Defines a block of fixed-function render states that can be applied to a RenderState object. More...
Inherits Ref.
Public Types | |
enum | |
StateBlock bits to be used with invalidate. | |
Public Member Functions | |
StateBlock () | |
The recommended way to create StateBlocks is by calling create . More... | |
StateBlock () | |
The recommended way to create StateBlocks is by calling create . More... | |
StateBlock () | |
The recommended way to create StateBlocks is by calling create . More... | |
~StateBlock () | |
Destructor. | |
void | bind () |
Binds the state in this StateBlock to the renderer. More... | |
void | setBlendFunc (const BlendFunc &blendFunc) |
Explicitly sets the source and destination used in the blend function for this render state. More... | |
void | setBlend (bool enabled) |
Toggles blending. More... | |
void | setBlendSrc (Blend blend) |
Explicitly sets the source used in the blend function for this render state. More... | |
void | setBlendDst (Blend blend) |
Explicitly sets the destination used in the blend function for this render state. More... | |
void | setCullFace (bool enabled) |
Explicitly enables or disables backface culling. More... | |
void | setCullFaceSide (CullFaceSide side) |
Sets the side of the facets to cull. More... | |
void | setFrontFace (FrontFace winding) |
Sets the winding for front facing polygons. More... | |
void | setDepthTest (bool enabled) |
Toggles depth testing. More... | |
void | setDepthWrite (bool enabled) |
Toggles depth writing. More... | |
var | setDepthWrite ( var enabled) |
Toggles depth writing. More... | |
local | setDepthWrite ( local enabled) |
Toggles depth writing. More... | |
void | setDepthFunction (DepthFunction func) |
Sets the depth function to use when depth testing is enabled. More... | |
void | setState (const std::string &name, const std::string &value) |
Toggles stencil testing. More... | |
uint32_t | getHash () const |
Get hash code of this render state. More... | |
bool | isDirty () const |
Is this render state dirty? true dirty, false not dirty. | |
Public Member Functions inherited from Ref | |
void | retain () |
Retains the ownership. More... | |
local | retain () |
Retains the ownership. More... | |
void | release () |
Releases the ownership immediately. More... | |
Ref * | autorelease () |
Releases the ownership sometime soon automatically. More... | |
unsigned int | getReferenceCount () const |
Returns the Ref's current reference count. More... | |
local | getReferenceCount () |
Returns the Ref's current reference count. More... | |
virtual | ~Ref () |
Destructor. | |
Static Public Member Functions | |
static StateBlock * | create () |
Creates a new StateBlock with default render state settings. More... | |
static void | invalidate (long stateBits) |
Invalidates the default StateBlock. More... | |
local | invalidate ( local stateBits) |
Invalidates the default StateBlock. More... | |
static void | restore (long stateOverrideBits) |
Restores the global Render State to the default state. More... | |
Additional Inherited Members | |
Public Attributes inherited from Ref | |
unsigned int | _ID |
object id, ScriptSupport need public _ID | |
local | _ID |
object id, ScriptSupport need public _ID | |
int | _luaID |
Lua reference id. | |
local | _luaID |
Lua reference id. | |
void * | _scriptObject |
scriptObject, support for swift | |
local | _scriptObject |
scriptObject, support for swift | |
bool | _rooted |
When true, it means that the object was already rooted. | |
local | _rooted |
When true, it means that the object was already rooted. | |
bool | _scriptOwned |
The life of the object is scrolled by the scripting engine. More... | |
local | _scriptOwned |
The life of the object is scrolled by the scripting engine. More... | |
Defines a block of fixed-function render states that can be applied to a RenderState object.
StateBlock | ( | ) |
The recommended way to create StateBlocks is by calling create
.
Don't use new
or delete
on them.
var StateBlock | ( | ) |
The recommended way to create StateBlocks is by calling create
.
Don't use new
or delete
on them.
local StateBlock | ( | ) |
The recommended way to create StateBlocks is by calling create
.
Don't use new
or delete
on them.
|
static |
Creates a new StateBlock with default render state settings.
Created StateBlock.
|
static |
Creates a new StateBlock with default render state settings.
Created StateBlock.
|
static |
Creates a new StateBlock with default render state settings.
Created StateBlock.
void bind | ( | ) |
Binds the state in this StateBlock to the renderer.
This method handles both setting and restoring of render states to ensure that only the state explicitly defined by this StateBlock is applied to the renderer.
var bind | ( | ) |
Binds the state in this StateBlock to the renderer.
This method handles both setting and restoring of render states to ensure that only the state explicitly defined by this StateBlock is applied to the renderer.
local bind | ( | ) |
Binds the state in this StateBlock to the renderer.
This method handles both setting and restoring of render states to ensure that only the state explicitly defined by this StateBlock is applied to the renderer.
void setBlendFunc | ( | const BlendFunc & | blendFunc | ) |
Explicitly sets the source and destination used in the blend function for this render state.
