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
//!
//! Definitions of the input state needed for any draw call.
//!

///
/// A set of render specific states that has to be specified at each render call.
///
#[derive(Debug, Copy, Clone, Default)]
pub struct RenderStates {
    ///
    /// Defines which channels (red, green, blue, alpha and depth) to write to in a render call.
    ///
    pub write_mask: WriteMask,

    ///
    /// Defines the depth test in a render call.
    /// The depth test determines whether or not a fragment from the current render call should be discarded
    /// when comparing its depth with the depth of the current fragment.
    ///
    pub depth_test: DepthTest,

    ///
    /// Defines which type of blending to use for a render call.
    /// Blending allows combining each color channel of a render call with the color already in the
    /// color channels of the render target.
    /// This is usually used to simulate transparency.
    ///
    pub blend: Blend,

    ///
    /// Defines whether the triangles that are backfacing, frontfacing or both should be skipped in a render call.
    ///
    pub cull: Cull,
}

///
/// Defines whether the triangles that are backfacing, frontfacing, both or none should be rendered in a render call.
///
#[derive(Debug, Copy, Clone, PartialEq)]
pub enum Cull {
    /// Render both front- and backfacing triangles.
    None,
    /// Render only frontfacing triangles.
    Back,
    /// Render only backfacing triangles.
    Front,
    /// Render nothing.
    FrontAndBack,
}

impl Default for Cull {
    fn default() -> Self {
        Self::None
    }
}

///
/// Determines whether or not a fragment/pixel from the current render call should be discarded
/// when comparing its depth with the depth of the current fragment/pixel.
///
/// **Note:** Depth test is disabled if the render call is not writing to a depth texture.
///
#[allow(missing_docs)]
#[derive(Debug, Copy, Clone, PartialEq)]
pub enum DepthTest {
    Never,
    Less,
    Equal,
    LessOrEqual,
    Greater,
    NotEqual,
    GreaterOrEqual,
    Always,
}

impl Default for DepthTest {
    fn default() -> Self {
        Self::Less
    }
}

///
/// Defines which channels (red, green, blue, alpha and depth) to write to in a render call.
///
#[allow(missing_docs)]
#[derive(Debug, Copy, Clone, PartialEq)]
pub struct WriteMask {
    pub red: bool,
    pub green: bool,
    pub blue: bool,
    pub alpha: bool,
    pub depth: bool,
}

impl WriteMask {
    ///
    /// Writes to all channels (red, green, blue, alpha and depth).
    ///
    pub const COLOR_AND_DEPTH: Self = Self {
        red: true,
        green: true,
        blue: true,
        alpha: true,
        depth: true,
    };

    ///
    /// Writes to all color channels (red, green, blue and alpha).
    ///
    pub const COLOR: Self = Self {
        red: true,
        green: true,
        blue: true,
        alpha: true,
        depth: false,
    };

    ///
    /// Writes to the depth channel only.
    ///
    pub const DEPTH: Self = Self {
        red: false,
        green: false,
        blue: false,
        alpha: false,
        depth: true,
    };

    ///
    /// Do not write to any channels.
    ///
    pub const NONE: Self = Self {
        red: false,
        green: false,
        blue: false,
        alpha: false,
        depth: false,
    };
}

impl Default for WriteMask {
    fn default() -> Self {
        Self::COLOR_AND_DEPTH
    }
}

///
/// Defines which type of blending to use for a render call.
/// Blending allows combining each color channel of a render call with the color already in the
/// color channels of the render target.
/// This is usually used to simulate transparency.
///
#[allow(missing_docs)]
#[derive(Debug, Copy, Clone, PartialEq)]
pub enum Blend {
    Enabled {
        source_rgb_multiplier: BlendMultiplierType,
        source_alpha_multiplier: BlendMultiplierType,
        destination_rgb_multiplier: BlendMultiplierType,
        destination_alpha_multiplier: BlendMultiplierType,
        rgb_equation: BlendEquationType,
        alpha_equation: BlendEquationType,
    },
    Disabled,
}

impl Blend {
    ///
    /// Standard OpenGL transparency blending parameters which, for the usual case of being able to see through objects, does not work on web.
    /// In that case, use [Blend::TRANSPARENCY] instead which works the same way on desktop and web.
    ///
    pub const STANDARD_TRANSPARENCY: Self = Self::Enabled {
        source_rgb_multiplier: BlendMultiplierType::SrcAlpha,
        source_alpha_multiplier: BlendMultiplierType::One,
        destination_rgb_multiplier: BlendMultiplierType::OneMinusSrcAlpha,
        destination_alpha_multiplier: BlendMultiplierType::Zero,
        rgb_equation: BlendEquationType::Add,
        alpha_equation: BlendEquationType::Add,
    };

    ///
    /// Transparency blending parameters that works on both desktop and web. For the standard OpenGL parameters, see [Blend::STANDARD_TRANSPARENCY].
    ///
    pub const TRANSPARENCY: Self = Self::Enabled {
        source_rgb_multiplier: BlendMultiplierType::SrcAlpha,
        source_alpha_multiplier: BlendMultiplierType::Zero,
        destination_rgb_multiplier: BlendMultiplierType::OneMinusSrcAlpha,
        destination_alpha_multiplier: BlendMultiplierType::One,
        rgb_equation: BlendEquationType::Add,
        alpha_equation: BlendEquationType::Add,
    };

    ///
    /// Adds the color of the render target with the output color of the render call.
    ///
    pub const ADD: Self = Self::Enabled {
        source_rgb_multiplier: BlendMultiplierType::One,
        source_alpha_multiplier: BlendMultiplierType::One,
        destination_rgb_multiplier: BlendMultiplierType::One,
        destination_alpha_multiplier: BlendMultiplierType::One,
        rgb_equation: BlendEquationType::Add,
        alpha_equation: BlendEquationType::Add,
    };
}

impl Default for Blend {
    fn default() -> Self {
        Self::Disabled
    }
}

///
/// Value multiplied with the source or target color or alpha value in [Blend].
///
#[allow(missing_docs)]
#[derive(Debug, Copy, Clone, PartialEq)]
pub enum BlendMultiplierType {
    Zero,
    One,
    SrcColor,
    OneMinusSrcColor,
    DstColor,
    OneMinusDstColor,
    SrcAlpha,
    OneMinusSrcAlpha,
    DstAlpha,
    OneMinusDstAlpha,
    SrcAlphaSaturate,
}

///
/// How the source and target color or alpha value are combined in [Blend].
///
#[allow(missing_docs)]
#[derive(Debug, Copy, Clone, PartialEq)]
pub enum BlendEquationType {
    Add,
    Subtract,
    ReverseSubtract,
    Max,
    Min,
}