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render-states.gt.go
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package ugl
import (
gl "github.com/metaleap/go-opengl/core"
)
// Encapsulates a particular combination of render-states that RenderStates can Apply().
type RenderStatesBag struct {
Blending bool
DepthTest bool
FaceCulling bool
StencilTest bool
ClearColor GlVec4
Other struct {
FramebufferSrgb bool
ClearBits gl.Bitfield
}
}
// Encapsulates various states in the OpenGL state machine, also providing toggles for some.
//
// RenderStates is designed to facilitate lazy state changes by caching all render states:
// so unless you call any of the ForceFoo() methods, state changes are only propagated to
// OpenGL if there is an actual change from the last time that state was set (via any
// RenderStates instance -- being 'singleton' in design, they all utilize the same backing cache).
type RenderStates struct {
}
// Calls the applicable me.SetFoo() methods for all render states in bag (except those in bag.Other).
func (me RenderStates) Apply(bag *RenderStatesBag) {
me.SetBlending(bag.Blending)
me.SetDepthTest(bag.DepthTest)
me.SetFaceCulling(bag.FaceCulling)
me.SetStencilTest(bag.StencilTest)
me.SetClearColor(bag.ClearColor)
}
// Sets the OpenGL clear-color to the specified rgba.
func (_ RenderStates) ForceClearColor(rgba GlVec4) {
Cache.renderStates.ClearColor = rgba
gl.ClearColor(Cache.renderStates.ClearColor[0], Cache.renderStates.ClearColor[1], Cache.renderStates.ClearColor[2], Cache.renderStates.ClearColor[3])
}
// Sets the OpenGL clear-color if rgba differs from the currently cached value.
func (me RenderStates) SetClearColor(rgba GlVec4) {
if Cache.renderStates.ClearColor != rgba {
me.ForceClearColor(rgba)
}
}
//#begin-gt -gen-renderstates.gt GT_MULT_SEP:, N:Blending,DepthTest,FaceCulling,FramebufferSrgb,ScissorTest,StencilTest D:blending,depth-testing,face-culling,SRGB-framebuffer,scissor-testing,stencil-testing E:BLEND,DEPTH_TEST,CULL_FACE,FRAMEBUFFER_SRGB,SCISSOR_TEST,STENCIL_TEST
// Disables blending only if it is currently enabled.
func (me RenderStates) DisableBlending() {
if Cache.renderStates.Blending {
Cache.renderStates.Blending = false
gl.Disable(gl.BLEND)
}
}
// Enables blending only if it is currently disabled.
func (me RenderStates) EnableBlending() {
if !Cache.renderStates.Blending {
Cache.renderStates.Blending = true
gl.Enable(gl.BLEND)
}
}
// Deactivates blending.
func (_ RenderStates) ForceDisableBlending() {
Cache.renderStates.Blending = false
gl.Disable(gl.BLEND)
}
// Activates blending.
func (_ RenderStates) ForceEnableBlending() {
Cache.renderStates.Blending = true
gl.Enable(gl.BLEND)
}
// Activates or deactivates blending.
func (me RenderStates) SetBlending(newBlending bool) {
if Cache.renderStates.Blending != newBlending {
if Cache.renderStates.Blending = newBlending; Cache.renderStates.Blending {
gl.Enable(gl.BLEND)
} else {
gl.Disable(gl.BLEND)
}
}
}
// Toggles blending.
func (me RenderStates) ToggleBlending() {
if Cache.renderStates.Blending = !Cache.renderStates.Blending; Cache.renderStates.Blending {
gl.Enable(gl.BLEND)
} else {
gl.Disable(gl.BLEND)
}
}
// Disables depth-testing only if it is currently enabled.
func (me RenderStates) DisableDepthTest() {
if Cache.renderStates.DepthTest {
Cache.renderStates.DepthTest = false
gl.Disable(gl.DEPTH_TEST)
}
}
// Enables depth-testing only if it is currently disabled.
func (me RenderStates) EnableDepthTest() {
if !Cache.renderStates.DepthTest {
Cache.renderStates.DepthTest = true
gl.Enable(gl.DEPTH_TEST)
}
}
// Deactivates depth-testing.
