File: RenderState.h

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/* ScummVM - Graphic Adventure Engine
 *
 * ScummVM is the legal property of its developers, whose names
 * are too numerous to list here. Please refer to the COPYRIGHT
 * file distributed with this source distribution.
 *
 * This program is free software: you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation, either version 3 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program.  If not, see <http://www.gnu.org/licenses/>.
 *
 */

/*
 * Copyright (C) 2006-2010 - Frictional Games
 *
 * This file is part of HPL1 Engine.
 */

#ifndef HPL_RENDER_SET_H
#define HPL_RENDER_SET_H

#include "hpl1/engine/graphics/GPUProgram.h"
#include "hpl1/engine/graphics/GraphicsTypes.h"
#include "hpl1/engine/graphics/Material.h"
#include "hpl1/engine/math/MathTypes.h"
#include "hpl1/engine/system/SystemTypes.h"

namespace hpl {

class cRenderSettings;
class iRenderable;
class iLight3D;
class cSector;

enum eRenderStateType {
	eRenderStateType_Sector = 0,
	eRenderStateType_Pass = 1,
	eRenderStateType_DepthTest = 2,
	eRenderStateType_Depth = 3,
	eRenderStateType_AlphaMode = 4,
	eRenderStateType_BlendMode = 5,
	eRenderStateType_VertexProgram = 6,
	eRenderStateType_FragmentProgram = 7,
	eRenderStateType_Texture = 8,
	eRenderStateType_VertexBuffer = 9,
	eRenderStateType_Matrix = 10,
	eRenderStateType_Render = 11,
	eRenderStateType_GpuProgram = 12,
	eRenderStateType_LastEnum = 13
};
///////////// INTERFACE ////////////////////

class iRenderState {
public:
	iRenderState() {}

	int Compare(const iRenderState *apState) const;
	void SetMode(cRenderSettings *apSettings);

	void Set(const iRenderState *apState);

	eRenderStateType mType;

	// Properties:
	// Sector
	cSector *mpSector;

	// Pass
	int mlPass;

	// DepthTest
	bool mbDepthTest;

	// Depth:
	float mfZ;

	// Alpha
	eMaterialAlphaMode mAlphaMode;

	// Blend
	eMaterialBlendMode mBlendMode;
	eMaterialChannelMode mChannelMode;

	iGpuProgram *gpuProgram;
	iMaterialProgramSetup *gpuProgramSetup;

	// Vertex program
	iGpuProgram *mpVtxProgram;
	iMaterialProgramSetup *mpVtxProgramSetup;
	bool mbUsesLight;
	bool mbUsesEye;
	iLight3D *mpLight;

	// Fragment program
	iGpuProgram *mpFragProgram;
	iMaterialProgramSetup *mpFragProgramSetup;

	// Texture
	iTexture *mpTexture[MAX_TEXTUREUNITS];
	eMaterialBlendMode mTextureBlend[MAX_TEXTUREUNITS];

	// Vertex buffer
	iVertexBuffer *mpVtxBuffer;

	// Matrix
	cMatrixf *mpModelMatrix;
	cMatrixf *mpInvModelMatrix;

	// Scale
	cVector3f mvScale;

	// Render
	iRenderable *mpObject;

private:
	// Compare
	int CompareSector(const iRenderState *apState) const;
	int ComparePass(const iRenderState *apState) const;
	int CompareDepthTest(const iRenderState *apState) const;
	int CompareDepth(const iRenderState *apState) const;
	int CompareAlpha(const iRenderState *apState) const;
	int CompareBlend(const iRenderState *apState) const;
	int CompareVtxProg(const iRenderState *apState) const;
	int CompareFragProg(const iRenderState *apState) const;
	int CompareTexture(const iRenderState *apState) const;
	int CompareVtxBuff(const iRenderState *apState) const;
	int CompareMatrix(const iRenderState *apState) const;
	int CompareRender(const iRenderState *apState) const;
	int compareGpuProgram(const iRenderState *state) const;
	// Set mode
	void SetSectorMode(cRenderSettings *apSettings);
	void SetPassMode(cRenderSettings *apSettings);
	void SetDepthTestMode(cRenderSettings *apSettings);
	void SetDepthMode(cRenderSettings *apSettings);
	void SetBlendMode(cRenderSettings *apSettings);
	void SetAlphaMode(cRenderSettings *apSettings);
	void SetVtxProgMode(cRenderSettings *apSettings);
	void SetFragProgMode(cRenderSettings *apSettings);
	void setGpuProgMode(cRenderSettings *settings);
	void SetTextureMode(cRenderSettings *apSettings);
	void SetVtxBuffMode(cRenderSettings *apSettings);
	void SetMatrixMode(cRenderSettings *apSettings);
	void SetRenderMode(cRenderSettings *apSettings);
};

