mirror of https://github.com/axmolengine/axmol.git
471 lines
14 KiB
C++
471 lines
14 KiB
C++
/****************************************************************************
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Copyright (c) 2015 Chukong Technologies Inc.
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Copyright (c) 2014 GamePlay3D team
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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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#ifndef __cocos2d_libs__CCRenderState__
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#define __cocos2d_libs__CCRenderState__
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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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NS_CC_BEGIN
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class Texture2D;
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class Pass;
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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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/**
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* Static initializer that is called during game startup.
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*/
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static void initialize();
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/**
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* Static finalizer that is called during game shutdown.
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*/
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static void finalize();
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std::string getName() const;
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/** Texture that will use in the CC_Texture0 uniform.
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Added to be backwards compatible. Use Samplers from .material instead.
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*/
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void setTexture(Texture2D* texture);
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/** Returns the texture that is going to be used for CC_Texture0.
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Added to be backwards compatible.
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*/
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Texture2D* getTexture() 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 bind(Pass* pass);
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/**
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* Returns the topmost RenderState in the hierarchy below the given RenderState.
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*/
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RenderState* getTopmost(RenderState* below);
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void setParent(RenderState* parent) { _parent = parent; }
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enum Blend
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{
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BLEND_ZERO = GL_ZERO,
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BLEND_ONE = GL_ONE,
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BLEND_SRC_COLOR = GL_SRC_COLOR,
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BLEND_ONE_MINUS_SRC_COLOR = GL_ONE_MINUS_SRC_COLOR,
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BLEND_DST_COLOR = GL_DST_COLOR,
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BLEND_ONE_MINUS_DST_COLOR = GL_ONE_MINUS_DST_COLOR,
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BLEND_SRC_ALPHA = GL_SRC_ALPHA,
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BLEND_ONE_MINUS_SRC_ALPHA = GL_ONE_MINUS_SRC_ALPHA,
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BLEND_DST_ALPHA = GL_DST_ALPHA,
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BLEND_ONE_MINUS_DST_ALPHA = GL_ONE_MINUS_DST_ALPHA,
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BLEND_CONSTANT_ALPHA = GL_CONSTANT_ALPHA,
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BLEND_ONE_MINUS_CONSTANT_ALPHA = GL_ONE_MINUS_CONSTANT_ALPHA,
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BLEND_SRC_ALPHA_SATURATE = GL_SRC_ALPHA_SATURATE
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};
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/**
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* Defines the supported depth compare functions.
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*
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* Depth compare functions specify the comparison that takes place between the
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* incoming pixel's depth value and the depth value already in the depth buffer.
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* If the compare function passes, the new pixel will be drawn.
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*
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* The intial depth compare function is DEPTH_LESS.
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*/
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enum DepthFunction
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{
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DEPTH_NEVER = GL_NEVER,
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DEPTH_LESS = GL_LESS,
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DEPTH_EQUAL = GL_EQUAL,
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DEPTH_LEQUAL = GL_LEQUAL,
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DEPTH_GREATER = GL_GREATER,
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DEPTH_NOTEQUAL = GL_NOTEQUAL,
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DEPTH_GEQUAL = GL_GEQUAL,
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DEPTH_ALWAYS = GL_ALWAYS
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};
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/**
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* Defines culling criteria for front-facing, back-facing and both-side
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* facets.
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*/
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enum CullFaceSide
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{
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CULL_FACE_SIDE_BACK = GL_BACK,
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CULL_FACE_SIDE_FRONT = GL_FRONT,
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CULL_FACE_SIDE_FRONT_AND_BACK = GL_FRONT_AND_BACK
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};
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/**
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* Defines the winding of vertices in faces that are considered front facing.
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*
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* The initial front face mode is set to FRONT_FACE_CCW.
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*/
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enum FrontFace
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{
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FRONT_FACE_CW = GL_CW,
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FRONT_FACE_CCW = GL_CCW
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};
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/**
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* Defines the supported stencil compare functions.
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*
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* Stencil compare functions determine if a new pixel will be drawn.
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*
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* The initial stencil compare function is STENCIL_ALWAYS.
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*/
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enum StencilFunction
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{
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STENCIL_NEVER = GL_NEVER,
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STENCIL_ALWAYS = GL_ALWAYS,
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STENCIL_LESS = GL_LESS,
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STENCIL_LEQUAL = GL_LEQUAL,
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STENCIL_EQUAL = GL_EQUAL,
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STENCIL_GREATER = GL_GREATER,
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STENCIL_GEQUAL = GL_GEQUAL,
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STENCIL_NOTEQUAL = GL_NOTEQUAL
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};
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/**
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* Defines the supported stencil operations to perform.
