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https://github.com/AquariaOSE/Aquaria.git
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1a90625979
Observations: - Entity::renderPass was never set to RENDER_ALL -> can simplify some things - The initial pass check in RenderObject::render() was constant for each pass -> All logic that is per-pass-constant can be moved to a renderability pre-check - Core::overrideStartLayer, Core::overrideEndLayer, Core::rlayer were never used - Should be possible eventually to prepare & render layers in parallel I am not sure if the changes in this commit are 100% correct, but layer passes are still working and the hug looks like it should. Thinking about it, the overrideRenderPass functionality should never have existed. The game scripts don't actually use entity_setRenderPass (which in turn calls Entity::setOverrideRenderPass()) so I might remove that function in a future commit, together with the rest of the "override" functionality.
44 lines
827 B
C++
44 lines
827 B
C++
#ifndef BBGE_RENDERSTATE_H
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#define BBGE_RENDERSTATE_H
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#include "Vector.h"
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#include "EngineEnums.h"
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struct CombinedRenderAndGPUState;
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// Only once of these exists at any time.
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// It stores the known GPU state so that we don't need so many futile state changes
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struct GPUState
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{
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friend struct CombinedRenderAndGPUState;
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GPUState();
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void setBlend(BlendType bt);
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private:
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BlendType _blendType;
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};
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// The RenderState is passed through the scene graph as each layer is rendered
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// TODO: what needs to end up here? matrix stack too?
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struct RenderState
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{
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GPUState& gpu;
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Vector color;
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float alpha;
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int pass;
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protected:
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RenderState(GPUState& gpu);
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};
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struct CombinedRenderAndGPUState : public RenderState
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{
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GPUState gpu;
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CombinedRenderAndGPUState() : RenderState(gpu) {}
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};
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#endif
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