| // Copyright 2017 Google Inc. All Rights Reserved. |
| // |
| // Licensed under the Apache License, Version 2.0 (the "License"); |
| // you may not use this file except in compliance with the License. |
| // You may obtain a copy of the License at |
| // |
| // http://www.apache.org/licenses/LICENSE-2.0 |
| // |
| // Unless required by applicable law or agreed to in writing, software |
| // distributed under the License is distributed on an "AS IS" BASIS, |
| // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| // See the License for the specific language governing permissions and |
| // limitations under the License. |
| |
| #include "cobalt/renderer/rasterizer/egl/draw_depth_stencil.h" |
| |
| #include <GLES2/gl2.h> |
| |
| #include "cobalt/renderer/backend/egl/utils.h" |
| #include "starboard/log.h" |
| |
| namespace cobalt { |
| namespace renderer { |
| namespace rasterizer { |
| namespace egl { |
| |
| DrawDepthStencil::DrawDepthStencil(GraphicsState* graphics_state, |
| const BaseState& base_state, const math::RectF& include_scissor, |
| const math::RectF& exclude_scissor) |
| : DrawPolyColor(base_state), |
| include_scissor_first_vert_(-1), |
| exclude_scissor_first_vert_(-1) { |
| attributes_.reserve(MaxVertsNeededForStencil()); |
| AddStencil(include_scissor, exclude_scissor); |
| graphics_state->ReserveVertexData( |
| attributes_.size() * sizeof(VertexAttributes)); |
| } |
| |
| DrawDepthStencil::DrawDepthStencil(const BaseState& base_state) |
| : DrawPolyColor(base_state), |
| include_scissor_first_vert_(-1), |
| exclude_scissor_first_vert_(-1) { |
| } |
| |
| void DrawDepthStencil::ExecuteOnscreenRasterize( |
| GraphicsState* graphics_state, |
| ShaderProgramManager* program_manager) { |
| SetupShader(graphics_state, program_manager); |
| DrawStencil(graphics_state); |
| } |
| |
| void DrawDepthStencil::UndoStencilState(GraphicsState* graphics_state) { |
| graphics_state->ResetDepthFunc(); |
| } |
| |
| void DrawDepthStencil::DrawStencil(GraphicsState* graphics_state) { |
| // This must occur during the transparency pass. |
| SB_DCHECK(graphics_state->IsBlendEnabled()); |
| SB_DCHECK(!graphics_state->IsDepthWriteEnabled()); |
| SB_DCHECK(graphics_state->IsDepthTestEnabled()); |
| |
| // Set depth of pixels in the scissor rects. |
| graphics_state->EnableDepthWrite(); |
| if (exclude_scissor_first_vert_ >= 0) { |
| GL_CALL(glDrawArrays(GL_TRIANGLE_STRIP, exclude_scissor_first_vert_, 4)); |
| } |
| SB_DCHECK(include_scissor_first_vert_ >= 0); |
| GL_CALL(glDrawArrays(GL_TRIANGLE_STRIP, include_scissor_first_vert_, 4)); |
| graphics_state->DisableDepthWrite(); |
| |
| // Set the depth test function for subsequent draws to occur within the |
| // stencil. Be sure to call UndoStencilState() when drawing in the |
| // stencilled area is no longer desired. |
| GL_CALL(glDepthFunc(GL_EQUAL)); |
| } |
| |
| void DrawDepthStencil::AddStencil( |
| const math::RectF& include_scissor, |
| const math::RectF& exclude_scissor) { |
| // At least the include_scissor must be specified. |
| SB_DCHECK(!include_scissor.IsEmpty()); |
| |
| include_scissor_first_vert_ = static_cast<GLint>(attributes_.size()); |
| AddRect(include_scissor, 0); |
| if (!exclude_scissor.IsEmpty()) { |
| // Exclude scissor must use the next closest depth. |
| float depth = base_state_.depth; |
| base_state_.depth = GraphicsState::NextClosestDepth(depth); |
| exclude_scissor_first_vert_ = static_cast<GLint>(attributes_.size()); |
| AddRect(exclude_scissor, 0); |
| base_state_.depth = depth; |
| } |
| } |
| |
| } // namespace egl |
| } // namespace rasterizer |
| } // namespace renderer |
| } // namespace cobalt |