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love/src/modules/graphics/renderstate.h
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2024-09-07 17:34:10 -03:00

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/**
* Copyright (c) 2006-2024 LOVE Development Team
*
* 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.
**/
#pragma once
#include "common/int.h"
#include "common/math.h"
#include "common/StringMap.h"
#include "vertex.h"
#include <vector>
#include <string>
namespace love
{
namespace graphics
{
class Shader;
enum BlendMode // High level wrappers. Order is important (see renderstate.cpp)
{
BLEND_ALPHA,
BLEND_ADD,
BLEND_SUBTRACT,
BLEND_MULTIPLY,
BLEND_LIGHTEN,
BLEND_DARKEN,
BLEND_SCREEN,
BLEND_REPLACE,
BLEND_NONE,
BLEND_CUSTOM,
BLEND_MAX_ENUM
};
enum BlendAlpha // High level wrappers
{
BLENDALPHA_MULTIPLY,
BLENDALPHA_PREMULTIPLIED,
BLENDALPHA_MAX_ENUM
};
enum BlendFactor
{
BLENDFACTOR_ZERO,
BLENDFACTOR_ONE,
BLENDFACTOR_SRC_COLOR,
BLENDFACTOR_ONE_MINUS_SRC_COLOR,
BLENDFACTOR_SRC_ALPHA,
BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
BLENDFACTOR_DST_COLOR,
BLENDFACTOR_ONE_MINUS_DST_COLOR,
BLENDFACTOR_DST_ALPHA,
BLENDFACTOR_ONE_MINUS_DST_ALPHA,
BLENDFACTOR_SRC_ALPHA_SATURATED,
BLENDFACTOR_MAX_ENUM
};
enum BlendOperation
{
BLENDOP_ADD,
BLENDOP_SUBTRACT,
BLENDOP_REVERSE_SUBTRACT,
BLENDOP_MIN,
BLENDOP_MAX,
BLENDOP_MAX_ENUM
};
enum StencilMode // High level wrappers.
{
STENCIL_MODE_OFF,
STENCIL_MODE_DRAW,
STENCIL_MODE_TEST,
STENCIL_MODE_CUSTOM,
STENCIL_MODE_MAX_ENUM
};
enum StencilAction
{
STENCIL_KEEP,
STENCIL_ZERO,
STENCIL_REPLACE,
STENCIL_INCREMENT,
STENCIL_DECREMENT,
STENCIL_INCREMENT_WRAP,
STENCIL_DECREMENT_WRAP,
STENCIL_INVERT,
STENCIL_MAX_ENUM
};
enum CompareMode
{
COMPARE_LESS,
COMPARE_LEQUAL,
COMPARE_EQUAL,
COMPARE_GEQUAL,
COMPARE_GREATER,
COMPARE_NOTEQUAL,
COMPARE_ALWAYS,
COMPARE_NEVER,
COMPARE_MAX_ENUM
};
struct BlendState
{
BlendOperation operationRGB = BLENDOP_ADD;
BlendOperation operationA = BLENDOP_ADD;
BlendFactor srcFactorRGB = BLENDFACTOR_ONE;
BlendFactor srcFactorA = BLENDFACTOR_ONE;
BlendFactor dstFactorRGB = BLENDFACTOR_ZERO;
BlendFactor dstFactorA = BLENDFACTOR_ZERO;
bool enable = false;
BlendState() {}
BlendState(BlendOperation opRGB, BlendOperation opA, BlendFactor srcRGB, BlendFactor srcA, BlendFactor dstRGB, BlendFactor dstA)
: operationRGB(opRGB)
, operationA(opA)
, srcFactorRGB(srcRGB)
, srcFactorA(srcA)
, dstFactorRGB(dstRGB)
, dstFactorA(dstA)
, enable(true)
{}
bool operator == (const BlendState &b) const
{
return enable == b.enable
&& operationRGB == b.operationRGB && operationA == b.operationA
&& srcFactorRGB == b.srcFactorRGB && srcFactorA == b.srcFactorA
&& dstFactorRGB == b.dstFactorRGB && dstFactorA == b.dstFactorA;
}
uint32 toKey() const
{
return (dstFactorA << 0) | (dstFactorRGB << 4) | (srcFactorA << 8) | (srcFactorRGB << 12)
| (operationA << 16) | (operationRGB << 20) | ((enable ? 1 : 0) << 24);
}
static BlendState fromKey(uint32 key)
{
BlendState b;
b.enable = (bool)((key >> 24) & 1);
b.operationRGB = (BlendOperation)((key >> 20) & 0x7);
b.operationA = (BlendOperation)((key >> 16) & 0x7);
b.srcFactorRGB = (BlendFactor)((key >> 12) & 0xF);
b.srcFactorA = (BlendFactor)((key >> 8) & 0xF);
b.dstFactorRGB = (BlendFactor)((key >> 4) & 0xF);
b.dstFactorA = (BlendFactor)((key >> 0) & 0xF);
return b;
}
};
struct DepthState
{
CompareMode compare = COMPARE_ALWAYS;
bool write = false;
bool operator == (const DepthState &d) const
{
return compare == d.compare && write == d.write;
}
};
struct StencilState
{
CompareMode compare = COMPARE_ALWAYS;
StencilAction action = STENCIL_KEEP;
int value = 0;
uint32 readMask = 0xFFFFFFFF;
uint32 writeMask = 0xFFFFFFFF;
bool operator == (const StencilState &s) const
{
return compare == s.compare && action == s.action && value == s.value
&& readMask == s.readMask && writeMask == s.writeMask;
}
};
struct ColorChannelMask
{
bool r = true;
bool g = true;
bool b = true;
bool a = true;
bool operator == (ColorChannelMask c) const
{
return r == c.r && g == c.g && b == c.b && a == c.a;
}
bool operator != (ColorChannelMask c) const
{
return !(operator==(c));
}
};
struct ScissorState
{
Rect rect = {0, 0, 0, 0};
bool enable = false;
};
BlendState computeBlendState(BlendMode mode, BlendAlpha alphamode);
BlendMode computeBlendMode(BlendState s, BlendAlpha &alphamode);
bool isAlphaMultiplyBlendSupported(BlendMode mode);
StencilState computeStencilState(StencilMode mode, int value);
StencilMode computeStencilMode(const StencilState &s);
/**
* GPU APIs do the comparison in the opposite way of what makes sense for some
* of love's APIs. For example in OpenGL if the compare function is GL_GREATER,
* then the stencil test will pass if the reference value is greater than the
* value in the stencil buffer. With our stencil API it's more intuitive to
* assume that setStencilTest(COMPARE_GREATER, 4) will make it pass if the
* stencil buffer has a value greater than 4.
**/
CompareMode getReversedCompareMode(CompareMode mode);
STRINGMAP_DECLARE(BlendMode);
STRINGMAP_DECLARE(BlendAlpha);
STRINGMAP_DECLARE(BlendFactor);
STRINGMAP_DECLARE(BlendOperation);
STRINGMAP_DECLARE(StencilMode);
STRINGMAP_DECLARE(StencilAction);
STRINGMAP_DECLARE(CompareMode);
} // graphics
} // love