////////////////////////////////////////////////////////////////////////////////// // SPARK particle engine // // Copyright (C) 2008-2009 - Julien Fryer - julienfryer@gmail.com // // // // This software is provided 'as-is', without any express or implied // // warranty. In no event will the authors be held liable for any damages // // arising from the use of this software. // // // // Permission is granted to anyone to use this software for any purpose, // // including commercial applications, and to alter it and redistribute it // // freely, subject to the following restrictions: // // // // 1. The origin of this software must not be misrepresented; you must not // // claim that you wrote the original software. If you use this software // // in a product, an acknowledgment in the product documentation would be // // appreciated but is not required. // // 2. Altered source versions must be plainly marked as such, and must not be // // misrepresented as being the original software. // // 3. This notice may not be removed or altered from any source distribution. // ////////////////////////////////////////////////////////////////////////////////// #ifndef H_SPK_GLRENDERER #define H_SPK_GLRENDERER #include "RenderingAPIs/OpenGL/SPK_GL_DEF.h" #include "Core/SPK_Renderer.h" namespace SPK { namespace GL { /** * @class GLRenderer * @brief An abstract Renderer for the openGL renderers */ class SPK_GL_PREFIX GLRenderer : public Renderer { public : ///////////////// // Constructor // ///////////////// /** @brief Constructor of GLRenderer */ GLRenderer(); //////////////// // Destructor // //////////////// /** @brief Destructor of GLRenderer */ virtual ~GLRenderer(); ///////////// // Setters // ///////////// /** * @brief Enables or disables the blending of this GLRenderer * @param blendingEnabled true to enable the blending, false to disable it */ virtual inline void enableBlending(bool blendingEnabled); /** * @brief Sets the blending functions of this GLRenderer * * the blending functions are one of the openGL blending functions. * * @param src : the source blending function of this GLRenderer * @param dest : the destination blending function of this GLRenderer */ inline void setBlendingFunctions(GLuint src,GLuint dest); virtual void setBlending(BlendingMode blendMode); /** * @brief Sets the texture blending function of this GLRenderer * * the texture blending function is one of the openGL texture blending functions. * * @param textureBlending : the texture blending function of this GLRenderer */ inline void setTextureBlending(GLuint textureBlending); ///////////// // Getters // ///////////// /** * @brief Tells whether blending is enabled for this GLRenderer * @return true if blending is enabled, false if it is disabled */ inline bool isBlendingEnabled() const; /** * @brief Gets the source blending function of this GLRenderer * @return the source blending function of this GLRenderer */ inline GLuint getSrcBlendingFunction() const; /** * @brief Gets the destination blending function of this GLRenderer * @return the source destination function of this GLRenderer */ inline GLuint getDestBlendingFunction() const; /** * @brief Gets the texture blending function of this GLRenderer * @return the texture blending function of this GLRenderer */ inline GLuint getTextureBlending() const; /////////////// // Interface // /////////////// /** * @brief Saves the current openGL states * * This method saves all the states that are likely to be modified by a GLRenderer.
* Use restoreGLStates() to restore the states.
*
* Note that for one saveGLStates call, a call to restoreGLStates must occur. * In case of several saveGLStates with no restoreGLStates, the restoreGLStates is called priorly in an implicit way. */ static void saveGLStates(); /** * @brief Restores the openGL states * * This method restores the openGL states at the values they were at the last call of saveGLStates(). */ static void restoreGLStates(); protected : /** @brief Inits the blending of this GLRenderer */ inline void initBlending() const; /** * @brief Inits the rendering hints of this GLRenderer * @since 1.04.00 */ inline void initRenderingHints() const; private : bool blendingEnabled; GLuint srcBlending; GLuint destBlending; GLuint textureBlending; }; inline void GLRenderer::enableBlending(bool blendingEnabled) { this->blendingEnabled = blendingEnabled; } inline void GLRenderer::setBlendingFunctions(GLuint src,GLuint dest) { srcBlending = src; destBlending = dest; } inline void GLRenderer::setTextureBlending(GLuint textureBlending) { this->textureBlending = textureBlending; } inline bool GLRenderer::isBlendingEnabled() const { return blendingEnabled; } inline GLuint GLRenderer::getSrcBlendingFunction() const { return srcBlending; } inline GLuint GLRenderer::getDestBlendingFunction() const { return destBlending; } inline GLuint GLRenderer::getTextureBlending() const { return textureBlending; } inline void GLRenderer::initBlending() const { if (blendingEnabled) { glBlendFunc(srcBlending,destBlending); glEnable(GL_BLEND); } else glDisable(GL_BLEND); } inline void GLRenderer::initRenderingHints() const { // alpha test if (isRenderingHintEnabled(ALPHA_TEST)) { glAlphaFunc(GL_GEQUAL,getAlphaTestThreshold()); glEnable(GL_ALPHA_TEST); } else glDisable(GL_ALPHA_TEST); // depth test if (isRenderingHintEnabled(DEPTH_TEST)) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); // depth write glDepthMask(isRenderingHintEnabled(DEPTH_WRITE)); } }} #endif