Made stencil per face side

Former-commit-id: 093f2125886d47ebc79f97aaecfad3a5216f399a
This commit is contained in:
Lynix
2013-09-06 18:17:58 +02:00
parent 1ed8ea8ad5
commit d4abb8fc49
5 changed files with 214 additions and 71 deletions

View File

@@ -191,25 +191,32 @@ void NzOpenGL::ApplyStates(const NzRenderStates& states)
// Ici encore, ça ne sert à rien de se soucier des fonctions de stencil sans qu'il soit activé
if (states.parameters[nzRendererParameter_StencilTest])
{
if (currentRenderStates.stencilCompare != states.stencilCompare ||
currentRenderStates.stencilMask != states.stencilMask ||
currentRenderStates.stencilReference != states.stencilReference)
for (unsigned int i = 0; i < 2; ++i)
{
glStencilFunc(RendererComparison[states.stencilCompare], states.stencilReference, states.stencilMask);
currentRenderStates.stencilCompare = states.stencilCompare;
currentRenderStates.stencilMask = states.stencilMask;
currentRenderStates.stencilReference = states.stencilReference;
}
GLenum face = (i == 0) ? GL_BACK : GL_FRONT;
const NzRenderStates::Face& srcStates = (i == 0) ? states.backFace : states.frontFace;
NzRenderStates::Face& dstStates = (i == 0) ? currentRenderStates.backFace : currentRenderStates.frontFace;
// Ici encore, ça ne sert à rien de se soucier des fonctions de stencil sans qu'il soit activé
if (currentRenderStates.stencilFail != states.stencilFail ||
currentRenderStates.stencilPass != states.stencilPass ||
currentRenderStates.stencilZFail != states.stencilZFail)
{
glStencilOp(StencilOperation[states.stencilFail], StencilOperation[states.stencilZFail], StencilOperation[states.stencilPass]);
currentRenderStates.stencilFail = states.stencilFail;
currentRenderStates.stencilPass = states.stencilPass;
currentRenderStates.stencilZFail = states.stencilZFail;
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;
}
// Ici encore, ça ne sert à rien de se soucier des fonctions de stencil sans qu'il soit activé
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;
}
}
}
@@ -1259,19 +1266,6 @@ void NzOpenGL::SetBuffer(nzBufferType type, GLuint id)
s_contextStates->buffersBinding[type] = id;
}
void NzOpenGL::SetProgram(GLuint id)
{
#ifdef NAZARA_DEBUG
if (!s_contextStates)
{
NazaraError("No context activated");
return;
}
#endif
s_contextStates->currentProgram = id;
}
void NzOpenGL::SetScissorBox(const NzRecti& scissorBox)
{
#ifdef NAZARA_DEBUG
@@ -1285,6 +1279,19 @@ void NzOpenGL::SetScissorBox(const NzRecti& scissorBox)
s_contextStates->currentScissorBox = scissorBox;
}
void NzOpenGL::SetProgram(GLuint id)
{
#ifdef NAZARA_DEBUG
if (!s_contextStates)
{
NazaraError("No context activated");
return;
}
#endif
s_contextStates->currentProgram = id;
}
void NzOpenGL::SetTarget(const NzRenderTarget* renderTarget)
{
#ifdef NAZARA_DEBUG