Torque3D Documentation / _generateds / gfxGLStateBlock.cpp

gfxGLStateBlock.cpp

Engine/source/gfx/gl/gfxGLStateBlock.cpp

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namespace

Public Defines

define
CHECK_TOGGLE_STATE(state, enum) (!oldState || oldState->mDesc.state != mDesc.state) (mDesc.state) glEnable(enum); else glDisable(enum)
define
STATE_CHANGE(state) (!oldState || oldState->mDesc.state != mDesc.state)
define
TOGGLE_STATE(state, enum) (mDesc.state) glEnable(enum); else glDisable(enum)

Detailed Description

Public Defines

CHECK_TOGGLE_STATE(state, enum) (!oldState || oldState->mDesc.state != mDesc.state) (mDesc.state) glEnable(enum); else glDisable(enum)
STATE_CHANGE(state) (!oldState || oldState->mDesc.state != mDesc.state)
TOGGLE_STATE(state, enum) (mDesc.state) glEnable(enum); else glDisable(enum)
  1
  2//-----------------------------------------------------------------------------
  3// Copyright (c) 2012 GarageGames, LLC
  4//
  5// Permission is hereby granted, free of charge, to any person obtaining a copy
  6// of this software and associated documentation files (the "Software"), to
  7// deal in the Software without restriction, including without limitation the
  8// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  9// sell copies of the Software, and to permit persons to whom the Software is
 10// furnished to do so, subject to the following conditions:
 11//
 12// The above copyright notice and this permission notice shall be included in
 13// all copies or substantial portions of the Software.
 14//
 15// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 16// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 17// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 18// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 19// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
 20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
 21// IN THE SOFTWARE.
 22//-----------------------------------------------------------------------------
 23
 24#include "gfx/gl/gfxGLStateBlock.h"
 25#include "gfx/gl/gfxGLDevice.h"
 26#include "gfx/gl/gfxGLEnumTranslate.h"
 27#include "gfx/gl/gfxGLUtils.h"
 28#include "gfx/gl/gfxGLTextureObject.h"
 29#include "core/crc.h"
 30
 31namespace DictHash
 32{
 33   inline U32 hash(const GFXSamplerStateDesc &data)
 34   {
 35      return CRC::calculateCRC(&data, sizeof(GFXSamplerStateDesc));;
 36   }
 37}
 38
 39GFXGLStateBlock::GFXGLStateBlock(const GFXStateBlockDesc& desc) :
 40   mDesc(desc),
 41   mCachedHashValue(desc.getHashValue())
 42{
 43   static Map<GFXSamplerStateDesc, U32> mSamplersMap;
 44
 45   for(int i = 0; i < GFX_TEXTURE_STAGE_COUNT; ++i)
 46   {
 47      GLuint &id = mSamplerObjects[i];
 48      GFXSamplerStateDesc &ssd = mDesc.samplers[i];
 49      Map<GFXSamplerStateDesc, U32>::Iterator itr =  mSamplersMap.find(ssd);
 50      if(itr == mSamplersMap.end())
 51      {
 52         glGenSamplers(1, &id);
 53
 54         glSamplerParameteri(id, GL_TEXTURE_MIN_FILTER, minificationFilter(ssd.minFilter, ssd.mipFilter, 1) );
 55         glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GFXGLTextureFilter[ssd.magFilter]);
 56         glSamplerParameteri(id, GL_TEXTURE_WRAP_S, GFXGLTextureAddress[ssd.addressModeU]);
 57         glSamplerParameteri(id, GL_TEXTURE_WRAP_T, GFXGLTextureAddress[ssd.addressModeV]);
 58         glSamplerParameteri(id, GL_TEXTURE_WRAP_R, GFXGLTextureAddress[ssd.addressModeW]);
 59         
 60         //compare modes
 61         const bool comparison = ssd.samplerFunc != GFXCmpNever;
 62         glSamplerParameteri(id, GL_TEXTURE_COMPARE_MODE, comparison ? GL_COMPARE_R_TO_TEXTURE_ARB : GL_NONE );
 63         glSamplerParameteri(id, GL_TEXTURE_COMPARE_FUNC, GFXGLCmpFunc[ssd.samplerFunc]);
 64
 65         if (static_cast< GFXGLDevice* >(GFX)->supportsAnisotropic())
 66            glSamplerParameterf(id, GL_TEXTURE_MAX_ANISOTROPY_EXT, ssd.maxAnisotropy);
 67
 68         mSamplersMap[ssd] = id;
 69      }
 70      else
 71         id = itr->value;
 72   }
 73}
 74
 75GFXGLStateBlock::~GFXGLStateBlock()
 76{
 77}
 78
 79/// Returns the hash value of the desc that created this block
 80U32 GFXGLStateBlock::getHashValue() const
 81{
 82   return mCachedHashValue;
 83}
 84
 85/// Returns a GFXStateBlockDesc that this block represents
 86const GFXStateBlockDesc& GFXGLStateBlock::getDesc() const
 87{
 88   return mDesc;   
 89}
 90
