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InteractionPass.cpp
46 lines (36 loc) · 1.27 KB
/
InteractionPass.cpp
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#include "InteractionPass.h"
#include "GLProgramFactory.h"
#include "../OpenGLRenderSystem.h"
#include "glprogram/InteractionProgram.h"
namespace render
{
inline void setInteractionStateFlags(OpenGLState& state, GLProgramFactory& programFactory)
{
// Set render flags
state.setRenderFlag(RENDER_BLEND);
state.setRenderFlag(RENDER_FILL);
state.setRenderFlag(RENDER_TEXTURE_2D);
state.setRenderFlag(RENDER_CULLFACE);
state.setRenderFlag(RENDER_DEPTHTEST);
state.setRenderFlag(RENDER_SMOOTH);
state.setRenderFlag(RENDER_BUMP);
state.setRenderFlag(RENDER_PROGRAM);
state.glProgram = programFactory.getBuiltInProgram(ShaderProgram::Interaction);
assert(dynamic_cast<InteractionProgram*>(state.glProgram));
state.setDepthFunc(GL_LEQUAL);
state.setSortPosition(OpenGLState::SORT_INTERACTION);
state.m_blend_src = GL_ONE;
state.m_blend_dst = GL_ONE;
}
InteractionPass::InteractionPass(OpenGLShader& owner, OpenGLRenderSystem& renderSystem) :
OpenGLShaderPass(owner)
{
setInteractionStateFlags(_glState, renderSystem.getGLProgramFactory());
}
OpenGLState InteractionPass::GenerateInteractionState(GLProgramFactory& programFactory)
{
OpenGLState state;
setInteractionStateFlags(state, programFactory);
return state;
}
}