Renderer/RenderStates: Update RenderStates structure (preparing for renderer update)
Former-commit-id: 8839ceda70dfa0384e8da43205a208c89f1eb7bf [formerly f5434c9c44a52e02fdc6970e443cd7d3e9e99e6b] Former-commit-id: 6a4846a2e2c8b60160598812ebd02da17a2f6947
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@ -53,7 +53,36 @@ namespace Nz
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{
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NazaraAssert(renderParameter <= RendererParameter_Max, "Renderer parameter out of enum");
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m_states.parameters[renderParameter] = enable;
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switch (renderParameter)
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{
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case RendererParameter_Blend:
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m_states.blending = enable;
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return;
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case RendererParameter_ColorWrite:
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m_states.colorWrite = enable;
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return;
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case RendererParameter_DepthBuffer:
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m_states.depthBuffer = enable;
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return;
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case RendererParameter_DepthWrite:
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m_states.depthWrite = enable;
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return;
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case RendererParameter_FaceCulling:
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m_states.faceCulling = enable;
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return;
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case RendererParameter_ScissorTest:
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m_states.scissorTest = enable;
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return;
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case RendererParameter_StencilTest:
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m_states.stencilTest = enable;
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return;
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}
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}
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/*!
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@ -257,7 +286,7 @@ namespace Nz
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inline FaceSide Material::GetFaceCulling() const
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{
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return m_states.faceCulling;
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return m_states.cullingSide;
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}
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/*!
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@ -489,7 +518,32 @@ namespace Nz
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{
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NazaraAssert(parameter <= RendererParameter_Max, "Renderer parameter out of enum");
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return m_states.parameters[parameter];
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switch (parameter)
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{
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case RendererParameter_Blend:
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return m_states.blending;
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case RendererParameter_ColorWrite:
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return m_states.colorWrite;
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case RendererParameter_DepthBuffer:
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return m_states.depthBuffer;
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case RendererParameter_DepthWrite:
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return m_states.depthWrite;
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case RendererParameter_FaceCulling:
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return m_states.faceCulling;
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case RendererParameter_ScissorTest:
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return m_states.scissorTest;
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case RendererParameter_StencilTest:
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return m_states.stencilTest;
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}
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NazaraInternalError("Unhandled renderer parameter: 0x" + String::Number(parameter, 16));
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return false;
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}
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/*!
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@ -778,7 +832,7 @@ namespace Nz
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inline void Material::SetFaceCulling(FaceSide faceSide)
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{
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m_states.faceCulling = faceSide;
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m_states.cullingSide = faceSide;
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}
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/*!
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@ -8,37 +8,75 @@
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#define NAZARA_RENDERSTATES_HPP
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#include <Nazara/Utility/Enums.hpp>
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#include <Nazara/Renderer/Shader.hpp>
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namespace Nz
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{
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struct RenderStates
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{
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RenderStates();
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RenderStates(const RenderStates& states);
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~RenderStates() = default;
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BlendFunc dstBlend = BlendFunc_Zero;
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BlendFunc srcBlend = BlendFunc_One;
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FaceFilling faceFilling = FaceFilling_Fill;
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FaceSide cullingSide = FaceSide_Back;
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RendererComparison depthFunc = RendererComparison_Less;
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RenderStates& operator=(const RenderStates& states);
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struct Face
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struct
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{
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RendererComparison stencilCompare;
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StencilOperation stencilFail;
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StencilOperation stencilPass;
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StencilOperation stencilZFail;
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UInt32 stencilMask;
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unsigned int stencilReference;
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};
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RendererComparison back = RendererComparison_Always;
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RendererComparison front = RendererComparison_Always;
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} stencilCompare;
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Face backFace;
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Face frontFace;
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BlendFunc dstBlend;
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BlendFunc srcBlend;
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FaceFilling faceFilling;
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FaceSide faceCulling;
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RendererComparison depthFunc;
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bool parameters[RendererParameter_Max+1];