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*
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* Stencil operations determine what should happen to the pixel if the
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* stencil test fails, passes, or passes but fails the depth test.
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*
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* The initial stencil operation is STENCIL_OP_KEEP.
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*/
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enum StencilOperation
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{
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STENCIL_OP_KEEP = GL_KEEP,
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STENCIL_OP_ZERO = GL_ZERO,
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STENCIL_OP_REPLACE = GL_REPLACE,
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STENCIL_OP_INCR = GL_INCR,
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STENCIL_OP_DECR = GL_DECR,
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STENCIL_OP_INVERT = GL_INVERT,
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STENCIL_OP_INCR_WRAP = GL_INCR_WRAP,
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STENCIL_OP_DECR_WRAP = GL_DECR_WRAP
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};
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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();
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~StateBlock();
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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();
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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(Blend 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(Blend 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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// * Toggles stencil testing.
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// *
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// * By default, stencil 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 setStencilTest(bool enabled);
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//
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// /**
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// * Sets the stencil writing mask.
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// *
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// * By default, the stencil writing mask is all 1's.
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// *
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// * @param mask Bit mask controlling writing to individual stencil planes.
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// */
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// void setStencilWrite(unsigned int mask);
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//
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// /**
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// * Sets the stencil function.
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// *
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// * By default, the function is set to STENCIL_ALWAYS, the reference value is 0, and the mask is all 1's.
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// *
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// * @param func The stencil function.
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// * @param ref The stencil reference value.
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// * @param mask The stencil mask.
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// */
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// void setStencilFunction(StencilFunction func, int ref, unsigned int mask);
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//
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// /**
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// * Sets the stencil operation.
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// *
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// * By default, stencil fail, stencil pass/depth fail, and stencil and depth pass are set to STENCIL_OP_KEEP.
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// *
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// * @param sfail The stencil operation if the stencil test fails.
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// * @param dpfail The stencil operation if the stencil test passes, but the depth test fails.
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// * @param dppass The stencil operation if both the stencil test and depth test pass.
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// */
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// void setStencilOperation(StencilOperation sfail, StencilOperation dpfail, StencilOperation dppass);
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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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/**
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* Invalidates the default StateBlock.
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*
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* Only call it if you are calling GL calls directly. Invoke this function
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* at the end of your custom draw call.
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* This function restores the default render state its defaults values.
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* Since this function might call GL calls, it must be called in a GL context is present.
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*
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* @param stateBits Bitwise-OR of the states that needs to be invalidated
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*/
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static void invalidate(long stateBits);
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/**
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* Restores the global Render State to the default state
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*
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* The difference between `invalidate()` and `restore()`, is that `restore()` will
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* restore the global Render State based on its current state. Only the
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* states that were changed will be restored.
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*
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* Rule of thumb:
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- call `restore()` if you want to restore to the default state after using `StateBlock`.
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- call `invalidate()` if you want to restore to the default state after calling manual GL calls.
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*/
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static void restore(long stateOverrideBits);
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static StateBlock* _defaultState;
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protected:
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void bindNoRestore();
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static void enableDepthWrite();
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void cloneInto(StateBlock* renderState) const;
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bool _cullFaceEnabled;
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bool _depthTestEnabled;
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bool _depthWriteEnabled;
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DepthFunction _depthFunction;
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bool _blendEnabled;
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Blend _blendSrc;
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Blend _blendDst;
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CullFaceSide _cullFaceSide;
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FrontFace _frontFace;
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bool _stencilTestEnabled;
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unsigned int _stencilWrite;
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StencilFunction _stencilFunction;
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int _stencilFunctionRef;
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unsigned int _stencilFunctionMask;
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StencilOperation _stencilOpSfail;
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StencilOperation _stencilOpDpfail;
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StencilOperation _stencilOpDppass;
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long _bits;
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mutable uint32_t _hash;
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mutable bool _hashDirty;
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};
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void setStateBlock(StateBlock* state);
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StateBlock* getStateBlock() const;
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protected:
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RenderState();
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~RenderState();
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bool init(RenderState* parent);
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void cloneInto(RenderState* state) const;
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mutable uint32_t _hash;
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mutable bool _hashDirty;
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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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/**
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* The RenderState's parent. Weak Reference
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*/
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RenderState* _parent;
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// name, for filtering
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std::string _name;
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Texture2D* _texture;
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};
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NS_CC_END
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#endif /* defined(__cocos2d_libs__CCRenderState__) */
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