cullingSide = faceSide;
}
void Renderer::SetFaceFilling(FaceFilling fillingMode)
@ -1042,16 +1098,16 @@ namespace Nz
switch (faceSide)
{
case FaceSide_Back:
s_states.backFace.stencilCompare = compareFunc;
s_states.stencilCompare.back = compareFunc;
break;
case FaceSide_Front:
s_states.frontFace.stencilCompare = compareFunc;
s_states.stencilCompare.front = compareFunc;
break;
case FaceSide_FrontAndBack:
s_states.backFace.stencilCompare = compareFunc;
s_states.frontFace.stencilCompare = compareFunc;
s_states.stencilCompare.back = compareFunc;
s_states.stencilCompare.front = compareFunc;
break;
}
}
@ -1075,16 +1131,16 @@ namespace Nz
switch (faceSide)
{
case FaceSide_Back:
s_states.backFace.stencilFail = failOperation;
s_states.stencilFail.back = failOperation;
break;
case FaceSide_Front:
s_states.frontFace.stencilFail = failOperation;
s_states.stencilFail.front = failOperation;
break;
case FaceSide_FrontAndBack:
s_states.backFace.stencilFail = failOperation;
s_states.frontFace.stencilFail = failOperation;
s_states.stencilFail.back = failOperation;
s_states.stencilFail.front = failOperation;
break;
}
}
@ -1102,16 +1158,16 @@ namespace Nz
switch (faceSide)
{
case FaceSide_Back:
s_states.backFace.stencilMask = mask;
s_states.stencilWriteMask.back = mask;
break;
case FaceSide_Front:
s_states.frontFace.stencilMask = mask;
s_states.stencilWriteMask.front = mask;
break;
case FaceSide_FrontAndBack:
s_states.backFace.stencilMask = mask;
s_states.frontFace.stencilMask = mask;
s_states.stencilWriteMask.back = mask;
s_states.stencilWriteMask.front = mask;
break;
}
}
@ -1135,16 +1191,16 @@ namespace Nz
switch (faceSide)
{
case FaceSide_Back:
s_states.backFace.stencilPass = passOperation;
s_states.stencilPass.back = passOperation;
break;
case FaceSide_Front:
s_states.frontFace.stencilPass = passOperation;
s_states.stencilPass.front = passOperation;
break;
case FaceSide_FrontAndBack:
s_states.backFace.stencilPass = passOperation;
s_states.frontFace.stencilPass = passOperation;
s_states.stencilPass.back = passOperation;
s_states.stencilPass.front = passOperation;
break;
}
}
@ -1162,16 +1218,16 @@ namespace Nz
switch (faceSide)
{
case FaceSide_Back:
s_states.backFace.stencilReference = refValue;
s_states.stencilReference.back = refValue;
break;
case FaceSide_Front:
s_states.frontFace.stencilReference = refValue;
s_states.stencilReference.front = refValue;
break;
case FaceSide_FrontAndBack:
s_states.backFace.stencilReference = refValue;
s_states.frontFace.stencilReference = refValue;
s_states.stencilReference.back = refValue;
s_states.stencilReference.front = refValue;
break;
}
}
@ -1195,16 +1251,16 @@ namespace Nz
switch (faceSide)
{
case FaceSide_Back:
s_states.backFace.stencilZFail = zfailOperation;
s_states.stencilDepthFail.back = zfailOperation;
break;
case FaceSide_Front:
s_states.frontFace.stencilZFail = zfailOperation;
s_states.stencilDepthFail.front = zfailOperation;
break;
case FaceSide_FrontAndBack:
s_states.backFace.stencilZFail = zfailOperation;
s_states.frontFace.stencilZFail = zfailOperation;
s_states.stencilDepthFail.back = zfailOperation;
s_states.stencilDepthFail.front = zfailOperation;
break;
}
}