void StateManagerGL::setClearState(const gl::State &state, GLbitfield mask) { // Only apply the state required to do a clear setScissor(state.getScissor()); setViewport(state.getViewport()); if ((mask & GL_COLOR_BUFFER_BIT) != 0) { setClearColor(state.getColorClearValue()); const gl::BlendState &blendState = state.getBlendState(); setColorMask(blendState.colorMaskRed, blendState.colorMaskGreen, blendState.colorMaskBlue, blendState.colorMaskAlpha); } if ((mask & GL_DEPTH_BUFFER_BIT) != 0) { setClearDepth(state.getDepthClearValue()); setDepthMask(state.getDepthStencilState().depthMask); } if ((mask & GL_STENCIL_BUFFER_BIT) != 0) { setClearStencil(state.getStencilClearValue()); setStencilMask(state.getDepthStencilState().stencilMask); } }
void RenderTexture::clearDepth(float depthValue) { setClearDepth(depthValue); this->begin(); _clearDepthCommand.init(_globalZOrder); _clearDepthCommand.func = CC_CALLBACK_0(RenderTexture::onClearDepth, this); Director::getInstance()->getRenderer()->addCommand(&_clearDepthCommand); this->end(); }
void RenderTexture::beginWithClear(float r, float g, float b, float a, float depthValue, int stencilValue, GLbitfield flags) { setClearColor(Color4F(r, g, b, a)); setClearDepth(depthValue); setClearStencil(stencilValue); setClearFlags(flags); this->begin(); //clear screen _beginWithClearCommand.init(_globalZOrder); _beginWithClearCommand.func = CC_CALLBACK_0(RenderTexture::onClear, this); Director::getInstance()->getRenderer()->addCommand(&_beginWithClearCommand); }
void StateManagerGL::syncState(const gl::State &state, const gl::State::DirtyBits &dirtyBits) { // TODO(jmadill): Investigate only syncing vertex state for active attributes for (auto dirtyBit : angle::IterateBitSet(dirtyBits | mLocalDirtyBits)) { switch (dirtyBit) { case gl::State::DIRTY_BIT_SCISSOR_TEST_ENABLED: setScissorTestEnabled(state.isScissorTestEnabled()); break; case gl::State::DIRTY_BIT_SCISSOR: setScissor(state.getScissor()); break; case gl::State::DIRTY_BIT_VIEWPORT: setViewport(state.getViewport()); break; case gl::State::DIRTY_BIT_DEPTH_RANGE: setDepthRange(state.getNearPlane(), state.getFarPlane()); break; case gl::State::DIRTY_BIT_BLEND_ENABLED: setBlendEnabled(state.isBlendEnabled()); break; case gl::State::DIRTY_BIT_BLEND_COLOR: setBlendColor(state.getBlendColor()); break; case gl::State::DIRTY_BIT_BLEND_FUNCS: { const auto &blendState = state.getBlendState(); setBlendFuncs(blendState.sourceBlendRGB, blendState.destBlendRGB, blendState.sourceBlendAlpha, blendState.destBlendAlpha); break; } case gl::State::DIRTY_BIT_BLEND_EQUATIONS: { const auto &blendState = state.getBlendState(); setBlendEquations(blendState.blendEquationRGB, blendState.blendEquationAlpha); break; } case gl::State::DIRTY_BIT_COLOR_MASK: { const auto &blendState = state.getBlendState(); setColorMask(blendState.colorMaskRed, blendState.colorMaskGreen, blendState.colorMaskBlue, blendState.colorMaskAlpha); break; } case gl::State::DIRTY_BIT_SAMPLE_ALPHA_TO_COVERAGE_ENABLED: setSampleAlphaToCoverageEnabled(state.isSampleAlphaToCoverageEnabled()); break; case gl::State::DIRTY_BIT_SAMPLE_COVERAGE_ENABLED: setSampleCoverageEnabled(state.isSampleCoverageEnabled()); break; case gl::State::DIRTY_BIT_SAMPLE_COVERAGE: setSampleCoverage(state.getSampleCoverageValue(), state.getSampleCoverageInvert()); break; case gl::State::DIRTY_BIT_DEPTH_TEST_ENABLED: setDepthTestEnabled(state.isDepthTestEnabled()); break; case gl::State::DIRTY_BIT_DEPTH_FUNC: setDepthFunc(state.getDepthStencilState().depthFunc); break; case gl::State::DIRTY_BIT_DEPTH_MASK: setDepthMask(state.getDepthStencilState().depthMask); break; case gl::State::DIRTY_BIT_STENCIL_TEST_ENABLED: setStencilTestEnabled(state.isStencilTestEnabled()); break; case gl::State::DIRTY_BIT_STENCIL_FUNCS_FRONT: { const auto &depthStencilState = state.getDepthStencilState(); setStencilFrontFuncs(depthStencilState.stencilFunc, state.getStencilRef(), depthStencilState.stencilMask); break; } case gl::State::DIRTY_BIT_STENCIL_FUNCS_BACK: { const auto &depthStencilState = state.getDepthStencilState(); setStencilBackFuncs(depthStencilState.stencilBackFunc, state.getStencilBackRef(), depthStencilState.stencilBackMask); break; } case gl::State::DIRTY_BIT_STENCIL_OPS_FRONT: { const auto &depthStencilState = state.getDepthStencilState(); setStencilFrontOps(depthStencilState.stencilFail, depthStencilState.stencilPassDepthFail, depthStencilState.stencilPassDepthPass); break; } case gl::State::DIRTY_BIT_STENCIL_OPS_BACK: { const auto &depthStencilState = state.getDepthStencilState(); setStencilBackOps(depthStencilState.stencilBackFail, depthStencilState.stencilBackPassDepthFail, depthStencilState.stencilBackPassDepthPass); break; } case gl::State::DIRTY_BIT_STENCIL_WRITEMASK_FRONT: setStencilFrontWritemask(state.getDepthStencilState().stencilWritemask); break; case gl::State::DIRTY_BIT_STENCIL_WRITEMASK_BACK: setStencilBackWritemask(state.getDepthStencilState().stencilBackWritemask); break; case gl::State::DIRTY_BIT_CULL_FACE_ENABLED: setCullFaceEnabled(state.isCullFaceEnabled()); break; case gl::State::DIRTY_BIT_CULL_FACE: setCullFace(state.getRasterizerState().cullMode); break; case gl::State::DIRTY_BIT_FRONT_FACE: setFrontFace(state.getRasterizerState().frontFace); break; case gl::State::DIRTY_BIT_POLYGON_OFFSET_FILL_ENABLED: setPolygonOffsetFillEnabled(state.isPolygonOffsetFillEnabled()); break; case gl::State::DIRTY_BIT_POLYGON_OFFSET: { const auto &rasterizerState = state.getRasterizerState(); setPolygonOffset(rasterizerState.polygonOffsetFactor, rasterizerState.polygonOffsetUnits); break; } case gl::State::DIRTY_BIT_RASTERIZER_DISCARD_ENABLED: setRasterizerDiscardEnabled(state.isRasterizerDiscardEnabled()); break; case gl::State::DIRTY_BIT_LINE_WIDTH: setLineWidth(state.getLineWidth()); break; case gl::State::DIRTY_BIT_PRIMITIVE_RESTART_ENABLED: setPrimitiveRestartEnabled(state.isPrimitiveRestartEnabled()); break; case gl::State::DIRTY_BIT_CLEAR_COLOR: setClearColor(state.getColorClearValue()); break; case gl::State::DIRTY_BIT_CLEAR_DEPTH: setClearDepth(state.getDepthClearValue()); break; case gl::State::DIRTY_BIT_CLEAR_STENCIL: setClearStencil(state.getStencilClearValue()); break; case gl::State::DIRTY_BIT_UNPACK_ALIGNMENT: // TODO(jmadill): split this setPixelUnpackState(state.getUnpackState()); break; case gl::State::DIRTY_BIT_UNPACK_ROW_LENGTH: // TODO(jmadill): split this setPixelUnpackState(state.getUnpackState()); break; case gl::State::DIRTY_BIT_UNPACK_IMAGE_HEIGHT: // TODO(jmadill): split this setPixelUnpackState(state.getUnpackState()); break; case gl::State::DIRTY_BIT_UNPACK_SKIP_IMAGES: // TODO(jmadill): split this setPixelUnpackState(state.getUnpackState()); break; case gl::State::DIRTY_BIT_UNPACK_SKIP_ROWS: // TODO(jmadill): split this setPixelUnpackState(state.getUnpackState()); break; case gl::State::DIRTY_BIT_UNPACK_SKIP_PIXELS: // TODO(jmadill): split this setPixelUnpackState(state.getUnpackState()); break; case gl::State::DIRTY_BIT_PACK_ALIGNMENT: // TODO(jmadill): split this setPixelPackState(state.getPackState()); break; case gl::State::DIRTY_BIT_PACK_REVERSE_ROW_ORDER: // TODO(jmadill): split this setPixelPackState(state.getPackState()); break; case gl::State::DIRTY_BIT_PACK_ROW_LENGTH: // TODO(jmadill): split this setPixelPackState(state.getPackState()); break; case gl::State::DIRTY_BIT_PACK_SKIP_ROWS: // TODO(jmadill): split this setPixelPackState(state.getPackState()); break; case gl::State::DIRTY_BIT_PACK_SKIP_PIXELS: // TODO(jmadill): split this setPixelPackState(state.getPackState()); break; case gl::State::DIRTY_BIT_DITHER_ENABLED: // TODO(jmadill): implement this break; case gl::State::DIRTY_BIT_GENERATE_MIPMAP_HINT: // TODO(jmadill): implement this break; case gl::State::DIRTY_BIT_SHADER_DERIVATIVE_HINT: // TODO(jmadill): implement this break; case gl::State::DIRTY_BIT_READ_FRAMEBUFFER_BINDING: // TODO(jmadill): implement this break; case gl::State::DIRTY_BIT_READ_FRAMEBUFFER_OBJECT: // TODO(jmadill): implement this break; case gl::State::DIRTY_BIT_DRAW_FRAMEBUFFER_BINDING: // TODO(jmadill): implement this break; case gl::State::DIRTY_BIT_DRAW_FRAMEBUFFER_OBJECT: // TODO(jmadill): implement this break; case gl::State::DIRTY_BIT_RENDERBUFFER_BINDING: // TODO(jmadill): implement this break; case gl::State::DIRTY_BIT_VERTEX_ARRAY_BINDING: // TODO(jmadill): implement this break; case gl::State::DIRTY_BIT_VERTEX_ARRAY_OBJECT: state.getVertexArray()->syncImplState(); break; case gl::State::DIRTY_BIT_PROGRAM_BINDING: // TODO(jmadill): implement this break; case gl::State::DIRTY_BIT_PROGRAM_OBJECT: // TODO(jmadill): implement this break; default: { ASSERT(dirtyBit >= gl::State::DIRTY_BIT_CURRENT_VALUE_0 && dirtyBit < gl::State::DIRTY_BIT_CURRENT_VALUE_MAX); size_t attribIndex = static_cast<size_t>(dirtyBit) - gl::State::DIRTY_BIT_CURRENT_VALUE_0; setAttributeCurrentData(attribIndex, state.getVertexAttribCurrentValue( static_cast<unsigned int>(attribIndex))); break; } } mLocalDirtyBits.reset(); } }