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https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-25 17:53:47 +00:00
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.
50 lines
915 B
C++
50 lines
915 B
C++
#include "RenderState.h"
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#include "Base.h"
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#include "RenderBase.h"
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RenderState::RenderState(GPUState &gpu)
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: gpu(gpu), color(1,1,1), alpha(1), pass(0)
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{
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}
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struct BlendParams
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{
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GLenum src, dst;
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};
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static const BlendParams s_blendParams[] =
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{
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{ GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
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{ GL_SRC_ALPHA, GL_ONE },
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{ GL_ZERO, GL_SRC_ALPHA },
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{ GL_ZERO, GL_SRC_COLOR },
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};
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GPUState::GPUState()
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: _blendType(BLEND_DISABLED)
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{
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setBlend(BLEND_DEFAULT);
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}
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void GPUState::setBlend(BlendType bt)
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{
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compile_assert(Countof(s_blendParams) == _BLEND_MAXSIZE);
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// FIXME: comment this back in once ALL other occurances of glBlendFunc() have been removed
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//if(_blendType == bt)
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// return;
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_blendType = bt;
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if (unsigned(bt) < _BLEND_MAXSIZE)
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{
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glEnable(GL_BLEND);
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const BlendParams& bp = s_blendParams[bt];
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glBlendFunc(bp.src, bp.dst);
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}
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else
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{
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glDisable(GL_BLEND);
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glDisable(GL_ALPHA_TEST);
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}
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}
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