2019-11-23 20:27:39 +08:00
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/****************************************************************************
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2020-02-23 21:27:14 +08:00
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Copyright (c) 2018-2019 Xiamen Yaji Software Co., Ltd.
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2022-04-25 19:15:46 +08:00
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Copyright (c) 2020 C4games Ltd.
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2019-11-23 20:27:39 +08:00
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2022-01-04 12:36:20 +08:00
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https://adxeproject.github.io/
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2019-11-23 20:27:39 +08:00
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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2021-12-25 10:04:45 +08:00
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2019-11-23 20:27:39 +08:00
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#include "RenderPipelineGL.h"
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#include "ShaderModuleGL.h"
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#include "DepthStencilStateGL.h"
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#include "ProgramGL.h"
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#include "UtilsGL.h"
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#include <assert.h>
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CC_BACKEND_BEGIN
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2020-09-22 16:32:17 +08:00
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void RenderPipelineGL::update(const RenderTarget*, const PipelineDescriptor& pipelineDescirptor)
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{
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if (_programGL != pipelineDescirptor.programState->getProgram())
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{
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CC_SAFE_RELEASE(_programGL);
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_programGL = static_cast<ProgramGL*>(pipelineDescirptor.programState->getProgram());
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CC_SAFE_RETAIN(_programGL);
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}
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updateBlendState(pipelineDescirptor.blendDescriptor);
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}
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void RenderPipelineGL::updateBlendState(const BlendDescriptor& descriptor)
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{
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auto blendEnabled = descriptor.blendEnabled;
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auto rgbBlendOperation = UtilsGL::toGLBlendOperation(descriptor.rgbBlendOperation);
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auto alphaBlendOperation = UtilsGL::toGLBlendOperation(descriptor.alphaBlendOperation);
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auto sourceRGBBlendFactor = UtilsGL::toGLBlendFactor(descriptor.sourceRGBBlendFactor);
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auto destinationRGBBlendFactor = UtilsGL::toGLBlendFactor(descriptor.destinationRGBBlendFactor);
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auto sourceAlphaBlendFactor = UtilsGL::toGLBlendFactor(descriptor.sourceAlphaBlendFactor);
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auto destinationAlphaBlendFactor = UtilsGL::toGLBlendFactor(descriptor.destinationAlphaBlendFactor);
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GLboolean writeMaskRed = bitmask::any(descriptor.writeMask, ColorWriteMask::RED);
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GLboolean writeMaskGreen = bitmask::any(descriptor.writeMask, ColorWriteMask::GREEN);
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GLboolean writeMaskBlue = bitmask::any(descriptor.writeMask, ColorWriteMask::BLUE);
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GLboolean writeMaskAlpha = bitmask::any(descriptor.writeMask, ColorWriteMask::ALPHA);
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if (blendEnabled)
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{
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glEnable(GL_BLEND);
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glBlendEquationSeparate(rgbBlendOperation, alphaBlendOperation);
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glBlendFuncSeparate(sourceRGBBlendFactor, destinationRGBBlendFactor, sourceAlphaBlendFactor,
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destinationAlphaBlendFactor);
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}
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else
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glDisable(GL_BLEND);
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glColorMask(writeMaskRed, writeMaskGreen, writeMaskBlue, writeMaskAlpha);
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}
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RenderPipelineGL::~RenderPipelineGL()
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{
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CC_SAFE_RELEASE(_programGL);
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}
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CC_BACKEND_END
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