Ejemplo n.º 1
0
void GFXGLDevice::clear(U32 flags, ColorI color, F32 z, U32 stencil)
{
   // Make sure we have flushed our render target state.
   _updateRenderTargets();
   
   bool writeAllColors = true;
   bool zwrite = true;   
   bool writeAllStencil = true;
   const GFXStateBlockDesc *desc = NULL;
   if (mCurrentGLStateBlock)
   {
      desc = &mCurrentGLStateBlock->getDesc();
      zwrite = desc->zWriteEnable;
      writeAllColors = desc->colorWriteRed && desc->colorWriteGreen && desc->colorWriteBlue && desc->colorWriteAlpha;
      writeAllStencil = desc->stencilWriteMask == 0xFFFFFFFF;
   }
   
   glColorMask(true, true, true, true);
   glDepthMask(true);
   glStencilMask(0xFFFFFFFF);
   

   ColorF c = color;   
   glClearColor(c.red, c.green, c.blue, c.alpha);
   glClearDepth(z);
   glClearStencil(stencil);

   GLbitfield clearflags = 0;
   clearflags |= (flags & GFXClearTarget)   ? GL_COLOR_BUFFER_BIT : 0;
   clearflags |= (flags & GFXClearZBuffer)  ? GL_DEPTH_BUFFER_BIT : 0;
   clearflags |= (flags & GFXClearStencil)  ? GL_STENCIL_BUFFER_BIT : 0;

   glClear(clearflags);

   if(!writeAllColors)
      glColorMask(desc->colorWriteRed, desc->colorWriteGreen, desc->colorWriteBlue, desc->colorWriteAlpha);
   
   if(!zwrite)
      glDepthMask(false);

   if(!writeAllStencil)
      glStencilMask(desc->stencilWriteMask);
}
Ejemplo n.º 2
0
void GFXD3D9Device::clear( U32 flags, ColorI color, F32 z, U32 stencil ) 
{
   // Make sure we have flushed our render target state.
   _updateRenderTargets();

   // Kind of a bummer we have to do this, there should be a better way made
   DWORD realflags = 0;

   if( flags & GFXClearTarget )
      realflags |= D3DCLEAR_TARGET;

   if( flags & GFXClearZBuffer )
      realflags |= D3DCLEAR_ZBUFFER;

   if( flags & GFXClearStencil )
      realflags |= D3DCLEAR_STENCIL;

   mD3DDevice->Clear( 0, NULL, realflags, 
      D3DCOLOR_ARGB( color.alpha, color.red, color.green, color.blue ), 
      z, stencil );
}
Ejemplo n.º 3
0
void GFXDevice::updateStates(bool forceSetAll /*=false*/)
{
   PROFILE_SCOPE(GFXDevice_updateStates);

   if(forceSetAll)
   {
      bool rememberToEndScene = false;
      if(!canCurrentlyRender())
      {
         if (!beginScene())
         {
            AssertFatal(false, "GFXDevice::updateStates:  Unable to beginScene!");
         }
         rememberToEndScene = true;
      }

      setMatrix( GFXMatrixProjection, mProjectionMatrix );
      setMatrix( GFXMatrixWorld, mWorldMatrix[mWorldStackSize] );
      setMatrix( GFXMatrixView, mViewMatrix );

      setVertexDecl( mCurrVertexDecl );

      for ( U32 i=0; i < VERTEX_STREAM_COUNT; i++ )
      {
         setVertexStream( i, mCurrentVertexBuffer[i] );
         setVertexStreamFrequency( i, mVertexBufferFrequency[i] );
      }

      if( mCurrentPrimitiveBuffer.isValid() ) // This could be NULL when the device is initalizing
         mCurrentPrimitiveBuffer->prepare();

      /// Stateblocks
      if ( mNewStateBlock )
         setStateBlockInternal(mNewStateBlock, true);
      mCurrentStateBlock = mNewStateBlock;

      for(U32 i = 0; i < getNumSamplers(); i++)
      {
         switch (mTexType[i])
         {
            case GFXTDT_Normal :
               {
                  mCurrentTexture[i] = mNewTexture[i];
                  setTextureInternal(i, mCurrentTexture[i]);
               }  
               break;
            case GFXTDT_Cube :
               {
                  mCurrentCubemap[i] = mNewCubemap[i];
                  if (mCurrentCubemap[i])
                     mCurrentCubemap[i]->setToTexUnit(i);
                  else
                     setTextureInternal(i, NULL);
               }
               break;
            default:
               AssertFatal(false, "Unknown texture type!");
               break;
         }
      }

      // Set our material
      setLightMaterialInternal(mCurrentLightMaterial);

