]> git.tdb.fi Git - libs/gl.git/blobdiff - source/render/sequence.cpp
Redesign depth and stencil test and blend state management
[libs/gl.git] / source / render / sequence.cpp
index 06b1403bd827e934400a550cd29f2bcef919e64b..2c32db86518b14033c9452a64be2ed0fb0106397 100644 (file)
@@ -163,8 +163,6 @@ void Sequence::render(Renderer &renderer, Tag tag) const
        const Framebuffer *out_fbo = Framebuffer::current();
        // These are no-ops but will ensure the related state gets restored
        BindRestore restore_fbo(out_fbo);
-       BindRestore restore_depth_test(DepthTest::current());
-       BindRestore restore_blend(Blend::current());
 
        if(target[0])
        {
@@ -175,17 +173,14 @@ void Sequence::render(Renderer &renderer, Tag tag) const
 
        for(vector<Step>::const_iterator i=steps.begin(); i!=steps.end(); ++i)
        {
-               if(const DepthTest *dt = i->get_depth_test())
-                       dt->bind();
-               else
-                       DepthTest::unbind();
+               Renderer::Push push(renderer);
 
-               if(const Blend *b = i->get_blend())
-                       b->bind();
-               else
-                       Blend::unbind();
+               renderer.set_depth_test(&i->get_depth_test());
+               renderer.set_stencil_test(&i->get_stencil_test());
+               renderer.set_blend(&i->get_blend());
 
-               renderer.set_lighting(i->get_lighting());
+               if (const Lighting *lighting = i->get_lighting())
+                       renderer.add_shader_data(lighting->get_shader_data());
                renderer.set_clipping(i->get_clipping());
 
                if(const Renderable *renderable = i->get_renderable())
@@ -194,8 +189,9 @@ void Sequence::render(Renderer &renderer, Tag tag) const
 
        if(target[0])
        {
-               DepthTest::unbind();
-               Blend::unbind();
+               renderer.set_depth_test(0);
+               renderer.set_stencil_test(0);
+               renderer.set_blend(0);
 
                if(samples)
                        target[0]->blit_from(*target_ms);
@@ -241,14 +237,39 @@ void Sequence::create_targets(unsigned recreate)
 
        if(!target_ms && samples)
                target_ms = new RenderTarget(width, height, samples, fmt);
+
+#ifdef DEBUG
+       if(!debug_name.empty())
+               set_target_debug_names();
+#endif
+}
+
+void Sequence::set_debug_name(const string &name)
+{
+#ifdef DEBUG
+       debug_name = name;
+       if(!name.empty())
+               set_target_debug_names();
+#else
+       (void)name;
+#endif
+}
+
+void Sequence::set_target_debug_names()
+{
+#ifdef DEBUG
+       for(unsigned i=0; i<2; ++i)
+               if(target[i])
+                       target[i]->set_debug_name(format("%s [RT:%d]", debug_name, i));
+       if(target_ms)
+               target_ms->set_debug_name(debug_name+" [RT:ms]");
+#endif
 }
 
 
 Sequence::Step::Step(Tag t, Renderable *r):
        tag(t),
        lighting(0),
-       depth_test(0),
-       blend(0),
        clipping(0),
        renderable(r)
 { }
@@ -258,12 +279,17 @@ void Sequence::Step::set_lighting(const Lighting *l)
        lighting = l;
 }
 
-void Sequence::Step::set_depth_test(const DepthTest *d)
+void Sequence::Step::set_depth_test(const DepthTest &dt)
+{
+       depth_test = dt;
+}
+
+void Sequence::Step::set_stencil_test(const StencilTest &st)
 {
-       depth_test = d;
+       stencil_test = st;
 }
 
-void Sequence::Step::set_blend(const Blend *b)
+void Sequence::Step::set_blend(const Blend &b)
 {
        blend = b;
 }