0ad/source/renderer/backend/PipelineState.cpp

160 lines
4.9 KiB
C++

/* Copyright (C) 2022 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "PipelineState.h"
#include <limits>
namespace Renderer
{
namespace Backend
{
SGraphicsPipelineStateDesc MakeDefaultGraphicsPipelineStateDesc()
{
SGraphicsPipelineStateDesc desc{};
desc.shaderProgram = nullptr;
desc.depthStencilState.depthTestEnabled = true;
desc.depthStencilState.depthCompareOp = CompareOp::LESS_OR_EQUAL;
desc.depthStencilState.depthWriteEnabled = true;
desc.depthStencilState.stencilTestEnabled = false;
desc.depthStencilState.stencilFrontFace.failOp = StencilOp::KEEP;
desc.depthStencilState.stencilFrontFace.passOp = StencilOp::KEEP;
desc.depthStencilState.stencilFrontFace.depthFailOp = StencilOp::KEEP;
desc.depthStencilState.stencilFrontFace.compareOp = CompareOp::ALWAYS;
desc.depthStencilState.stencilBackFace = desc.depthStencilState.stencilFrontFace;
desc.depthStencilState.stencilReadMask = desc.depthStencilState.stencilWriteMask =
std::numeric_limits<uint32_t>::max();
desc.depthStencilState.stencilReference = 0;
desc.blendState.enabled = false;
desc.blendState.srcColorBlendFactor = desc.blendState.srcAlphaBlendFactor =
BlendFactor::ONE;
desc.blendState.dstColorBlendFactor = desc.blendState.dstAlphaBlendFactor =
BlendFactor::ZERO;
desc.blendState.colorBlendOp = desc.blendState.alphaBlendOp = BlendOp::ADD;
desc.blendState.constant = CColor(0.0f, 0.0f, 0.0f, 0.0f);
desc.blendState.colorWriteMask =
ColorWriteMask::RED | ColorWriteMask::GREEN | ColorWriteMask::BLUE | ColorWriteMask::ALPHA;
desc.rasterizationState.polygonMode = PolygonMode::FILL;
desc.rasterizationState.cullMode = CullMode::BACK;
desc.rasterizationState.frontFace = FrontFace::COUNTER_CLOCKWISE;
desc.rasterizationState.depthBiasEnabled = false;
desc.rasterizationState.depthBiasConstantFactor = 0.0f;
desc.rasterizationState.depthBiasSlopeFactor = 0.0f;
return desc;
}
StencilOp ParseStencilOp(const CStr& str)
{
#define CASE(NAME) if (str == #NAME) return StencilOp::NAME
CASE(KEEP);
CASE(ZERO);
CASE(REPLACE);
CASE(INCREMENT_AND_CLAMP);
CASE(DECREMENT_AND_CLAMP);
CASE(INVERT);
CASE(INCREMENT_AND_WRAP);
CASE(DECREMENT_AND_WRAP);
#undef CASE
debug_warn("Invalid stencil op");
return StencilOp::KEEP;
}
BlendFactor ParseBlendFactor(const CStr& str)
{
// TODO: it might make sense to use upper case in XML for consistency.
#define CASE(NAME, VALUE) if (str == NAME) return BlendFactor::VALUE
CASE("zero", ZERO);
CASE("one", ONE);
CASE("src_color", SRC_COLOR);
CASE("one_minus_src_color", ONE_MINUS_SRC_COLOR);
CASE("dst_color", DST_COLOR);
CASE("one_minus_dst_color", ONE_MINUS_DST_COLOR);
CASE("src_alpha", SRC_ALPHA);
CASE("one_minus_src_alpha", ONE_MINUS_SRC_ALPHA);
CASE("dst_alpha", DST_ALPHA);
CASE("one_minus_dst_alpha", ONE_MINUS_DST_ALPHA);
CASE("constant_color", CONSTANT_COLOR);
CASE("one_minus_constant_color", ONE_MINUS_CONSTANT_COLOR);
CASE("constant_alpha", CONSTANT_ALPHA);
CASE("one_minus_constant_alpha", ONE_MINUS_CONSTANT_ALPHA);
CASE("src_alpha_saturate", SRC_ALPHA_SATURATE);
CASE("src1_color", SRC1_COLOR);
CASE("one_minus_src1_color", ONE_MINUS_SRC1_COLOR);
CASE("src1_alpha", SRC1_ALPHA);
CASE("one_minus_src1_alpha", ONE_MINUS_SRC1_ALPHA);
#undef CASE
debug_warn("Invalid blend factor");
return BlendFactor::ZERO;
}
BlendOp ParseBlendOp(const CStr& str)
{
#define CASE(NAME) if (str == #NAME) return BlendOp::NAME
CASE(ADD);
CASE(SUBTRACT);
CASE(REVERSE_SUBTRACT);
CASE(MIN);
CASE(MAX);
#undef CASE
debug_warn("Invalid blend op");
return BlendOp::ADD;
}
PolygonMode ParsePolygonMode(const CStr& str)
{
if (str == "FILL")
return PolygonMode::FILL;
else if (str == "LINE")
return PolygonMode::LINE;
debug_warn("Invalid polygon mode");
return PolygonMode::FILL;
}
CullMode ParseCullMode(const CStr& str)
{
if (str == "NONE")
return CullMode::NONE;
else if (str == "FRONT")
return CullMode::FRONT;
else if (str == "BACK")
return CullMode::BACK;
debug_warn("Invalid cull mode");
return CullMode::BACK;
}
FrontFace ParseFrontFace(const CStr& str)
{
if (str == "CLOCKWISE")
return FrontFace::CLOCKWISE;
else if (str == "COUNTER_CLOCKWISE")
return FrontFace::COUNTER_CLOCKWISE;
debug_warn("Invalid front face");
return FrontFace::COUNTER_CLOCKWISE;
}
} // namespace Backend
} // namespace Renderer