Note that the blend function is only applied when blending is enabled. Specifies how the blending factors are computed.
var setBlendFunc | ( | var | blendFunc | ) |
Explicitly sets the source and destination used in the blend function for this render state.
Note that the blend function is only applied when blending is enabled. Specifies how the blending factors are computed.
local setBlendFunc | ( | local | blendFunc | ) |
Explicitly sets the source and destination used in the blend function for this render state.
Note that the blend function is only applied when blending is enabled. Specifies how the blending factors are computed.
void setBlend | ( | bool | enabled | ) |
Toggles blending.
true to enable, false to disable.
var setBlend | ( | var | enabled | ) |
Toggles blending.
true to enable, false to disable.
local setBlend | ( | local | enabled | ) |
Toggles blending.
true to enable, false to disable.
void setBlendSrc | ( | Blend | blend | ) |
Explicitly sets the source used in the blend function for this render state.
Note that the blend function is only applied when blending is enabled. Specifies how the source blending factors are computed.
var setBlendSrc | ( | var | blend | ) |
Explicitly sets the source used in the blend function for this render state.
Note that the blend function is only applied when blending is enabled. Specifies how the source blending factors are computed.
local setBlendSrc | ( | local | blend | ) |
Explicitly sets the source used in the blend function for this render state.
Note that the blend function is only applied when blending is enabled. Specifies how the source blending factors are computed.
void setBlendDst | ( | Blend | blend | ) |
Explicitly sets the destination used in the blend function for this render state.
Note that the blend function is only applied when blending is enabled. Specifies how the destination blending factors are computed.
var setBlendDst | ( | var | blend | ) |
Explicitly sets the destination used in the blend function for this render state.
Note that the blend function is only applied when blending is enabled. Specifies how the destination blending factors are computed.
local setBlendDst | ( | local | blend | ) |
Explicitly sets the destination used in the blend function for this render state.
Note that the blend function is only applied when blending is enabled. Specifies how the destination blending factors are computed.
void setCullFace | ( | bool | enabled | ) |
Explicitly enables or disables backface culling.
true to enable, false to disable.
var setCullFace | ( | var | enabled | ) |
Explicitly enables or disables backface culling.
true to enable, false to disable.
local setCullFace | ( | local | enabled | ) |
Explicitly enables or disables backface culling.
true to enable, false to disable.
void setCullFaceSide | ( | CullFaceSide | side | ) |
Sets the side of the facets to cull.
When not explicitly set, the default is to cull back-facing facets. The side to cull.
var setCullFaceSide | ( | var | side | ) |
Sets the side of the facets to cull.
When not explicitly set, the default is to cull back-facing facets. The side to cull.
local setCullFaceSide | ( | local | side | ) |
Sets the side of the facets to cull.
When not explicitly set, the default is to cull back-facing facets. The side to cull.
void setFrontFace | ( | FrontFace | winding | ) |
Sets the winding for front facing polygons.
By default, counter-clockwise wound polygons are considered front facing. The winding for front facing polygons.
var setFrontFace | ( | var | winding | ) |
Sets the winding for front facing polygons.
By default, counter-clockwise wound polygons are considered front facing. The winding for front facing polygons.
local setFrontFace | ( | local | winding | ) |
Sets the winding for front facing polygons.
By default, counter-clockwise wound polygons are considered front facing. The winding for front facing polygons.
void setDepthTest | ( | bool | enabled | ) |
Toggles depth testing.
By default, depth testing is disabled. true to enable, false to disable.
var setDepthTest | ( | var | enabled | ) |
Toggles depth testing.
By default, depth testing is disabled. true to enable, false to disable.
local setDepthTest | ( | local | enabled | ) |
Toggles depth testing.
By default, depth testing is disabled. true to enable, false to disable.
void setDepthWrite | ( | bool | enabled | ) |
Toggles depth writing.
true to enable, false to disable.
var setDepthWrite | ( | var | enabled | ) |
Toggles depth writing.
true to enable, false to disable.
local setDepthWrite | ( | local | enabled | ) |
Toggles depth writing.
true to enable, false to disable.
void setDepthFunction | ( | DepthFunction | func | ) |
Sets the depth function to use when depth testing is enabled.
When not explicitly set and when depth testing is enabled, the default depth function is DEPTH_LESS. The depth function.
var setDepthFunction | ( | var | func | ) |
Sets the depth function to use when depth testing is enabled.
When not explicitly set and when depth testing is enabled, the default depth function is DEPTH_LESS. The depth function.
local setDepthFunction | ( | local | func | ) |
Sets the depth function to use when depth testing is enabled.
When not explicitly set and when depth testing is enabled, the default depth function is DEPTH_LESS. The depth function.
void setState | ( | const std::string & | name, |
const std::string & | value | ||
) |
Toggles stencil testing.
