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 | #include "ShaderProgram.h"
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5 | #include "Texture.h"
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6 | #include "ResourceManager.h"
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7 |
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8 |
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9 | using namespace std;
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10 |
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11 |
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12 | namespace CHCDemoEngine
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13 | {
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14 |
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15 |
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16 | /////////////////
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17 |
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18 | RenderState::RenderState():
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19 | mRenderType(FORWARD),
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20 | mUseAlphaToCoverage(true),
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21 | mLockCullFaceEnabled(false)
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22 | {
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23 | SetMode(RENDER);
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24 |
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25 | mCurrentVboId = -1;
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26 | mCurrentTexId = 0;
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27 |
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28 | mCullFaceEnabled = true;
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29 | mAlphaTestEnabled = false;
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30 | mTexturesEnabled = false;
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31 |
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32 | mCurrentVertexProgram = NULL;
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33 | mCurrentFragmentProgram = NULL;
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34 |
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35 | glEnable(GL_CULL_FACE);
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36 |
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37 | glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
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38 | glDisable(GL_ALPHA_TEST);
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39 |
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40 | glDisable(GL_TEXTURE_2D);
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41 | glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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42 | }
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43 |
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44 |
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45 | void RenderState::Reset()
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46 | {
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47 | SetMode(RENDER);
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48 |
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49 | mCurrentVboId = -1;
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50 | mCurrentTexId = 0;
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51 |
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52 | mCullFaceEnabled = true;
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53 | mAlphaTestEnabled = false;
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54 | mTexturesEnabled = false;
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55 |
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56 | mCurrentVertexProgram = NULL;
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57 | mCurrentFragmentProgram = NULL;
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58 |
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59 | glEnable(GL_CULL_FACE);
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60 |
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61 | glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
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62 | glDisable(GL_ALPHA_TEST);
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63 |
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64 | glDisable(GL_TEXTURE_2D);
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65 | glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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66 |
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67 | ResourceManager::GetSingleton()->DisableFragmentProfile();
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68 | ResourceManager::GetSingleton()->DisableVertexProfile();
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69 |
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70 | mFragmentProgramEnabled = false;
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71 | mVertexProgramEnabled = false;
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72 | }
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73 |
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74 | // q matt: is this function really necessary or would it be better
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75 | // to just create a query material and use the setstate function?
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76 | bool RenderState::SetMode(Mode mode)
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77 | {
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78 | ///////////
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79 | //-- just change the modewhen necessary
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80 |
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81 | if (mode == mMode) return false;
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82 |
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83 | mMode = mode;
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84 |
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85 | if (mode == QUERY)
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86 | {
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87 | if (mRenderType != DEPTH_PASS)
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88 | {
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89 | glDisable(GL_LIGHTING);
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90 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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91 | }
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92 |
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93 | if (mFragmentProgramEnabled)
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94 | {
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95 | ResourceManager::GetSingleton()->DisableFragmentProfile();
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96 | }
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97 |
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98 | if (mVertexProgramEnabled)
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99 | {
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100 | ResourceManager::GetSingleton()->DisableVertexProfile();
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101 | }
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102 |
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103 | glDepthMask(GL_FALSE);
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104 |
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105 | static Technique defaultTech;
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106 | SetState(&defaultTech);
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107 | }
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108 | else // mode returns to render
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109 | {
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110 | /////////////
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111 | //-- restore render state
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112 |
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113 | if (mRenderType != DEPTH_PASS)
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114 | {
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115 | glEnable(GL_LIGHTING);
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116 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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117 | }
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118 |
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119 | if (mFragmentProgramEnabled)
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120 | {
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121 | ResourceManager::GetSingleton()->EnableFragmentProfile();
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122 | }
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123 |
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124 | if (mVertexProgramEnabled)
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125 | {
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126 | ResourceManager::GetSingleton()->EnableVertexProfile();
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127 | }
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128 |
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129 | glDepthMask(GL_TRUE);
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130 | }
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131 |
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132 | return true;
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133 | }
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134 |
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135 |
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136 | void RenderState::SetState(Technique *tech)
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137 | {
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138 | Texture *tex = tech->GetTexture();
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139 |
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140 | const bool texturing = (tex != NULL);
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141 |
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142 | bool alphaTest = tech->IsAlphaTestEnabled();
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143 | bool cullFace = tech->IsCullFaceEnabled();
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144 |
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145 | if (!mLockCullFaceEnabled)
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146 | {
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147 | if (mCullFaceEnabled && !cullFace)
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148 | {
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149 | mCullFaceEnabled = false;
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150 | glDisable(GL_CULL_FACE);
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151 | }
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152 | else if (!mCullFaceEnabled && cullFace)
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153 | {