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float lineWidth;
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float pointSize;
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struct
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{
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UInt32 back = 0xFFFFFFFF;
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UInt32 front = 0xFFFFFFFF;
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} stencilCompareMask;
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struct
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{
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StencilOperation back = StencilOperation_Keep;
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StencilOperation front = StencilOperation_Keep;
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} stencilDepthFail;
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struct
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{
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StencilOperation back = StencilOperation_Keep;
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StencilOperation front = StencilOperation_Keep;
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} stencilFail;
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struct
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{
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StencilOperation back = StencilOperation_Keep;
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StencilOperation front = StencilOperation_Keep;
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} stencilPass;
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struct
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{
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UInt32 back = 0U;
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UInt32 front = 0U;
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} stencilReference;
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struct
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{
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UInt32 back = 0xFFFFFFFF;
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UInt32 front = 0xFFFFFFFF;
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} stencilWriteMask;
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bool blending = false;
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bool colorWrite = true;
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bool depthBuffer = false;
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bool depthWrite = true;
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bool faceCulling = false;
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bool scissorTest = false;
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bool stencilTest = false;
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float lineWidth = 1.f;
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float pointSize = 1.f;
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};
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struct RenderPipeline : RenderStates
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{
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ShaderConstRef shader;
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};
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}
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@ -2,52 +2,12 @@
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// This file is part of the "Nazara Engine - Renderer module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/Renderer/RenderStates.hpp>
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#include <cstring>
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#include <Nazara/Renderer/Debug.hpp>
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namespace Nz
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{
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inline RenderStates::RenderStates() :
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dstBlend(BlendFunc_Zero),
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srcBlend(BlendFunc_One),
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faceFilling(FaceFilling_Fill),
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faceCulling(FaceSide_Back),
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depthFunc(RendererComparison_Less),
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lineWidth(1.f),
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pointSize(1.f)
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{
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parameters[RendererParameter_Blend] = false;
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parameters[RendererParameter_ColorWrite] = true;
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parameters[RendererParameter_DepthBuffer] = false;
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parameters[RendererParameter_DepthWrite] = true;
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parameters[RendererParameter_FaceCulling] = false;
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parameters[RendererParameter_ScissorTest] = false;
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parameters[RendererParameter_StencilTest] = false;
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for (unsigned int i = 0; i < 2; ++i)
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{
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Face& face = (i == 0) ? backFace : frontFace;
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face.stencilCompare = RendererComparison_Always;
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face.stencilFail = StencilOperation_Keep;
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face.stencilMask = 0xFFFFFFFF;
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face.stencilPass = StencilOperation_Keep;
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face.stencilReference = 0;
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face.stencilZFail = StencilOperation_Keep;
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}
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}
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inline RenderStates::RenderStates(const RenderStates& states)
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{
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std::memcpy(this, &states, sizeof(RenderStates));
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}
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inline RenderStates& RenderStates::operator=(const RenderStates& states)
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{
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std::memcpy(this, &states, sizeof(RenderStates));
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return *this;
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}
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}
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#include <Nazara/Renderer/DebugOff.hpp>
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@ -19,11 +19,11 @@ namespace Nz
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RenderStates BuildRenderStates()
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{
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RenderStates states;
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states.cullingSide = FaceSide_Back;
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states.depthFunc = RendererComparison_Equal;
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states.faceCulling = FaceSide_Back;
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states.parameters[RendererParameter_DepthBuffer] = true;
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states.parameters[RendererParameter_DepthWrite] = false;
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states.parameters[RendererParameter_FaceCulling] = true;
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states.depthBuffer = true;
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states.depthWrite = false;
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states.faceCulling = true;
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return states;
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}
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@ -32,7 +32,7 @@ namespace Nz
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m_bloomBrightShader = ShaderLibrary::Get("DeferredBloomBright");
