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