void configure() { s_textureUnit = -1; s_validGeneration++; VertexLayout::clearCache(); blending.init(GL_FALSE); blendingFunc.init(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); culling.init(GL_TRUE); cullFace.init(GL_BACK); frontFace.init(GL_CCW); depthTest.init(GL_TRUE); depthWrite.init(GL_TRUE); glDisable(GL_STENCIL_TEST); glDepthFunc(GL_LEQUAL); glClearDepthf(1.0); glDepthRangef(0.0, 1.0); static size_t max = std::numeric_limits<size_t>::max(); clearColor.init(0.0, 0.0, 0.0, 0.0); shaderProgram.init(max, false); vertexBuffer.init(max, false); indexBuffer.init(max, false); texture.init(GL_TEXTURE_2D, max, false); texture.init(GL_TEXTURE_CUBE_MAP, max, false); textureUnit.init(max, false); }
void configure() { blending.init(GL_FALSE); blendingFunc.init(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); culling.init(GL_TRUE); cullFace.init(GL_BACK); frontFace.init(GL_CCW); depthTest.init(GL_TRUE); depthWrite.init(GL_TRUE); glDisable(GL_STENCIL_TEST); glDepthFunc(GL_LEQUAL); glClearDepthf(1.0); glDepthRangef(0.0, 1.0); clearColor.init(0.0, 0.0, 0.0, 0.0); shaderProgram.init(std::numeric_limits<unsigned int>::max(), false); vertexBuffer.init(std::numeric_limits<unsigned int>::max(), false); indexBuffer.init(std::numeric_limits<unsigned int>::max(), false); texture.init(GL_TEXTURE_2D, std::numeric_limits<unsigned int>::max(), false); texture.init(GL_TEXTURE_CUBE_MAP, std::numeric_limits<unsigned int>::max(), false); textureUnit.init(std::numeric_limits<unsigned int>::max(), false); }
namespace RenderState { Blending blending; DepthTest depthTest; StencilTest stencilTest; Culling culling; DepthWrite depthWrite; BlendingFunc blendingFunc; StencilWrite stencilWrite; StencilFunc stencilFunc; StencilOp stencilOp; ColorWrite colorWrite; FrontFace frontFace; CullFace cullFace; VertexBuffer vertexBuffer; IndexBuffer indexBuffer; ShaderProgram shaderProgram; TextureUnit textureUnit; Texture texture; ClearColor clearColor; GLuint getTextureUnit(GLuint _unit) { if (_unit >= TANGRAM_MAX_TEXTURE_UNIT) { LOGW("trying to access unavailable texture unit"); } return GL_TEXTURE0 + _unit; } void bindVertexBuffer(GLuint _id) { glBindBuffer(GL_ARRAY_BUFFER, _id); } void bindIndexBuffer(GLuint _id) { glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _id); } void activeTextureUnit(GLuint _unit) { glActiveTexture(getTextureUnit(_unit)); } void bindTexture(GLenum _target, GLuint _textureId) { glBindTexture(_target, _textureId); } void configure() { blending.init(GL_FALSE); blendingFunc.init(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); culling.init(GL_TRUE); cullFace.init(GL_BACK); frontFace.init(GL_CCW); depthTest.init(GL_TRUE); depthWrite.init(GL_TRUE); glDisable(GL_STENCIL_TEST); glDepthFunc(GL_LEQUAL); glClearDepthf(1.0); glDepthRangef(0.0, 1.0); clearColor.init(0.0, 0.0, 0.0, 0.0); shaderProgram.init(std::numeric_limits<unsigned int>::max(), false); vertexBuffer.init(std::numeric_limits<unsigned int>::max(), false); indexBuffer.init(std::numeric_limits<unsigned int>::max(), false); texture.init(GL_TEXTURE_2D, std::numeric_limits<unsigned int>::max(), false); texture.init(GL_TEXTURE_CUBE_MAP, std::numeric_limits<unsigned int>::max(), false); textureUnit.init(std::numeric_limits<unsigned int>::max(), false); } }
namespace RenderState { Blending blending; DepthTest depthTest; StencilTest stencilTest; Culling culling; DepthWrite depthWrite; BlendingFunc blendingFunc; StencilWrite stencilWrite; StencilFunc stencilFunc; StencilOp stencilOp; ColorWrite colorWrite; FrontFace frontFace; CullFace cullFace; VertexBuffer vertexBuffer; IndexBuffer indexBuffer; ShaderProgram shaderProgram; TextureUnit textureUnit; Texture texture; ClearColor clearColor; GLuint getTextureUnit(GLuint _unit) { return GL_TEXTURE0 + _unit; } void bindVertexBuffer(GLuint _id) { glBindBuffer(GL_ARRAY_BUFFER, _id); } void bindIndexBuffer(GLuint _id) { glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _id); } void activeTextureUnit(GLuint _unit) { glActiveTexture(getTextureUnit(_unit)); } void bindTexture(GLenum _target, GLuint _textureId) { glBindTexture(_target, _textureId); } void configure() { s_textureUnit = -1; s_validGeneration++; VertexLayout::clearCache(); blending.init(GL_FALSE); blendingFunc.init(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); culling.init(GL_TRUE); cullFace.init(GL_BACK); frontFace.init(GL_CCW); depthTest.init(GL_TRUE); depthWrite.init(GL_TRUE); glDisable(GL_STENCIL_TEST); glDepthFunc(GL_LEQUAL); glClearDepthf(1.0); glDepthRangef(0.0, 1.0); static size_t max = std::numeric_limits<size_t>::max(); clearColor.init(0.0, 0.0, 0.0, 0.0); shaderProgram.init(max, false); vertexBuffer.init(max, false); indexBuffer.init(max, false); texture.init(GL_TEXTURE_2D, max, false); texture.init(GL_TEXTURE_CUBE_MAP, max, false); textureUnit.init(max, false); } bool isValidGeneration(int _generation) { return _generation == s_validGeneration; } int generation() { return s_validGeneration; } int nextAvailableTextureUnit() { if (s_textureUnit + 1 > Hardware::maxCombinedTextureUnits) { LOGE("Too many combined texture units are being used"); LOGE("GPU supports %d combined texture units", Hardware::maxCombinedTextureUnits); } return ++s_textureUnit; } int currentTextureUnit() { return s_textureUnit; } void resetTextureUnit() { s_textureUnit = -1; } }