      // Set our lights
      for(U32 i = 0; i < LIGHT_STAGE_COUNT; i++)
      {
         setLightInternal(i, mCurrentLight[i], mCurrentLightEnable[i]);
      }

       _updateRenderTargets();

      if(rememberToEndScene)
         endScene();

      return;
   }

   if (!mStateDirty)
      return;

   // Normal update logic begins here.
   mStateDirty = false;

   // Update Projection Matrix
   if( mProjectionMatrixDirty )
   {
      setMatrix( GFXMatrixProjection, mProjectionMatrix );
      mProjectionMatrixDirty = false;
   }
   
   // Update World Matrix
   if( mWorldMatrixDirty )
   {
      setMatrix( GFXMatrixWorld, mWorldMatrix[mWorldStackSize] );
      mWorldMatrixDirty = false;
   }
   
   // Update View Matrix
   if( mViewMatrixDirty )
   {
      setMatrix( GFXMatrixView, mViewMatrix );
      mViewMatrixDirty = false;
   }


   if( mTextureMatrixCheckDirty )
   {
      for( S32 i = 0; i < getNumSamplers(); i++ )
      {
         if( mTextureMatrixDirty[i] )
         {
            mTextureMatrixDirty[i] = false;
            setMatrix( (GFXMatrixType)(GFXMatrixTexture + i), mTextureMatrix[i] );
         }
      }

      mTextureMatrixCheckDirty = false;
   }

   // Update the vertex declaration.
   if ( mVertexDeclDirty )
   {
      setVertexDecl( mCurrVertexDecl );
      mVertexDeclDirty = false;
   }

   // Update the vertex buffers.
   for ( U32 i=0; i < VERTEX_STREAM_COUNT; i++ )
   {
      if ( mVertexBufferDirty[i] )
      {
         setVertexStream( i, mCurrentVertexBuffer[i] );
         mVertexBufferDirty[i] = false;
      }

      if ( mVertexBufferFrequencyDirty[i] )
      {
         setVertexStreamFrequency( i, mVertexBufferFrequency[i] );
         mVertexBufferFrequencyDirty[i] = false;
      }
   }

   // Update primitive buffer
   //
   // NOTE: It is very important to set the primitive buffer AFTER the vertex buffer
   // because in order to draw indexed primitives in DX8, the call to SetIndicies
   // needs to include the base vertex offset, and the DX8 GFXDevice relies on
   // having mCurrentVB properly assigned before the call to setIndices -patw
   if( mPrimitiveBufferDirty )
   {
      if( mCurrentPrimitiveBuffer.isValid() ) // This could be NULL when the device is initalizing
         mCurrentPrimitiveBuffer->prepare();
      mPrimitiveBufferDirty = false;
   }

   // NOTE: With state blocks, it's now important to update state before setting textures
   // some devices (e.g. OpenGL) set states on the texture and we need that information before
   // the texture is activated.
   if (mStateBlockDirty)
   {
      setStateBlockInternal(mNewStateBlock, false);
      mCurrentStateBlock = mNewStateBlock;
      mStateBlockDirty = false;
   }

   if( mTexturesDirty )
   {
      mTexturesDirty = false;
      for(U32 i = 0; i < getNumSamplers(); i++)
      {
         if(!mTextureDirty[i])
            continue;
         mTextureDirty[i] = false;

         switch (mTexType[i])
         {
         case GFXTDT_Normal :
            {
               mCurrentTexture[i] = mNewTexture[i];
               setTextureInternal(i, mCurrentTexture[i]);
            }  
            break;
         case GFXTDT_Cube :
            {
               mCurrentCubemap[i] = mNewCubemap[i];
               if (mCurrentCubemap[i])
                  mCurrentCubemap[i]->setToTexUnit(i);
               else
                  setTextureInternal(i, NULL);
            }
            break;
         default:
            AssertFatal(false, "Unknown texture type!");
            break;
         }
      }
   }
   
   // Set light material
   if(mLightMaterialDirty)
   {
      setLightMaterialInternal(mCurrentLightMaterial);
      mLightMaterialDirty = false;
   }

   // Set our lights
   if(mLightsDirty)
   {
      mLightsDirty = false;
      for(U32 i = 0; i < LIGHT_STAGE_COUNT; i++)
      {
         if(!mLightDirty[i])
            continue;

         mLightDirty[i] = false;
         setLightInternal(i, mCurrentLight[i], mCurrentLightEnable[i]);
      }
   }

   _updateRenderTargets();

#ifdef TORQUE_DEBUG_RENDER
   doParanoidStateCheck();
#endif
}