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154 | mCullFaceEnabled = true;
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155 | glEnable(GL_CULL_FACE);
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156 | }
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157 | }
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158 | if (mAlphaTestEnabled && !alphaTest)
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159 | {
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160 | mAlphaTestEnabled = false;
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161 |
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162 | if (mUseAlphaToCoverage)
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163 | glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
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164 | else
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165 | glDisable(GL_ALPHA_TEST);
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166 | }
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167 | else if (!mAlphaTestEnabled && alphaTest)
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168 | {
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169 | mAlphaTestEnabled = true;
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170 |
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171 | if (mUseAlphaToCoverage)
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172 | glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
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173 | else
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174 | glEnable(GL_ALPHA_TEST);
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175 | }
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176 |
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177 | if (mTexturesEnabled &&
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178 | (!texturing || (mRenderType == DEPTH_PASS) && !mAlphaTestEnabled))
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179 | {
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180 | mTexturesEnabled = false;
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181 |
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182 | if (!tech->GetFragmentProgram())
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183 | glDisable(GL_TEXTURE_2D);
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184 |
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185 | glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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186 | }
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187 | else if (!mTexturesEnabled && texturing)
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188 | {
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189 | // support only alpha textures in depth pass
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190 | if ((mRenderType != DEPTH_PASS) || mAlphaTestEnabled)
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191 | {
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192 | mTexturesEnabled = true;
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193 |
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194 | if (!tech->GetFragmentProgram())
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195 | glEnable(GL_TEXTURE_2D);
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196 |
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197 | glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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198 | }
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199 | }
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200 |
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201 | //////////
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202 | //-- fragment and vertex programs
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203 |
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204 | ShaderProgram *frag = tech->GetFragmentProgram();
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205 |
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206 | if (frag)
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207 | {
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208 | if (!mFragmentProgramEnabled)
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209 | {
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210 | mFragmentProgramEnabled = true;
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211 | ResourceManager::GetSingleton()->EnableFragmentProfile();
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212 | }
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213 |
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214 | if (frag != mCurrentFragmentProgram)
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215 | {
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216 | mCurrentFragmentProgram = frag;
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217 | mCurrentFragmentProgram->Bind();
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218 | }
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219 |
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220 | tech->GetFragmentProgramParameters()->UpdateParameters();
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221 | }
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222 | else
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223 | {
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224 | if (mFragmentProgramEnabled)
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225 | {
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226 | mFragmentProgramEnabled = false;
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227 | ResourceManager::GetSingleton()->DisableFragmentProfile();
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228 | }
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229 | }
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230 |
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231 | ShaderProgram *vert = tech->GetVertexProgram();
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232 |
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233 | if (vert)
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234 | {
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235 | if (!mVertexProgramEnabled)
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236 | {
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237 | mVertexProgramEnabled = true;
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238 | ResourceManager::GetSingleton()->EnableVertexProfile();
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239 | }
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240 |
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241 | if (vert != mCurrentVertexProgram)
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242 | {
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243 | mCurrentVertexProgram = vert;
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244 | mCurrentVertexProgram->Bind();
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245 | }
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246 |
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247 | tech->GetVertexProgramParameters()->UpdateParameters();
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248 | }
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249 | else
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250 | {
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251 | if (mVertexProgramEnabled)
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252 | {
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253 | mVertexProgramEnabled = false;
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254 | ResourceManager::GetSingleton()->DisableVertexProfile();
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255 | }
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256 | }
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257 |
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258 | if (!mFragmentProgramEnabled)
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259 | {
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260 | // set FORWARD texture
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261 | if (tex)
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262 | {
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263 | if (mCurrentTexId != tex->GetId())
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264 | {
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265 | tex->Bind();
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266 | mCurrentTexId = tex->GetId();
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267 | }
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268 | }
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269 | else
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270 | {
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271 | mCurrentTexId = 0;
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272 | glBindTexture(GL_TEXTURE_2D, 0);
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273 | }
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274 | }
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275 | }
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276 |
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277 |
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278 | void RenderState::SetUseAlphaToCoverage(bool useAlphaToCoverage)
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279 | {
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280 | mUseAlphaToCoverage = useAlphaToCoverage;
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281 | }
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282 |
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283 |
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284 | void RenderState::SetRenderPassType(RenderPassType t)
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285 | {
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286 | mRenderType = t;
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287 | }
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288 |
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289 |
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290 | RenderState::RenderPassType RenderState::GetRenderPassType() const
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291 | {
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292 | return mRenderType;
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293 | }
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294 |
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295 |
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296 | void RenderState::LockCullFaceEnabled(bool lockCull)
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297 | {
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298 | mLockCullFaceEnabled = lockCull;
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299 | }
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300 |
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301 |
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302 | } |
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