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https://github.com/MobileGL-Dev/MobileGL
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[Refactor] (MG_State/RenderState): Separate RenderStateParameters from RenderState.
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@@ -7,9 +7,8 @@
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// End of Source File Header
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#pragma once
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#include "MG_Util/Math/VectorTypes.h"
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#include "MG_Util/Types.h"
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#include <Includes.h>
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#include <MG_Util/Math/VectorTypes.h>
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namespace MobileGL {
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enum class BlendFactor {
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@@ -128,6 +127,42 @@ namespace MobileGL {
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Int Alignment = 4;
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};
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struct RenderStateParameters {
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// Rasterization
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IntVec4 Viewport = IntVec4(0, 0, 0, 0); // x, y, width, height
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// Blending
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Bool BlendEnabled = false;
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BlendFactor SrcFactorRGB = BlendFactor::One;
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BlendFactor DstFactorRGB = BlendFactor::Zero;
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BlendFactor SrcFactorAlpha = BlendFactor::One;
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BlendFactor DstFactorAlpha = BlendFactor::Zero;
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// Depth
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Bool DepthTestEnabled = false;
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DepthTestFunc DepthFunc = DepthTestFunc::Less;
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Bool DepthMask = true;
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// Color Mask
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BoolVec4 ColorMask = BoolVec4(true, true, true, true);
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// Clear State
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FloatVec4 ClearColor = FloatVec4(0.0f, 0.0f, 0.0f, 1.0f);
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Float ClearDepth = 1.0f;
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// Pixel Store
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PixelStoreParameters PackParameters;
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PixelStoreParameters UnpackParameters;
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// Cull Face
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Bool CullFaceEnabled = false;
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CullFaceMode CullFaceModeSetting = CullFaceMode::Back;
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// Scissor
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Bool ScissorTestEnabled = false;
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IntVec4 ScissorBox = IntVec4(0, 0, 0, 0); // x, y, width, height
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};
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namespace MG_State {
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namespace GLState {
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class RenderState {
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@@ -177,39 +212,7 @@ namespace MobileGL {
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const IntVec4& GetScissorBox() const; // x, y, width, height
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private:
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// Rasterization
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IntVec4 m_viewport = IntVec4(0, 0, 0, 0); // x, y, width, height
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// Blending
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Bool m_blendEnabled = false;
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BlendFactor m_srcFactorRGB = BlendFactor::One;
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BlendFactor m_dstFactorRGB = BlendFactor::Zero;
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BlendFactor m_srcFactorAlpha = BlendFactor::One;
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BlendFactor m_dstFactorAlpha = BlendFactor::Zero;
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// Depth
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Bool m_depthTestEnabled = false;
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DepthTestFunc m_depthFunc = DepthTestFunc::Less;
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Bool m_depthMask = true;
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// Color Mask
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BoolVec4 m_colorMask = BoolVec4(true, true, true, true);
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// Clear State
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FloatVec4 m_clearColor = FloatVec4(0.0f, 0.0f, 0.0f, 1.0f);
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Float m_clearDepth = 1.0f;
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// Pixel Store
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PixelStoreParameters m_packParameters;
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PixelStoreParameters m_unpackParameters;
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// Cull Face
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Bool m_cullFaceEnabled = false;
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CullFaceMode m_cullFaceMode = CullFaceMode::Back;
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// Scissor
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Bool m_scissorTestEnabled = false;
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IntVec4 m_scissorBox = IntVec4(0, 0, 0, 0); // x, y, width, height
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RenderStateParameters m_parameters;
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};
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} // namespace GLState
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} // namespace MG_State
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