By default, stencil testing is disabled. true to enable, false to disable. Sets the stencil writing mask.
By default, the stencil writing mask is all 1's. Bit mask controlling writing to individual stencil planes. Sets the stencil function.
By default, the function is set to STENCIL_ALWAYS, the reference value is 0, and the mask is all 1's. The stencil function. The stencil reference value. The stencil mask. Sets the stencil operation.
By default, stencil fail, stencil pass/depth fail, and stencil and depth pass are set to STENCIL_OP_KEEP. The stencil operation if the stencil test fails. The stencil operation if the stencil test passes, but the depth test fails. The stencil operation if both the stencil test and depth test pass. Sets a render state from the given name and value strings.
This method attempts to interpret the passed in strings as render state name and value. This is normally used when loading render states from material files. Name of the render state to set. Value of the specified render state.
var setState | ( | var | name, |
var | value | ||
) |
Toggles stencil testing.
By default, stencil testing is disabled. true to enable, false to disable. Sets the stencil writing mask.
By default, the stencil writing mask is all 1's. Bit mask controlling writing to individual stencil planes. Sets the stencil function.
By default, the function is set to STENCIL_ALWAYS, the reference value is 0, and the mask is all 1's. The stencil function. The stencil reference value. The stencil mask. Sets the stencil operation.
By default, stencil fail, stencil pass/depth fail, and stencil and depth pass are set to STENCIL_OP_KEEP. The stencil operation if the stencil test fails. The stencil operation if the stencil test passes, but the depth test fails. The stencil operation if both the stencil test and depth test pass. Sets a render state from the given name and value strings.
This method attempts to interpret the passed in strings as render state name and value. This is normally used when loading render states from material files. Name of the render state to set. Value of the specified render state.
local setState | ( | local | name, |
local | value | ||
) |
Toggles stencil testing.
By default, stencil testing is disabled. true to enable, false to disable. Sets the stencil writing mask.
By default, the stencil writing mask is all 1's. Bit mask controlling writing to individual stencil planes. Sets the stencil function.
By default, the function is set to STENCIL_ALWAYS, the reference value is 0, and the mask is all 1's. The stencil function. The stencil reference value. The stencil mask. Sets the stencil operation.
By default, stencil fail, stencil pass/depth fail, and stencil and depth pass are set to STENCIL_OP_KEEP. The stencil operation if the stencil test fails. The stencil operation if the stencil test passes, but the depth test fails. The stencil operation if both the stencil test and depth test pass. Sets a render state from the given name and value strings.
This method attempts to interpret the passed in strings as render state name and value. This is normally used when loading render states from material files. Name of the render state to set. Value of the specified render state.
uint32_t getHash | ( | ) | const |
Get hash code of this render state.
Hash code of this render state.
var getHash | ( | ) |
Get hash code of this render state.
Hash code of this render state.
local getHash | ( | ) |
Get hash code of this render state.
Hash code of this render state.
|
static |
Invalidates the default StateBlock.
Only call it if you are calling GL calls directly. Invoke this function at the end of your custom draw call. This function restores the default render state its defaults values. Since this function might call GL calls, it must be called in a GL context is present. Bitwise-OR of the states that needs to be invalidated
|
static |
Invalidates the default StateBlock.
Only call it if you are calling GL calls directly. Invoke this function at the end of your custom draw call. This function restores the default render state its defaults values. Since this function might call GL calls, it must be called in a GL context is present. Bitwise-OR of the states that needs to be invalidated
|
static |
Invalidates the default StateBlock.
Only call it if you are calling GL calls directly. Invoke this function at the end of your custom draw call. This function restores the default render state its defaults values. Since this function might call GL calls, it must be called in a GL context is present. Bitwise-OR of the states that needs to be invalidated
|
static |
Restores the global Render State to the default state.
The difference between invalidate()
and restore()
, is that restore()
will restore the global Render State based on its current state. Only the states that were changed will be restored.
Rule of thumb:
restore()
if you want to restore to the default state after using StateBlock
.invalidate()
if you want to restore to the default state after calling manual GL calls. Bitwise-OR of the states that needs to be override.
|
static |
Restores the global Render State to the default state.
The difference between invalidate()
and restore()
, is that restore()
will restore the global Render State based on its current state. Only the states that were changed will be restored.
Rule of thumb:
restore()
if you want to restore to the default state after using StateBlock
.invalidate()
if you want to restore to the default state after calling manual GL calls. Bitwise-OR of the states that needs to be override.
|
static |
Restores the global Render State to the default state.
The difference between invalidate()
and restore()
, is that restore()
will restore the global Render State based on its current state. Only the states that were changed will be restored.
Rule of thumb:
restore()
if you want to restore to the default state after using StateBlock
.invalidate()
if you want to restore to the default state after calling manual GL calls. Bitwise-OR of the states that needs to be override.