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#ifndef FIXEDFUNCTIONSTATE_GLES20_H
#define FIXEDFUNCTIONSTATE_GLES20_H
#include "IncludesGLES20.h"
#include "Runtime/GfxDevice/GfxDeviceTypes.h"
#include <string>
// we can use one var to determine both shift and mask, but let help out the compiler ;-)
#define FFPSTATE_SET_MASK(target, idx, val, shift_mul, mask) \
do{ \
target &= ~(mask << ((idx)*shift_mul)); \
target |= (val << ((idx)*shift_mul)); \
}while(0) \
class FixedFunctionStateGLES20
{
public:
FixedFunctionStateGLES20();
UInt32 texUnitColorCombiner[kMaxSupportedTextureUnitsGLES];
UInt32 texUnitAlphaCombiner[kMaxSupportedTextureUnitsGLES];
bool texUnitCube[kMaxSupportedTextureUnitsGLES];
int texUnitGen[kMaxSupportedTextureUnitsGLES];
int texUnitCount;
// we will use 4bits per light - this way we can handle up to 8 lights (though kMaxEmulatedVertexLights = 4)
UInt32 lightType;
// we will use 2 bits per tex unit - one for perspective divide, the other one for if we need matrix mul at all
// this way we can store 16 texunit info (though kMaxSupportedTextureUnitsGLES = 8)
UInt32 texUnitMatrix;
int lightCount : 8;
FogMode fogMode : 8;
CompareFunction alphaTest : 8;
bool lightingEnabled;
bool specularEnabled;
bool onlyDirectionalLights;
bool setupPointSize;
bool useUniformInsteadOfVertexColor;
bool useVertexColorAsAmbientAndDiffuse;
bool useVertexColorAsEmission;
bool addSpecularAfterTexturing;
unsigned GetLightType(int i) const { return (lightType >> (i*4)) & 0xF; }
void SetLightType(int i, unsigned type) { FFPSTATE_SET_MASK(lightType, i, type, 4, 0xF); }
bool NeedTexUnitMatrix(int i) const { return ((texUnitMatrix >> (i*2)) & 0x1) != 0; }
bool IsTexUnitProjected(int i) const { return ((texUnitMatrix >> (i*2)) & 0x2) != 0; }
void SetTexUnitMatrixParam(int i, bool hasMatrix, bool isProjected)
{
int mask = (hasMatrix ? 1 : 0) | (isProjected ? 2 : 0);
FFPSTATE_SET_MASK(texUnitMatrix, i, mask, 2, 0x3);
}
std::string ToString () const;
};
#undef FFPSTATE_SET_MASK
#endif /* FIXEDFUNCTIONSTATE_GLES20_H */
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