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https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-10 13:18:31 +09:00
[Feat] (MG_State/RenderState): Implement RenderState.
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@@ -119,6 +119,7 @@ namespace MobileGL {
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SharedPtr<VertexArrayObject> GLContext::GetBoundVertexArray() {
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return m_vertexArrayState.GetBoundVertexArray();
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}
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// Texture
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Vector<Uint> GLContext::GenTextureNames(Uint number) {
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return m_textureState.GenerateNames(number);
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@@ -156,6 +157,7 @@ namespace MobileGL {
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m_textureState.SetActiveTextureUnit(unit);
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}
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// Program
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Uint GLContext::CreateProgram() {
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return m_programState.CreateProgram();
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}
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@@ -195,6 +197,98 @@ namespace MobileGL {
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SharedPtr<ProgramObject> GLContext::GetCurrentProgram() {
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return m_programState.GetCurrentProgram();
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}
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// RenderState
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void GLContext::SetViewport(IntVec4 viewport) {
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m_renderState.SetViewport(viewport);
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}
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const IntVec4& GLContext::GetViewport() const {
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return m_renderState.GetViewport();
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}
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void GLContext::SetCapability(CapabilityInput cap, Bool enabled) {
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m_renderState.SetCapability(cap, enabled);
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}
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Bool GLContext::IsCapabilityEnabled(CapabilityInput cap) const {
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return m_renderState.IsCapabilityEnabled(cap);
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}
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void GLContext::SetBlendFunc(BlendFactor srcRGB, BlendFactor dstRGB, BlendFactor srcAlpha,
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BlendFactor dstAlpha) {
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m_renderState.SetBlendFunc(srcRGB, dstRGB, srcAlpha, dstAlpha);
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}
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void GLContext::GetBlendFunc(BlendFactor& srcRGB, BlendFactor& dstRGB, BlendFactor& srcAlpha,
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BlendFactor& dstAlpha) const {
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m_renderState.GetBlendFunc(srcRGB, dstRGB, srcAlpha, dstAlpha);
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}
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void GLContext::SetDepthFunc(DepthFunc func) {
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m_renderState.SetDepthFunc(func);
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}
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DepthFunc GLContext::GetDepthFunc() const {
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return m_renderState.GetDepthFunc();
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}
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void GLContext::SetDepthMask(Bool flag) {
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m_renderState.SetDepthMask(flag);
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}
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Bool GLContext::GetDepthMask() const {
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return m_renderState.GetDepthMask();
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}
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void GLContext::SetColorMask(BoolVec4 mask) {
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m_renderState.SetColorMask(mask);
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}
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const BoolVec4 GLContext::GetColorMask() const {
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return m_renderState.GetColorMask();
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}
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void GLContext::SetClearColor(FloatVec4 color) {
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m_renderState.SetClearColor(color);
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}
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const FloatVec4& GLContext::GetClearColor() const {
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return m_renderState.GetClearColor();
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}
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void GLContext::SetClearDepth(Float depth) {
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m_renderState.SetClearDepth(depth);
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}
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Float GLContext::GetClearDepth() const {
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return m_renderState.GetClearDepth();
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}
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void GLContext::SetPixelStoreParam(PixelStoreParam param, Int value) {
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m_renderState.SetPixelStoreParam(param, value);
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}
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Int GLContext::GetPixelStoreParam(PixelStoreParam param) const {
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return m_renderState.GetPixelStoreParam(param);
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}
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void GLContext::SetCullFaceMode(CullFaceMode mode) {
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m_renderState.SetCullFaceMode(mode);
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}
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CullFaceMode GLContext::GetCullFaceMode() const {
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return m_renderState.GetCullFaceMode();
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}
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void GLContext::SetCullFaceEnabled(Bool enabled) {
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m_renderState.SetCullFaceEnabled(enabled);
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}
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Bool GLContext::IsCullFaceEnabled() const {
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return m_renderState.IsCullFaceEnabled();
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}
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} // namespace GLState
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GLState::GLContext* pGLContext;
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