//////////////////////////////////////////////////////////////////////////////////
// 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