/**************************************************************************** Copyright (c) 2011-2013,WebJet Business Division,CYOU http://www.genesis-3d.com.cn Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ****************************************************************************/ #ifndef RENDERSTATEDESC_H_ #define RENDERSTATEDESC_H_ #include "RenderCommandType.h" #include "RenderDeviceTypes.h" #include "util/dictionary.h" namespace RenderBase { class RenderStateDesc : public RenderCommandType { public: enum RenderStateFlag { eInvalidRenderState = 0, eRenderSamplerState = 1, eRenderDepthAndStencilState = 2, eRenderBlendState = 4, eRenderRasterizerState = 8, eAllRenderState = (eRenderSamplerState|eRenderDepthAndStencilState|eRenderBlendState|eRenderRasterizerState) }; __DeclareSubClass(RenderStateDesc,RenderCommandType) public: RenderStateDesc(); virtual ~RenderStateDesc(); void Setup(); void SetSamplerState(const uint& mask, const DeviceSamplerState& state); void SetSamplerState(const Util::Dictionary& state); const DeviceSamplerState& GetSamplerState(const uint& mask) const; const Util::Dictionary& GetSamplerState() const; void SetBlendState(const DeviceBlendState& state); const DeviceBlendState& GetBlendState() const; void SetRasterizerState(const DeviceRasterizerState& state); const DeviceRasterizerState& GetRasterizerState() const; void SetDepthAndStencilState(const DeviceDepthAndStencilState& state); const DeviceDepthAndStencilState& GetDepthAndStencilState() const; void SetUpdateFlag(unsigned int flag); unsigned int GetUpdateFlag() const; private: Util::Dictionary m_renderSamplerState; DeviceBlendState m_renderBlendState; DeviceRasterizerState m_renderRasterizerState; DeviceDepthAndStencilState m_renderDepthStencilState; unsigned int m_updateFlag; }; inline void RenderStateDesc::SetSamplerState(const uint& mask, const DeviceSamplerState& state) { IndexT res = m_renderSamplerState.FindIndex(mask); if (res == InvalidIndex) { m_renderSamplerState.Add(mask, state); } else { m_renderSamplerState[mask] = state; } } inline void RenderStateDesc::SetSamplerState(const Util::Dictionary& state) { m_renderSamplerState = state; } inline const DeviceSamplerState& RenderStateDesc::GetSamplerState(const uint& mask) const { return m_renderSamplerState[mask]; } inline const Util::Dictionary& RenderStateDesc::GetSamplerState() const { return m_renderSamplerState; } inline void RenderStateDesc::SetBlendState(const DeviceBlendState& state) { m_renderBlendState = state; m_updateFlag |= eRenderBlendState; } inline const DeviceBlendState& RenderStateDesc::GetBlendState() const { return m_renderBlendState; } inline void RenderStateDesc::SetRasterizerState(const DeviceRasterizerState& state) { m_renderRasterizerState = state; m_updateFlag |= eRenderRasterizerState; } inline const DeviceRasterizerState& RenderStateDesc::GetRasterizerState() const { return m_renderRasterizerState; } inline void RenderStateDesc::SetDepthAndStencilState(const DeviceDepthAndStencilState& state) { m_renderDepthStencilState = state; m_updateFlag |= eRenderDepthAndStencilState; } inline const DeviceDepthAndStencilState& RenderStateDesc::GetDepthAndStencilState() const { return m_renderDepthStencilState; } inline void RenderStateDesc::SetUpdateFlag(unsigned int flag) { m_updateFlag = flag; } inline unsigned int RenderStateDesc::GetUpdateFlag() const { return m_updateFlag; } } #endif