mirror of https://github.com/axmolengine/axmol.git
110 lines
4.7 KiB
C++
110 lines
4.7 KiB
C++
/****************************************************************************
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Copyright (c) 2018-2019 Xiamen Yaji Software Co., Ltd.
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http://www.cocos2d-x.org
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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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#include "DepthStencilStateGL.h"
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#include "platform/CCGL.h"
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#include "base/ccMacros.h"
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#include "renderer/backend/opengl/UtilsGL.h"
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CC_BACKEND_BEGIN
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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.depthTestEnabled)
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{
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glEnable(GL_DEPTH_TEST);
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}
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else
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{
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glDisable(GL_DEPTH_TEST);
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}
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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(UtilsGL::toGLComareFunction(_depthStencilInfo.depthCompareFunction));
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if (_depthStencilInfo.stencilTestEnabled)
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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(UtilsGL::toGLComareFunction(_depthStencilInfo.frontFaceStencil.stencilCompareFunction),
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stencilReferenceValueFront,
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_depthStencilInfo.frontFaceStencil.readMask);
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glStencilOp(UtilsGL::toGLStencilOperation(_depthStencilInfo.frontFaceStencil.stencilFailureOperation),
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UtilsGL::toGLStencilOperation(_depthStencilInfo.frontFaceStencil.depthFailureOperation),
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UtilsGL::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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UtilsGL::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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UtilsGL::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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UtilsGL::toGLStencilOperation(_depthStencilInfo.backFaceStencil.stencilFailureOperation),
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UtilsGL::toGLStencilOperation(_depthStencilInfo.backFaceStencil.depthFailureOperation),
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UtilsGL::toGLStencilOperation(_depthStencilInfo.backFaceStencil.depthStencilPassOperation));
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glStencilOpSeparate(GL_FRONT,
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UtilsGL::toGLStencilOperation(_depthStencilInfo.frontFaceStencil.stencilFailureOperation),
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UtilsGL::toGLStencilOperation(_depthStencilInfo.frontFaceStencil.depthFailureOperation),
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UtilsGL::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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