mirror of https://github.com/axmolengine/axmol.git
151 lines
5.2 KiB
C++
151 lines
5.2 KiB
C++
#include "DepthStencilStateGL.h"
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#include "platform/CCGL.h"
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#include "base/ccMacros.h"
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CC_BACKEND_BEGIN
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namespace
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{
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GLenum toGLComareFunction(CompareFunction compareFunction)
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{
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GLenum ret = GL_ALWAYS;
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switch (compareFunction)
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{
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case CompareFunction::NEVER:
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ret = GL_NEVER;
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break;
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case CompareFunction::LESS:
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ret = GL_LESS;
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break;
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case CompareFunction::LESS_EQUAL:
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ret = GL_LEQUAL;
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break;
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case CompareFunction::GREATER:
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ret = GL_GREATER;
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break;
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case CompareFunction::GREATER_EQUAL:
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ret = GL_GEQUAL;
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break;
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case CompareFunction::NOT_EQUAL:
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ret = GL_NOTEQUAL;
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break;
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case CompareFunction::EQUAL:
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ret = GL_EQUAL;
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break;
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case CompareFunction::ALWAYS:
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ret = GL_ALWAYS;
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break;
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default:
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break;
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}
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return ret;
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}
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GLenum toGLStencilOperation(StencilOperation stencilOperation)
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{
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GLenum ret = GL_KEEP;
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switch (stencilOperation)
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{
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case StencilOperation::KEEP:
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ret = GL_KEEP;
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break;
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case StencilOperation::ZERO:
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ret = GL_ZERO;
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break;
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case StencilOperation::REPLACE:
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ret = GL_REPLACE;
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break;
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case StencilOperation::INVERT:
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ret = GL_INVERT;
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break;
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case StencilOperation::INCREMENT_WRAP:
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ret = GL_INCR_WRAP;
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break;
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case StencilOperation::DECREMENT_WRAP:
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ret = GL_DECR_WRAP;
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break;
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default:
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break;
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}
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return ret;
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}
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}
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void DepthStencilStateGL::reset()
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{
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_STENCIL_TEST);
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}
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DepthStencilStateGL::DepthStencilStateGL(const DepthStencilDescriptor& descriptor)
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: DepthStencilState(descriptor)
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{}
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void DepthStencilStateGL::apply(unsigned int stencilReferenceValueFront, unsigned int stencilReferenceValueBack) const
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{
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// depth test
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if (_depthStencilInfo.depthCompareFunction == CompareFunction::ALWAYS &&
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!_depthStencilInfo.depthWriteEnabled)
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{
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glDisable(GL_DEPTH_TEST);
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}
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else
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glEnable(GL_DEPTH_TEST);
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if (_depthStencilInfo.depthWriteEnabled)
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glDepthMask(GL_TRUE);
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else
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glDepthMask(GL_FALSE);
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glDepthFunc(toGLComareFunction(_depthStencilInfo.depthCompareFunction));
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if (_depthStencilInfo.depthTestEnabled)
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glEnable(GL_STENCIL_TEST);
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else
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glDisable(GL_STENCIL_TEST);
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// stencil test
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if (_depthStencilInfo.stencilTestEnabled)
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{
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if (_isBackFrontStencilEqual)
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{
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glStencilFunc(toGLComareFunction(_depthStencilInfo.frontFaceStencil.stencilCompareFunction),
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stencilReferenceValueFront,
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_depthStencilInfo.frontFaceStencil.readMask);
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glStencilOp(toGLStencilOperation(_depthStencilInfo.frontFaceStencil.stencilFailureOperation),
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toGLStencilOperation(_depthStencilInfo.frontFaceStencil.depthFailureOperation),
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toGLStencilOperation(_depthStencilInfo.frontFaceStencil.depthStencilPassOperation));
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glStencilMask(_depthStencilInfo.frontFaceStencil.writeMask);
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}
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else
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{
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glStencilFuncSeparate(GL_BACK,
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toGLComareFunction(_depthStencilInfo.backFaceStencil.stencilCompareFunction),
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stencilReferenceValueBack,
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_depthStencilInfo.backFaceStencil.readMask);
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glStencilFuncSeparate(GL_FRONT,
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toGLComareFunction(_depthStencilInfo.frontFaceStencil.stencilCompareFunction),
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stencilReferenceValueFront,
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_depthStencilInfo.frontFaceStencil.readMask);
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glStencilOpSeparate(GL_BACK,
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toGLStencilOperation(_depthStencilInfo.backFaceStencil.stencilFailureOperation),
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toGLStencilOperation(_depthStencilInfo.backFaceStencil.depthFailureOperation),
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toGLStencilOperation(_depthStencilInfo.backFaceStencil.depthStencilPassOperation));
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glStencilOpSeparate(GL_FRONT,
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toGLStencilOperation(_depthStencilInfo.frontFaceStencil.stencilFailureOperation),
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toGLStencilOperation(_depthStencilInfo.frontFaceStencil.depthFailureOperation),
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toGLStencilOperation(_depthStencilInfo.frontFaceStencil.depthStencilPassOperation));
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glStencilMaskSeparate(GL_BACK, _depthStencilInfo.backFaceStencil.writeMask);
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glStencilMaskSeparate(GL_FRONT, _depthStencilInfo.frontFaceStencil.writeMask);
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}
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}
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CHECK_GL_ERROR_DEBUG();
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}
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CC_BACKEND_END
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