2019-11-23 20:27:39 +08:00
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/****************************************************************************
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Copyright (c) 2015-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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Copyright (c) 2014 GamePlay3D team
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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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http://www.cocos2d-x.org
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Licensed under the Apache License, Version 2.0 (the "License");
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you may not use this file except in compliance with the License.
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You may obtain a copy of the License at
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http://www.apache.org/licenses/LICENSE-2.0
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Unless required by applicable law or agreed to in writing, software
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
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Ideas taken from:
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- GamePlay3D: http://gameplay3d.org/
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- OGRE3D: http://www.ogre3d.org/
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- Qt3D: http://qt-project.org/
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****************************************************************************/
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#pragma once
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#include <string>
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#include <functional>
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#include <cstdint>
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#include "platform/CCPlatformMacros.h"
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#include "base/CCRef.h"
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#include "base/ccTypes.h"
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#include "base/CCVector.h"
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#include "renderer/CCPipelineDescriptor.h"
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#include "renderer/backend/Types.h"
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#include "renderer/CCMeshCommand.h"
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NS_CC_BEGIN
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class Texture2D;
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class Pass;
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class MeshCommand;
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using CullFaceSide = backend::CullMode;
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using FrontFace = backend::Winding;
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using DepthFunction = backend::CompareFunction;
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/**
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* Defines the rendering state of the graphics device.
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*/
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class CC_DLL RenderState : public Ref
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{
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friend class Material;
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friend class Technique;
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friend class Pass;
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public:
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std::string getName() const;
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/**
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* Binds the render state for this RenderState and any of its parents, top-down,
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* for the given pass.
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*/
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void bindPass(Pass* pass, MeshCommand*);
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/**
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* Defines a block of fixed-function render states that can be applied to a
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* RenderState object.
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*/
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class CC_DLL StateBlock // : public Ref
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{
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friend class RenderState;
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friend class Pass;
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friend class RenderQueue;
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friend class Renderer;
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public:
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/**
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* Creates a new StateBlock with default render state settings.
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*/
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// static StateBlock* create();
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/** The recommended way to create StateBlocks is by calling `create`.
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* Don't use `new` or `delete` on them.
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*
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*/
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StateBlock() = default;
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~StateBlock() = default;
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StateBlock(const StateBlock&) = default;
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/**
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* Binds the state in this StateBlock to the renderer.
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*
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* This method handles both setting and restoring of render states to ensure that
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* only the state explicitly defined by this StateBlock is applied to the renderer.
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*/
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void bind(PipelineDescriptor* programState);
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/**
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* Explicitly sets the source and destination used in the blend function for this render state.
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*
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* Note that the blend function is only applied when blending is enabled.
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*
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* @param blendFunc Specifies how the blending factors are computed.
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*/
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void setBlendFunc(const BlendFunc& blendFunc);
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/**
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* Toggles blending.
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*
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* @param enabled true to enable, false to disable.
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*/
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void setBlend(bool enabled);
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/**
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* Explicitly sets the source used in the blend function for this render state.
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*
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* Note that the blend function is only applied when blending is enabled.
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*
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* @param blend Specifies how the source blending factors are computed.
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*/
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void setBlendSrc(backend::BlendFactor blend);
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/**
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* Explicitly sets the source used in the blend function for this render state.
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*
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* Note that the blend function is only applied when blending is enabled.
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*
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* @param blend Specifies how the destination blending factors are computed.
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*/
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void setBlendDst(backend::BlendFactor blend);
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/**
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* Explicitly enables or disables backface culling.
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*
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* @param enabled true to enable, false to disable.
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*/
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void setCullFace(bool enabled);
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/**
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* Sets the side of the facets to cull.
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*
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* When not explicitly set, the default is to cull back-facing facets.
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*
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* @param side The side to cull.
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*/
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void setCullFaceSide(CullFaceSide side);
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/**
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* Sets the winding for front facing polygons.
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*
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* By default, counter-clockwise wound polygons are considered front facing.
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*
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* @param winding The winding for front facing polygons.
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*/
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void setFrontFace(FrontFace winding);
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/**
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* Toggles depth testing.
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*
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* By default, depth testing is disabled.
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*
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* @param enabled true to enable, false to disable.
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*/
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void setDepthTest(bool enabled);
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/**
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* Toggles depth writing.
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*
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* @param enabled true to enable, false to disable.
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*/
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void setDepthWrite(bool enabled);
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/**
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* Sets the depth function to use when depth testing is enabled.
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*
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* When not explicitly set and when depth testing is enabled, the default
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* depth function is DEPTH_LESS.
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*
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* @param func The depth function.
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*/
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void setDepthFunction(DepthFunction func);
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/**
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* Sets a render state from the given name and value strings.
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*
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* This method attempts to interpret the passed in strings as render state
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* name and value. This is normally used when loading render states from
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* material files.
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*
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* @param name Name of the render state to set.
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* @param value Value of the specified render state.
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*/
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void setState(const std::string& name, const std::string& value);
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uint32_t getHash() const;
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bool isDirty() const;
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/** StateBlock bits to be used with invalidate */
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enum
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{
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RS_BLEND = (1 << 0),
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RS_BLEND_FUNC = (1 << 1),
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RS_CULL_FACE = (1 << 2),
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RS_DEPTH_TEST = (1 << 3),
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RS_DEPTH_WRITE = (1 << 4),
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RS_DEPTH_FUNC = (1 << 5),
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RS_CULL_FACE_SIDE = (1 << 6),
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// RS_STENCIL_TEST = (1 << 7),
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// RS_STENCIL_WRITE = (1 << 8),
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// RS_STENCIL_FUNC = (1 << 9),
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// RS_STENCIL_OP = (1 << 10),
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RS_FRONT_FACE = (1 << 11),
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RS_ALL_ONES = 0xFFFFFFFF,
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};
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protected:
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/**
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* update internal states of ProgramState
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*/
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void apply(PipelineDescriptor* pipelineDescriptor);
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static void restoreUnmodifiedStates(int32_t flags, PipelineDescriptor* pipelineDescriptor);
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bool _cullFaceEnabled = false;
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bool _depthTestEnabled = true;
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bool _depthWriteEnabled = false;
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DepthFunction _depthFunction = DepthFunction::LESS;
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bool _blendEnabled = true;
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backend::BlendFactor _blendSrc = backend::BlendFactor::ONE;
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backend::BlendFactor _blendDst = backend::BlendFactor::ZERO;
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CullFaceSide _cullFaceSide = CullFaceSide::BACK;
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FrontFace _frontFace = FrontFace::COUNTER_CLOCK_WISE;
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int32_t _modifiedBits = 0L;
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mutable uint32_t _hash;
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mutable bool _hashDirty;
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};
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StateBlock& getStateBlock() const;
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protected:
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RenderState() = default;
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mutable uint32_t _hash = 0;
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mutable bool _hashDirty = true;
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/**
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* The StateBlock of fixed-function render states that can be applied to the RenderState.
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*/
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mutable StateBlock _state;
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// name, for filtering
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std::string _name;
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};
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NS_CC_END
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