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m_bloomFinalShader = ShaderLibrary::Get("DeferredBloomFinal");
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m_bloomStates.parameters[RendererParameter_DepthBuffer] = false;
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m_bloomStates.depthBuffer = false;
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m_gaussianBlurShader = ShaderLibrary::Get("DeferredGaussianBlur");
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m_gaussianBlurShaderFilterLocation = m_gaussianBlurShader->GetUniformLocation("Filter");
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@ -127,7 +127,7 @@ namespace Nz
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m_pointSampler.SetFilterMode(SamplerFilter_Nearest);
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m_pointSampler.SetWrapMode(SamplerWrap_Clamp);
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m_states.parameters[RendererParameter_DepthBuffer] = false;
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m_states.depthBuffer = false;
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}
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DeferredDOFPass::~DeferredDOFPass() = default;
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@ -28,7 +28,7 @@ namespace Nz
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m_pointSampler.SetFilterMode(SamplerFilter_Nearest);
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m_pointSampler.SetWrapMode(SamplerWrap_Clamp);
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m_states.parameters[RendererParameter_DepthBuffer] = false;
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m_states.depthBuffer = false;
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}
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DeferredFXAAPass::~DeferredFXAAPass() = default;
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@ -26,7 +26,7 @@ namespace Nz
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m_pointSampler.SetFilterMode(SamplerFilter_Nearest);
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m_pointSampler.SetWrapMode(SamplerWrap_Clamp);
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m_states.parameters[RendererParameter_DepthBuffer] = false;
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m_states.depthBuffer = false;
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m_uberShader = UberShaderLibrary::Get("Basic");
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@ -141,7 +141,7 @@ namespace Nz
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m_shader = BuildFogShader();
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m_shaderEyePositionLocation = m_shader->GetUniformLocation("EyePosition");
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m_states.parameters[RendererParameter_DepthBuffer] = false;
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m_states.depthBuffer = false;
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}
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DeferredFogPass::~DeferredFogPass() = default;
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@ -31,12 +31,12 @@ namespace Nz
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DeferredGeometryPass::DeferredGeometryPass()
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{
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m_clearShader = ShaderLibrary::Get("DeferredGBufferClear");
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m_clearStates.parameters[RendererParameter_DepthBuffer] = true;
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m_clearStates.parameters[RendererParameter_FaceCulling] = true;
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m_clearStates.parameters[RendererParameter_StencilTest] = true;
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m_clearStates.depthBuffer = true;
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m_clearStates.faceCulling = true;
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m_clearStates.stencilTest = true;
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m_clearStates.depthFunc = RendererComparison_Always;
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m_clearStates.frontFace.stencilCompare = RendererComparison_Always;
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m_clearStates.frontFace.stencilPass = StencilOperation_Zero;
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m_clearStates.stencilCompare.front = RendererComparison_Always;
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m_clearStates.stencilPass.front = StencilOperation_Zero;
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}
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DeferredGeometryPass::~DeferredGeometryPass() = default;
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@ -120,9 +120,9 @@ namespace Nz
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RenderStates lightStates;
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lightStates.dstBlend = BlendFunc_One;
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lightStates.srcBlend = BlendFunc_One;
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lightStates.parameters[RendererParameter_Blend] = true;
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lightStates.parameters[RendererParameter_DepthBuffer] = false;
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lightStates.parameters[RendererParameter_DepthWrite] = false;
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lightStates.blending = true;
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lightStates.depthBuffer = false;
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lightStates.depthWrite = false;
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// Directional lights
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if (!m_renderQueue->directionalLights.empty())
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@ -146,18 +146,18 @@ namespace Nz
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if (!m_renderQueue->pointLights.empty() || !m_renderQueue->spotLights.empty())
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{
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// http://www.altdevblogaday.com/2011/08/08/stencil-buffer-optimisation-for-deferred-lights/
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lightStates.parameters[RendererParameter_StencilTest] = true;
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lightStates.faceCulling = FaceSide_Front;
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lightStates.backFace.stencilMask = 0xFF;
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lightStates.backFace.stencilReference = 0;
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lightStates.backFace.stencilFail = StencilOperation_Keep;
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lightStates.backFace.stencilPass = StencilOperation_Keep;
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lightStates.backFace.stencilZFail = StencilOperation_Invert;
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lightStates.frontFace.stencilMask = 0xFF;
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lightStates.frontFace.stencilReference = 0;
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lightStates.frontFace.stencilFail = StencilOperation_Keep;
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lightStates.frontFace.stencilPass = StencilOperation_Keep;
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lightStates.frontFace.stencilZFail = StencilOperation_Invert;
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lightStates.cullingSide = FaceSide_Front;
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lightStates.stencilTest = true;
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lightStates.stencilDepthFail.back = StencilOperation_Invert;
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lightStates.stencilDepthFail.front = StencilOperation_Invert;
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lightStates.stencilFail.back = StencilOperation_Keep;
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lightStates.stencilFail.front = StencilOperation_Keep;
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lightStates.stencilPass.back = StencilOperation_Keep;
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lightStates.stencilPass.front = StencilOperation_Keep;
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lightStates.stencilReference.back = 0;
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lightStates.stencilReference.front = 0;
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lightStates.stencilWriteMask.back = 0xFF;