func (_ RenderStates) ForceDisableDepthTest() {
Cache.renderStates.DepthTest = false
gl.Disable(gl.DEPTH_TEST)
}
// Activates depth-testing.
func (_ RenderStates) ForceEnableDepthTest() {
Cache.renderStates.DepthTest = true
gl.Enable(gl.DEPTH_TEST)
}
// Activates or deactivates depth-testing.
func (me RenderStates) SetDepthTest(newDepthTest bool) {
if Cache.renderStates.DepthTest != newDepthTest {
if Cache.renderStates.DepthTest = newDepthTest; Cache.renderStates.DepthTest {
gl.Enable(gl.DEPTH_TEST)
} else {
gl.Disable(gl.DEPTH_TEST)
}
}
}
// Toggles depth-testing.
func (me RenderStates) ToggleDepthTest() {
if Cache.renderStates.DepthTest = !Cache.renderStates.DepthTest; Cache.renderStates.DepthTest {
gl.Enable(gl.DEPTH_TEST)
} else {
gl.Disable(gl.DEPTH_TEST)
}
}
// Disables face-culling only if it is currently enabled.
func (me RenderStates) DisableFaceCulling() {
if Cache.renderStates.FaceCulling {
Cache.renderStates.FaceCulling = false
gl.Disable(gl.CULL_FACE)
}
}
// Enables face-culling only if it is currently disabled.
func (me RenderStates) EnableFaceCulling() {
if !Cache.renderStates.FaceCulling {
Cache.renderStates.FaceCulling = true
gl.Enable(gl.CULL_FACE)
}
}
// Deactivates face-culling.
func (_ RenderStates) ForceDisableFaceCulling() {
Cache.renderStates.FaceCulling = false
gl.Disable(gl.CULL_FACE)
}
// Activates face-culling.
func (_ RenderStates) ForceEnableFaceCulling() {
Cache.renderStates.FaceCulling = true
gl.Enable(gl.CULL_FACE)
}
// Activates or deactivates face-culling.
func (me RenderStates) SetFaceCulling(newFaceCulling bool) {
if Cache.renderStates.FaceCulling != newFaceCulling {
if Cache.renderStates.FaceCulling = newFaceCulling; Cache.renderStates.FaceCulling {
gl.Enable(gl.CULL_FACE)
} else {
gl.Disable(gl.CULL_FACE)
}
}
}
// Toggles face-culling.
func (me RenderStates) ToggleFaceCulling() {
if Cache.renderStates.FaceCulling = !Cache.renderStates.FaceCulling; Cache.renderStates.FaceCulling {
gl.Enable(gl.CULL_FACE)
} else {
gl.Disable(gl.CULL_FACE)
}
}
// Disables SRGB-framebuffer only if it is currently enabled.
func (me RenderStates) DisableFramebufferSrgb() {
if Cache.renderStates.FramebufferSrgb {
Cache.renderStates.FramebufferSrgb = false
gl.Disable(gl.FRAMEBUFFER_SRGB)
}
}
// Enables SRGB-framebuffer only if it is currently disabled.
func (me RenderStates) EnableFramebufferSrgb() {
if !Cache.renderStates.FramebufferSrgb {
Cache.renderStates.FramebufferSrgb = true
gl.Enable(gl.FRAMEBUFFER_SRGB)
}
}
// Deactivates SRGB-framebuffer.
func (_ RenderStates) ForceDisableFramebufferSrgb() {
Cache.renderStates.FramebufferSrgb = false
gl.Disable(gl.FRAMEBUFFER_SRGB)
}
// Activates SRGB-framebuffer.
func (_ RenderStates) ForceEnableFramebufferSrgb() {
Cache.renderStates.FramebufferSrgb = true
gl.Enable(gl.FRAMEBUFFER_SRGB)
}
// Activates or deactivates SRGB-framebuffer.
