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 | {
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26 | Reset();
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27 | }
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28 |
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29 |
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30 | bool RenderState::SetState(Mode mode)
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31 | {
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32 | ///////////
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33 | //-- just change the modewhen necessary
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34 |
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35 | if (mode == mMode) return false;
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36 |
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37 | mMode = mode;
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38 |
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39 | if (mode == QUERY)
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40 | {
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41 | if (mRenderType != DEPTH_PASS)
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42 | {
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43 | glDisable(GL_LIGHTING);
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44 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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45 |
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46 | if (mRenderType == DEFERRED)
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47 | {
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48 | cgGLDisableProfile(sCgFragmentProfile);
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49 | cgGLDisableProfile(sCgVertexProfile);
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50 | }
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51 | }
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52 |
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53 | glDepthMask(GL_FALSE);
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54 |
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55 | SetState(false, false, false);
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56 | }
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57 | else // mode returns to render
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58 | {
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59 | /////////////
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60 | //-- restore render state
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61 |
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62 | if (mRenderType != DEPTH_PASS)
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63 | {
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64 | glEnable(GL_LIGHTING);
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65 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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66 |
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67 | if (mRenderType == DEFERRED)
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68 | {
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69 | cgGLEnableProfile(sCgFragmentProfile);
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70 | cgGLEnableProfile(sCgVertexProfile);
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71 | }
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72 | }
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73 |
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74 | glDepthMask(GL_TRUE);
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75 | }
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76 |
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77 | return true;
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78 | }
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79 |
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80 |
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81 | void RenderState::SetState(bool texturing, bool alphaTest, bool cullFace)
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82 | {
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83 | if (mCullFaceEnabled && !cullFace)
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84 | {
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85 | mCullFaceEnabled = false;
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86 | glDisable(GL_CULL_FACE);
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87 | }
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88 | else if (!mCullFaceEnabled && cullFace)
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89 | {
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90 | mCullFaceEnabled = true;
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91 | glEnable(GL_CULL_FACE);
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92 | }
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93 |
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94 | if (mAlphaTestEnabled && !alphaTest)
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95 | {
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96 | mAlphaTestEnabled = false;
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97 |
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98 | // not needed with GL_SAMPLE_ALPHA_TO_COVERAGE_ARB
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99 | //glDisable(GL_ALPHA_TEST);
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100 | glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
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101 | }
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102 | else if (!mAlphaTestEnabled && alphaTest)
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103 | {
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104 | mAlphaTestEnabled = true;
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105 |
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106 | // not needed with GL_SAMPLE_ALPHA_TO_COVERAGE_ARB
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107 | //glEnable(GL_ALPHA_TEST);
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108 | glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
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109 | }
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110 |
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111 | if (mTexturesEnabled &&
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112 | (!texturing || (mRenderType == DEPTH_PASS) && !mAlphaTestEnabled))
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113 | {
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114 | mTexturesEnabled = false;
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115 |
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116 | if (mRenderType == DEFERRED)
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117 | cgGLBindProgram(sCgMrtFragmentProgram);
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118 |
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119 | glDisable(GL_TEXTURE_2D);
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120 | glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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121 | }
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122 | else if (!mTexturesEnabled && texturing)
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123 | {
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124 | // support only alpha textures in depth pass
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125 | if ((mRenderType != DEPTH_PASS) || mAlphaTestEnabled)
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126 | {
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127 | mTexturesEnabled = true;
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128 |
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129 | if (mRenderType == DEFERRED)
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130 | cgGLBindProgram(sCgMrtFragmentTexProgram);
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131 |
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132 | glEnable(GL_TEXTURE_2D);
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133 | glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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134 | }
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135 | }
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136 | }
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137 |
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138 |
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139 | void RenderState::Reset()
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140 | {
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141 | mCurrentVboId = -1;
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142 |
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143 | SetState(false, false, true);
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144 | SetState(RENDER);
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145 | }
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146 |
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147 |
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148 | } |
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