////////////// DEPTH ///////////////////

/*class cRenderState_Depth : public iRenderState
{
public:
	cRenderState_Depth() : iRenderState(eRenderStateType_Depth){}

	int Compare(iRenderState* apState);
	void SetMode(cRenderSettings* apSettings);

	//Properties:
	float mfZ;
};

////////////// ALPHA MODE ///////////////////

class cRenderState_AlphaMode : public iRenderState
{
public:
	cRenderState_AlphaMode() : iRenderState(eRenderStateType_AlphaMode){}

	int Compare(iRenderState* apState);
	void SetMode(cRenderSettings* apSettings);

	//Properties:
	eMaterialAlphaMode mMode;
};

////////////// BLEND MODE ///////////////////

class cRenderState_BlendMode : public iRenderState
{
public:
	cRenderState_BlendMode() : iRenderState(eRenderStateType_BlendMode){}

	int Compare(iRenderState* apState);
	void SetMode(cRenderSettings* apSettings);

	//Properties:
	eMaterialBlendMode mBlendMode;
	eMaterialChannelMode mChannelMode;
};

/////////////// VERTEX PROGRAM //////////////////

class cRenderState_VertexProgram : public iRenderState
{
public:
	cRenderState_VertexProgram() : iRenderState(eRenderStateType_VertexProgram){}

	int Compare(iRenderState* apState);
	void SetMode(cRenderSettings* apSettings);

	//Properties:
	iGpuProgram *mpProgram;
	bool mbUsesLight;
	bool mbUsesEye;
};

//////////////// FRAGMENT PROGRAM /////////////////

class cRenderState_FragmentProgram : public iRenderState
{
public:
	cRenderState_FragmentProgram() : iRenderState(eRenderStateType_FragmentProgram){}

	int Compare(iRenderState* apState);
	void SetMode(cRenderSettings* apSettings);

	//Properties:
	iGpuProgram *mpProgram;
};

///////////////// TEXTURE ////////////////

class cRenderState_Texture : public iRenderState
{
public:
	cRenderState_Texture() : iRenderState(eRenderStateType_Texture){}

	int Compare(iRenderState* apState);
	void SetMode(cRenderSettings* apSettings);

	//Properties:
	iTexture* mpTexture[MAX_TEXTUREUNITS];
};

///////////////// VERTEX BUFFER ////////////////

class cRenderState_VertexBuffer : public iRenderState
{
public:
	cRenderState_VertexBuffer() : iRenderState(eRenderStateType_VertexBuffer){}

	int Compare(iRenderState* apState);
	void SetMode(cRenderSettings* apSettings);

	//Properties:
	iVertexBuffer *mpVtxBuffer;
};

///////////////// MATRIX //////////////////////

class cRenderState_Matrix : public iRenderState
{
public:
	cRenderState_Matrix() : iRenderState(eRenderStateType_Matrix){}

	int Compare(iRenderState* apState);
	void SetMode(cRenderSettings* apSettings);

	//Properties:
	cMatrixf *mpModelMatrix;
	cMatrixf *mpInvModelMatrix;
};

///////////////// RENDER //////////////////////

class cRenderState_Render : public iRenderState
{
public:
	cRenderState_Render() : iRenderState(eRenderStateType_Render){}

	int Compare(iRenderState* apState);
	void SetMode(cRenderSettings* apSettings);

	//Properties:
	iRenderable *mpObject;
};*/

}     // namespace hpl

#endif // HPL_RENDER_SET_H