func (me RenderStates) SetFramebufferSrgb(newFramebufferSrgb bool) {
if Cache.renderStates.FramebufferSrgb != newFramebufferSrgb {
if Cache.renderStates.FramebufferSrgb = newFramebufferSrgb; Cache.renderStates.FramebufferSrgb {
gl.Enable(gl.FRAMEBUFFER_SRGB)
} else {
gl.Disable(gl.FRAMEBUFFER_SRGB)
}
}
}
// Toggles SRGB-framebuffer.
func (me RenderStates) ToggleFramebufferSrgb() {
if Cache.renderStates.FramebufferSrgb = !Cache.renderStates.FramebufferSrgb; Cache.renderStates.FramebufferSrgb {
gl.Enable(gl.FRAMEBUFFER_SRGB)
} else {
gl.Disable(gl.FRAMEBUFFER_SRGB)
}
}
// Disables scissor-testing only if it is currently enabled.
func (me RenderStates) DisableScissorTest() {
if Cache.renderStates.ScissorTest {
Cache.renderStates.ScissorTest = false
gl.Disable(gl.SCISSOR_TEST)
}
}
// Enables scissor-testing only if it is currently disabled.
func (me RenderStates) EnableScissorTest() {
if !Cache.renderStates.ScissorTest {
Cache.renderStates.ScissorTest = true
gl.Enable(gl.SCISSOR_TEST)
}
}
// Deactivates scissor-testing.
func (_ RenderStates) ForceDisableScissorTest() {
Cache.renderStates.ScissorTest = false
gl.Disable(gl.SCISSOR_TEST)
}
// Activates scissor-testing.
func (_ RenderStates) ForceEnableScissorTest() {
Cache.renderStates.ScissorTest = true
gl.Enable(gl.SCISSOR_TEST)
}
// Activates or deactivates scissor-testing.
func (me RenderStates) SetScissorTest(newScissorTest bool) {
if Cache.renderStates.ScissorTest != newScissorTest {
if Cache.renderStates.ScissorTest = newScissorTest; Cache.renderStates.ScissorTest {
gl.Enable(gl.SCISSOR_TEST)
} else {
gl.Disable(gl.SCISSOR_TEST)
}
}
}
// Toggles scissor-testing.
func (me RenderStates) ToggleScissorTest() {
if Cache.renderStates.ScissorTest = !Cache.renderStates.ScissorTest; Cache.renderStates.ScissorTest {
gl.Enable(gl.SCISSOR_TEST)
} else {
gl.Disable(gl.SCISSOR_TEST)
}
}
// Disables stencil-testing only if it is currently enabled.
func (me RenderStates) DisableStencilTest() {
if Cache.renderStates.StencilTest {
Cache.renderStates.StencilTest = false
gl.Disable(gl.STENCIL_TEST)
}
}
// Enables stencil-testing only if it is currently disabled.
func (me RenderStates) EnableStencilTest() {
if !Cache.renderStates.StencilTest {
Cache.renderStates.StencilTest = true
gl.Enable(gl.STENCIL_TEST)
}
}
// Deactivates stencil-testing.
func (_ RenderStates) ForceDisableStencilTest() {
Cache.renderStates.StencilTest = false
gl.Disable(gl.STENCIL_TEST)
}
// Activates stencil-testing.
func (_ RenderStates) ForceEnableStencilTest() {
Cache.renderStates.StencilTest = true
gl.Enable(gl.STENCIL_TEST)
}
// Activates or deactivates stencil-testing.
func (me RenderStates) SetStencilTest(newStencilTest bool) {
if Cache.renderStates.StencilTest != newStencilTest {
if Cache.renderStates.StencilTest = newStencilTest; Cache.renderStates.StencilTest {
gl.Enable(gl.STENCIL_TEST)
} else {
gl.Disable(gl.STENCIL_TEST)
}
}
}
// Toggles stencil-testing.
func (me RenderStates) ToggleStencilTest() {
if Cache.renderStates.StencilTest = !Cache.renderStates.StencilTest; Cache.renderStates.StencilTest {
gl.Enable(gl.STENCIL_TEST)
} else {
gl.Disable(gl.STENCIL_TEST)
}
}
//#end-gt