 91/// Called by OpenGL device to active this state block.
 92/// @param oldState  The current state, used to make sure we don't set redundant states on the device.  Pass NULL to reset all states.
 93void GFXGLStateBlock::activate(const GFXGLStateBlock* oldState)
 94{
 95   PROFILE_SCOPE(GFXGLStateBlock_Activate);
 96   // Big scary warning copied from Apple docs 
 97   // http://developer.apple.com/documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_performance/chapter_13_section_2.html#//apple_ref/doc/uid/TP40001987-CH213-SW12
 98   // Don't set a state that's already set. Once a feature is enabled, it does not need to be enabled again.
 99   // Calling an enable function more than once does nothing except waste time because OpenGL does not check 
100   // the state of a feature when you call glEnable or glDisable. For instance, if you call glEnable(GL_LIGHTING) 
101   // more than once, OpenGL does not check to see if the lighting state is already enabled. It simply updates 
102   // the state value even if that value is identical to the current value.
103
104#define STATE_CHANGE(state) (!oldState || oldState->mDesc.state != mDesc.state)
105#define TOGGLE_STATE(state, enum) if(mDesc.state) glEnable(enum); else glDisable(enum)
106#define CHECK_TOGGLE_STATE(state, enum) if(!oldState || oldState->mDesc.state != mDesc.state) if(mDesc.state) glEnable(enum); else glDisable(enum)
107
108   // Blending
109   CHECK_TOGGLE_STATE(blendEnable, GL_BLEND);
110   if(STATE_CHANGE(blendSrc) || STATE_CHANGE(blendDest))
111      glBlendFunc(GFXGLBlend[mDesc.blendSrc], GFXGLBlend[mDesc.blendDest]);
112   if(STATE_CHANGE(blendOp))
113      glBlendEquation(GFXGLBlendOp[mDesc.blendOp]);
114
115   if (mDesc.separateAlphaBlendEnable == true)
116   {
117       if (STATE_CHANGE(separateAlphaBlendSrc) || STATE_CHANGE(separateAlphaBlendDest))
118           glBlendFuncSeparate(GFXGLBlend[mDesc.blendSrc], GFXGLBlend[mDesc.blendDest], GFXGLBlend[mDesc.separateAlphaBlendSrc], GFXGLBlend[mDesc.separateAlphaBlendDest]);
119       if (STATE_CHANGE(separateAlphaBlendOp))
120           glBlendEquationSeparate(GFXGLBlendOp[mDesc.blendOp], GFXGLBlendOp[mDesc.separateAlphaBlendOp]);
121   }
122
123   // Color write masks
124   if(STATE_CHANGE(colorWriteRed) || STATE_CHANGE(colorWriteBlue) || STATE_CHANGE(colorWriteGreen) || STATE_CHANGE(colorWriteAlpha))
125      glColorMask(mDesc.colorWriteRed, mDesc.colorWriteBlue, mDesc.colorWriteGreen, mDesc.colorWriteAlpha);
126   
127   // Culling
128   if(STATE_CHANGE(cullMode))
129   {
130      TOGGLE_STATE(cullMode, GL_CULL_FACE);
131      glCullFace(GFXGLCullMode[mDesc.cullMode]);
132   }
133
134   // Depth
135   CHECK_TOGGLE_STATE(zEnable, GL_DEPTH_TEST);
136   
137   if(STATE_CHANGE(zFunc))
138      glDepthFunc(GFXGLCmpFunc[mDesc.zFunc]);
139   
140   if (STATE_CHANGE(zBias))
141   {
142      if (mDesc.zBias == 0)
143      {
144         glDisable(GL_POLYGON_OFFSET_FILL);
145      }
146      else 
147      {
148         //this assumes 24bit depth
149         const F32 depthMul = F32((1 << 24) - 1);
150         glEnable(GL_POLYGON_OFFSET_FILL);
151         glPolygonOffset(mDesc.zSlopeBias, mDesc.zBias * depthMul);
152      }
153   }
154   
155   if(STATE_CHANGE(zWriteEnable))
156      glDepthMask(mDesc.zWriteEnable);
157
158   // Stencil
159   CHECK_TOGGLE_STATE(stencilEnable, GL_STENCIL_TEST);
160   if(STATE_CHANGE(stencilFunc) || STATE_CHANGE(stencilRef) || STATE_CHANGE(stencilMask))
161      glStencilFunc(GFXGLCmpFunc[mDesc.stencilFunc], mDesc.stencilRef, mDesc.stencilMask);
162   if(STATE_CHANGE(stencilFailOp) || STATE_CHANGE(stencilZFailOp) || STATE_CHANGE(stencilPassOp))
163      glStencilOp(GFXGLStencilOp[mDesc.stencilFailOp], GFXGLStencilOp[mDesc.stencilZFailOp], GFXGLStencilOp[mDesc.stencilPassOp]);
164   if(STATE_CHANGE(stencilWriteMask))
165      glStencilMask(mDesc.stencilWriteMask);
166   
167
168   if(STATE_CHANGE(fillMode))
169      glPolygonMode(GL_FRONT_AND_BACK, GFXGLFillMode[mDesc.fillMode]);
170
171#undef CHECK_STATE
172#undef TOGGLE_STATE
173#undef CHECK_TOGGLE_STATE
174
175   //sampler objects
176   for (U32 i = 0; i < getMin(getOwningDevice()->getNumSamplers(), (U32) GFX_TEXTURE_STAGE_COUNT); i++)
177   {
178      if(!oldState || oldState->mSamplerObjects[i] != mSamplerObjects[i])
179         glBindSampler(i, mSamplerObjects[i] );
180   }
181   // TODO: states added for detail blend   
182}
183