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lightStates.stencilWriteMask.front = 0xFF;
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Renderer::SetRenderStates(lightStates);
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@ -252,41 +252,41 @@ namespace Nz
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// Stencil
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if (matData.GetIntegerParameter(MaterialData::StencilCompare, &iValue))
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m_states.frontFace.stencilCompare = static_cast<RendererComparison>(iValue);
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m_states.stencilCompare.front = static_cast<RendererComparison>(iValue);
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if (matData.GetIntegerParameter(MaterialData::StencilFail, &iValue))
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m_states.frontFace.stencilFail = static_cast<StencilOperation>(iValue);
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m_states.stencilFail.front = static_cast<StencilOperation>(iValue);
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if (matData.GetIntegerParameter(MaterialData::StencilPass, &iValue))
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m_states.frontFace.stencilPass = static_cast<StencilOperation>(iValue);
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m_states.stencilPass.front = static_cast<StencilOperation>(iValue);
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if (matData.GetIntegerParameter(MaterialData::StencilZFail, &iValue))
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m_states.frontFace.stencilZFail = static_cast<StencilOperation>(iValue);
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m_states.stencilDepthFail.front = static_cast<StencilOperation>(iValue);
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if (matData.GetIntegerParameter(MaterialData::StencilMask, &iValue))
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m_states.frontFace.stencilMask = static_cast<UInt32>(iValue);
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m_states.stencilWriteMask.front = static_cast<UInt32>(iValue);
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if (matData.GetIntegerParameter(MaterialData::StencilReference, &iValue))
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m_states.frontFace.stencilReference = static_cast<unsigned int>(iValue);
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m_states.stencilReference.front = static_cast<unsigned int>(iValue);
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// Stencil (back)
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if (matData.GetIntegerParameter(MaterialData::BackFaceStencilCompare, &iValue))
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m_states.backFace.stencilCompare = static_cast<RendererComparison>(iValue);
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m_states.stencilCompare.back = static_cast<RendererComparison>(iValue);
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if (matData.GetIntegerParameter(MaterialData::BackFaceStencilFail, &iValue))
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m_states.backFace.stencilFail = static_cast<StencilOperation>(iValue);
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m_states.stencilFail.back = static_cast<StencilOperation>(iValue);
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if (matData.GetIntegerParameter(MaterialData::BackFaceStencilPass, &iValue))
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m_states.backFace.stencilPass = static_cast<StencilOperation>(iValue);
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m_states.stencilPass.back = static_cast<StencilOperation>(iValue);
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if (matData.GetIntegerParameter(MaterialData::BackFaceStencilZFail, &iValue))
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m_states.backFace.stencilZFail = static_cast<StencilOperation>(iValue);
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m_states.stencilDepthFail.back = static_cast<StencilOperation>(iValue);
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if (matData.GetIntegerParameter(MaterialData::BackFaceStencilMask, &iValue))
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m_states.backFace.stencilMask = static_cast<UInt32>(iValue);
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m_states.stencilWriteMask.back = static_cast<UInt32>(iValue);
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if (matData.GetIntegerParameter(MaterialData::BackFaceStencilReference, &iValue))
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m_states.backFace.stencilReference = static_cast<unsigned int>(iValue);
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m_states.stencilReference.back = static_cast<unsigned int>(iValue);
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// Textures
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if (matParams.loadAlphaMap && matData.GetStringParameter(MaterialData::AlphaTexturePath, &path))
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@ -332,13 +332,13 @@ namespace Nz
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matData->SetParameter(MaterialData::Transform, IsTransformEnabled());
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// RendererParameter
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matData->SetParameter(MaterialData::Blending, GetRenderStates().parameters[RendererParameter_Blend]);
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matData->SetParameter(MaterialData::ColorWrite, GetRenderStates().parameters[RendererParameter_ColorWrite]);
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matData->SetParameter(MaterialData::DepthBuffer, GetRenderStates().parameters[RendererParameter_DepthBuffer]);
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matData->SetParameter(MaterialData::DepthWrite, GetRenderStates().parameters[RendererParameter_DepthWrite]);
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matData->SetParameter(MaterialData::FaceCulling, GetRenderStates().parameters[RendererParameter_FaceCulling]);
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matData->SetParameter(MaterialData::ScissorTest, GetRenderStates().parameters[RendererParameter_ScissorTest]);
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matData->SetParameter(MaterialData::StencilTest, GetRenderStates().parameters[RendererParameter_StencilTest]);
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matData->SetParameter(MaterialData::Blending, GetRenderStates().blending);
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matData->SetParameter(MaterialData::ColorWrite, GetRenderStates().colorWrite);
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matData->SetParameter(MaterialData::DepthBuffer, GetRenderStates().depthBuffer);
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matData->SetParameter(MaterialData::DepthWrite, GetRenderStates().depthWrite);
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matData->SetParameter(MaterialData::FaceCulling, GetRenderStates().faceCulling);
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matData->SetParameter(MaterialData::ScissorTest, GetRenderStates().scissorTest);
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matData->SetParameter(MaterialData::StencilTest, GetRenderStates().stencilTest);
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// 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");
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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)
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
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.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;
|
||||
}
|
||||
if (currentRenderStates.stencilDepthFail.back != states.stencilDepthFail.back ||
|
||||
currentRenderStates.stencilFail.back != states.stencilFail.back ||
|
||||
currentRenderStates.stencilPass.back != states.stencilPass.back)
|
||||
{
|
||||
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 (dstStates.stencilFail != srcStates.stencilFail ||
|
||||
dstStates.stencilPass != srcStates.stencilPass ||
|
||||
dstStates.stencilZFail != srcStates.stencilZFail)
|
||||
{
|
||||
glStencilOpSeparate(face, StencilOperation[srcStates.stencilFail], StencilOperation[srcStates.stencilZFail], StencilOperation[srcStates.stencilPass]);
|
||||
dstStates.stencilFail = srcStates.stencilFail;
|
||||
dstStates.stencilPass = srcStates.stencilPass;
|
||||
dstStates.stencilZFail = srcStates.stencilZFail;
|
||||
}
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Reference in New Issue