1 | #include "RenderState.h"
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2 | #include "Geometry.h"
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3 | #include "Material.h"
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4 |
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5 | using namespace std;
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6 |
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7 | namespace CHCDemoEngine
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8 | {
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9 |
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10 | CGprofile RenderState::sCgFragmentProfile;
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11 | CGprofile RenderState::sCgVertexProfile;
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12 |
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13 | CGprogram RenderState::sCgMrtFragmentProgram = NULL;
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14 | CGprogram RenderState::sCgMrtFragmentTexProgram = NULL;
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15 |
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16 |
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17 | /////////////////
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18 |
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19 | RenderState::RenderState():
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20 | mAlphaTestEnabled(false),
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21 | mCullFaceEnabled(true),
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22 | mTexturesEnabled(false),
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23 | mMode(RENDER),
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24 | mRenderType(FIXED),
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25 | mUseAlphaToCoverage(true),
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26 | mLockCullFaceEnabled(false)
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27 | {
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28 | Reset();
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29 | }
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30 |
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31 |
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32 | bool RenderState::SetState(Mode mode)
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33 | {
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34 | ///////////
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35 | //-- just change the modewhen necessary
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36 |
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37 | if (mode == mMode) return false;
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38 |
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39 | mMode = mode;
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40 |
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41 | if (mode == QUERY)
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42 | {
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43 | if (mRenderType != DEPTH_PASS)
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44 | {
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45 | glDisable(GL_LIGHTING);
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46 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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47 |
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48 | if (mRenderType == DEFERRED)
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49 | {
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50 | cgGLDisableProfile(sCgFragmentProfile);
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51 | cgGLDisableProfile(sCgVertexProfile);
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52 | }
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53 | }
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54 |
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55 | glDepthMask(GL_FALSE);
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56 |
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57 | SetState(false, false, false);
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58 | }
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59 | else // mode returns to render
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60 | {
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61 | /////////////
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62 | //-- restore render state
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63 |
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64 | if (mRenderType != DEPTH_PASS)
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65 | {
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66 | glEnable(GL_LIGHTING);
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67 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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68 |
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69 | if (mRenderType == DEFERRED)
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70 | {
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71 | cgGLEnableProfile(sCgFragmentProfile);
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72 | cgGLEnableProfile(sCgVertexProfile);
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73 | }
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74 | }
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75 |
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76 | glDepthMask(GL_TRUE);
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77 | }
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78 |
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79 | return true;
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80 | }
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81 |
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82 |
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83 | void RenderState::SetState(bool texturing, bool alphaTest, bool cullFace)
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84 | {
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85 | if (!mLockCullFaceEnabled)
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86 | {
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87 | if (mCullFaceEnabled && !cullFace)
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88 | {
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89 | mCullFaceEnabled = false;
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90 | glDisable(GL_CULL_FACE);
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91 | }
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92 | else if (!mCullFaceEnabled && cullFace)
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93 | {
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94 | mCullFaceEnabled = true;
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95 | glEnable(GL_CULL_FACE);
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96 | }
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97 | }
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98 | if (mAlphaTestEnabled && !alphaTest)
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99 | {
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100 | mAlphaTestEnabled = false;
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101 |
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102 | if (mUseAlphaToCoverage)
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103 | glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
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104 | else
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105 | glDisable(GL_ALPHA_TEST);
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106 | }
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107 | else if (!mAlphaTestEnabled && alphaTest)
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108 | {
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109 | mAlphaTestEnabled = true;
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110 |
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111 | if (mUseAlphaToCoverage)
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112 | glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
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113 | else
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114 | glEnable(GL_ALPHA_TEST);
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115 | }
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116 |
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117 | if (mTexturesEnabled &&
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118 | (!texturing || (mRenderType == DEPTH_PASS) && !mAlphaTestEnabled))
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119 | {
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120 | mTexturesEnabled = false;
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121 |
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122 | if (mRenderType == DEFERRED)
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123 | cgGLBindProgram(sCgMrtFragmentProgram);
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124 |
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125 | glDisable(GL_TEXTURE_2D);
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126 | glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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127 | }
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128 | else if (!mTexturesEnabled && texturing)
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129 | {
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130 | // support only alpha textures in depth pass
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131 | if ((mRenderType != DEPTH_PASS) || mAlphaTestEnabled)
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132 | {
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133 | mTexturesEnabled = true;
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134 |
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135 | if (mRenderType == DEFERRED)
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136 | cgGLBindProgram(sCgMrtFragmentTexProgram);
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137 |
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138 | glEnable(GL_TEXTURE_2D);
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139 | glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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140 | }
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141 | }
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142 | }
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143 |
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144 |
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145 | void RenderState::Reset()
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146 | {
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147 | mCurrentVboId = -1;
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148 |
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149 | mCullFaceEnabled = true;
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150 | glEnable(GL_CULL_FACE);
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151 |
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152 | mAlphaTestEnabled = false;
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153 |
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154 | glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
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155 | glDisable(GL_ALPHA_TEST);
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156 |
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157 | mTexturesEnabled = false;
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158 |
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159 | glDisable(GL_TEXTURE_2D);
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160 | glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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161 |
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162 | SetState(RENDER);
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163 | }
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164 |
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165 |
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166 | void RenderState::SetUseAlphaToCoverage(bool useAlphaToCoverage)
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167 | {
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168 | mUseAlphaToCoverage = useAlphaToCoverage;
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169 | }
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170 |
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171 |
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172 | void RenderState::SetRenderPassType(RenderPassType t)
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173 | {
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174 | mRenderType = t;
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175 | }
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176 |
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177 |
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178 | RenderState::RenderPassType RenderState::GetRenderPassType() const
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179 | {
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180 | return mRenderType;
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181 | }
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182 |
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183 |
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184 | void RenderState::LockCullFaceEnabled(bool lockCull)
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185 | {
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186 | mLockCullFaceEnabled = lockCull;
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187 | }
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188 |
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189 |
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190 | } |
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