1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314
use raw::*; const ENABLE_OPTIONS_INDICES: [EnableOption; 15] = [ EnableOption::Blend, EnableOption::ColorLogicOperation, EnableOption::CullFace, EnableOption::DepthClamp, EnableOption::DepthTest, EnableOption::Dither, EnableOption::FramebufferSRGB, EnableOption::LineSmooth, EnableOption::Multisample, EnableOption::SampleShading, EnableOption::SampleMask, EnableOption::ScissorTest, EnableOption::StencilTest, EnableOption::TextureCubeMapSeamless, EnableOption::ProgramPointSize, ]; #[derive(Debug, Copy, Clone, PartialEq, Eq)] pub struct FramebufferState { pub viewport: Viewport, pub options: [bool; 15], pub stencil_test: [StencilTest; 2], pub depth_test: DepthTest, pub depth_mask: DepthMask, pub depth_range: DepthRange, pub logic_operation: LogicOperation, pub blending_equation_rgb: BlendingEquation, pub blending_equation_alpha: BlendingEquation, pub linear_blending_factors: Option<[LinearBlendingFactor; 4]>, pub face_orientation: FaceOrientation, pub cull_face: Face, pub clear_color: ClearColor, pub color_mask: [bool; 4], } impl FramebufferState { pub fn sync(&mut self, other: &FramebufferState) { if self == other { return; } if self.viewport != other.viewport { viewport(other.viewport); } for i in 0..15 { if self.options[i] != other.options[i] { match other.options[i] { true => enable(ENABLE_OPTIONS_INDICES[i]), false => disable(ENABLE_OPTIONS_INDICES[i]), } } } if self.stencil_test[0] != other.stencil_test[0] { stencil_func_separate(Face::Front, other.stencil_test[0]); } if self.stencil_test[1] != other.stencil_test[1] { stencil_func_separate(Face::Front, other.stencil_test[1]); } if self.depth_test != other.depth_test { depth_function(other.depth_test); } if self.depth_mask != other.depth_mask { depth_mask(other.depth_mask); } if self.depth_range != other.depth_range { depth_range(other.depth_range); } if self.logic_operation != other.logic_operation { logic_op(other.logic_operation); } if self.blending_equation_rgb != other.blending_equation_rgb || self.blending_equation_alpha != other.blending_equation_alpha { blend_equation_separate(other.blending_equation_rgb, other.blending_equation_alpha); } if self.linear_blending_factors != other.linear_blending_factors { if let Some(blending_factors) = other.linear_blending_factors { blend_func_separate( blending_factors[0], blending_factors[1], blending_factors[2], blending_factors[3], ); } } if self.face_orientation != other.face_orientation { front_face(other.face_orientation); } if self.cull_face != other.cull_face { cull_face(other.cull_face); } if self.clear_color != other.clear_color { clear_color(other.clear_color); } if self.color_mask != other.color_mask { color_mask( other.color_mask[0], other.color_mask[1], other.color_mask[2], other.color_mask[3], ); } *self = *other; } } #[derive(Debug, Copy, Clone, PartialEq, Eq, Default)] pub struct FramebufferStateBuilder { viewport: Viewport, options: [bool; 15], stencil_test: [StencilTest; 2], depth_test: DepthTest, depth_mask: DepthMask, depth_range: DepthRange, logic_operation: LogicOperation, blending_equation_rgb: BlendingEquation, blending_equation_alpha: BlendingEquation, linear_blending_factors: Option<[LinearBlendingFactor; 4]>, face_orientation: FaceOrientation, cull_face: Face, clear_color: ClearColor, color_mask: [bool; 4], } impl FramebufferStateBuilder { pub fn new() -> FramebufferStateBuilder { FramebufferStateBuilder::default() } pub fn viewport<'a>(&'a mut self, viewport: Viewport) -> &'a mut FramebufferStateBuilder { self.viewport = viewport; self } pub fn enable<'a>(&'a mut self, option: EnableOption) -> &'a mut FramebufferStateBuilder { self.options[usize::from(option)] = true; self } pub fn disable<'a>(&'a mut self, option: EnableOption) -> &'a mut FramebufferStateBuilder { self.options[usize::from(option)] = false; self } pub fn stencil_test<'a>(&'a mut self, face: Face, stencil_test: StencilTest) -> &'a mut FramebufferStateBuilder { match face { Face::Front => self.stencil_test[0] = stencil_test, Face::Back => self.stencil_test[1] = stencil_test, Face::FrontBack => { self.stencil_test[0] = stencil_test; self.stencil_test[1] = stencil_test; } } self } pub fn depth_test<'a>(&'a mut self, depth_test: DepthTest) -> &'a mut FramebufferStateBuilder { self.depth_test = depth_test; self } pub fn depth_mask<'a>(&'a mut self, depth_mask: DepthMask) -> &'a mut FramebufferStateBuilder { self.depth_mask = depth_mask; self } pub fn depth_range<'a>(&'a mut self, depth_range: DepthRange) -> &'a mut FramebufferStateBuilder { self.depth_range = depth_range; self } pub fn logic_operation<'a>(&'a mut self, logic_operation: LogicOperation) -> &'a mut FramebufferStateBuilder { self.logic_operation = logic_operation; self } pub fn blending_equation<'a>( &'a mut self, blending_equation_rgb: BlendingEquation, blending_equation_alpha: BlendingEquation, ) -> &'a mut FramebufferStateBuilder { self.blending_equation_rgb = blending_equation_rgb; self.blending_equation_alpha = blending_equation_alpha; self } pub fn linear_blending_factors<'a>( &'a mut self, source_rgb: LinearBlendingFactor, destination_rgb: LinearBlendingFactor, source_alpha: LinearBlendingFactor, destination_alpha: LinearBlendingFactor, ) -> &'a mut FramebufferStateBuilder { self.linear_blending_factors = Some([ source_rgb, destination_rgb, source_alpha, destination_alpha, ]); self } pub fn face_orientation<'a>(&'a mut self, face_orientation: FaceOrientation) -> &'a mut FramebufferStateBuilder { self.face_orientation = face_orientation; self } pub fn cull_face<'a>(&'a mut self, cull_face: Face) -> &'a mut FramebufferStateBuilder { self.cull_face = cull_face; self } pub fn clear_color<'a>(&'a mut self, clear_color: ClearColor) -> &'a mut FramebufferStateBuilder { self.clear_color = clear_color; self } pub fn color_mask<'a>( &'a mut self, red: bool, green: bool, blue: bool, alpha: bool, ) -> &'a mut FramebufferStateBuilder { self.color_mask = [red, green, blue, alpha]; self } pub fn build(&mut self) -> FramebufferState { FramebufferState { viewport: self.viewport, options: self.options, stencil_test: self.stencil_test, depth_test: self.depth_test, depth_mask: self.depth_mask, depth_range: self.depth_range, logic_operation: self.logic_operation, blending_equation_rgb: self.blending_equation_rgb, blending_equation_alpha: self.blending_equation_alpha, linear_blending_factors: self.linear_blending_factors, face_orientation: self.face_orientation, cull_face: self.cull_face, clear_color: self.clear_color, color_mask: self.color_mask, } } } impl Default for FramebufferState { fn default() -> FramebufferState { let mut options = [false; 15]; options[usize::from(EnableOption::Dither)] = true; options[usize::from(EnableOption::Multisample)] = true; FramebufferState { viewport: Viewport::default(), options: options, stencil_test: [StencilTest::default(); 2], depth_test: DepthTest::default(), depth_mask: DepthMask::default(), depth_range: DepthRange::default(), logic_operation: LogicOperation::default(), blending_equation_rgb: BlendingEquation::default(), blending_equation_alpha: BlendingEquation::default(), linear_blending_factors: None, face_orientation: FaceOrientation::default(), cull_face: Face::default(), clear_color: ClearColor::default(), color_mask: [true, true, true, true], } } }