Add OpenGLPipelineState and integrate into main.cpp

This commit is contained in:
2026-03-16 18:25:58 +08:00
parent 430d23b719
commit 0be91748c2
4 changed files with 259 additions and 3 deletions

View File

@@ -0,0 +1,145 @@
#define GLFW_INCLUDE_NONE
#include "XCEngine/RHI/OpenGL/OpenGLPipelineState.h"
#include <glad/glad.h>
#include <GLFW/glfw3.h>
namespace XCEngine {
namespace RHI {
OpenGLPipelineState::OpenGLPipelineState() {
m_clearColor[0] = 0.1f;
m_clearColor[1] = 0.1f;
m_clearColor[2] = 0.1f;
m_clearColor[3] = 1.0f;
}
OpenGLPipelineState::~OpenGLPipelineState() {
}
void OpenGLPipelineState::SetDepthStencilState(const DepthStencilState& state) {
m_depthStencilState = state;
}
void OpenGLPipelineState::SetBlendState(const BlendState& state) {
m_blendState = state;
}
void OpenGLPipelineState::SetRasterizerState(const RasterizerState& state) {
m_rasterizerState = state;
}
void OpenGLPipelineState::SetViewport(const ViewportState& state) {
m_viewportState = state;
}
static unsigned int ToGLComparisonFunc(ComparisonFunc func) {
switch (func) {
case ComparisonFunc::Never: return GL_NEVER;
case ComparisonFunc::Less: return GL_LESS;
case ComparisonFunc::Equal: return GL_EQUAL;
case ComparisonFunc::LessEqual: return GL_LEQUAL;
case ComparisonFunc::Greater: return GL_GREATER;
case ComparisonFunc::NotEqual: return GL_NOTEQUAL;
case ComparisonFunc::GreaterEqual: return GL_GEQUAL;
case ComparisonFunc::Always: return GL_ALWAYS;
default: return GL_LESS;
}
}
static unsigned int ToGLBlendFactor(BlendFactor factor) {
switch (factor) {
case BlendFactor::Zero: return GL_ZERO;
case BlendFactor::One: return GL_ONE;
case BlendFactor::SrcColor: return GL_SRC_COLOR;
case BlendFactor::OneMinusSrcColor: return GL_ONE_MINUS_SRC_COLOR;
case BlendFactor::DstColor: return GL_DST_COLOR;
case BlendFactor::OneMinusDstColor: return GL_ONE_MINUS_DST_COLOR;
case BlendFactor::SrcAlpha: return GL_SRC_ALPHA;
case BlendFactor::OneMinusSrcAlpha: return GL_ONE_MINUS_SRC_ALPHA;
case BlendFactor::DstAlpha: return GL_DST_ALPHA;
case BlendFactor::OneMinusDstAlpha: return GL_ONE_MINUS_DST_ALPHA;
case BlendFactor::ConstantColor: return GL_CONSTANT_COLOR;
case BlendFactor::OneMinusConstantColor: return GL_ONE_MINUS_CONSTANT_COLOR;
case BlendFactor::ConstantAlpha: return GL_CONSTANT_ALPHA;
case BlendFactor::OneMinusConstantAlpha: return GL_ONE_MINUS_CONSTANT_ALPHA;
default: return GL_ONE;
}
}
static unsigned int ToGLCullFace(CullFace face) {
switch (face) {
case CullFace::Front: return GL_FRONT;
case CullFace::Back: return GL_BACK;
case CullFace::FrontAndBack: return GL_FRONT_AND_BACK;
default: return GL_BACK;
}
}
static unsigned int ToGLFrontFace(FrontFace face) {
switch (face) {
case FrontFace::Clockwise: return GL_CW;
case FrontFace::CounterClockwise: return GL_CCW;
default: return GL_CCW;
}
}
void OpenGLPipelineState::Apply() {
if (m_depthStencilState.depthTestEnable) {
glEnable(GL_DEPTH_TEST);
glDepthFunc(ToGLComparisonFunc(m_depthStencilState.depthFunc));
glDepthMask(m_depthStencilState.depthWriteEnable ? GL_TRUE : GL_FALSE);
} else {
glDisable(GL_DEPTH_TEST);
}
if (m_blendState.blendEnable) {
glEnable(GL_BLEND);
glBlendFunc(
ToGLBlendFactor(m_blendState.srcBlend),
ToGLBlendFactor(m_blendState.dstBlend)
);
glBlendFuncSeparate(
ToGLBlendFactor(m_blendState.srcBlend),
ToGLBlendFactor(m_blendState.dstBlend),
ToGLBlendFactor(m_blendState.srcBlendAlpha),
ToGLBlendFactor(m_blendState.dstBlendAlpha)
);
} else {
glDisable(GL_BLEND);
}
if (m_rasterizerState.cullFaceEnable) {
glEnable(GL_CULL_FACE);
glCullFace(ToGLCullFace(m_rasterizerState.cullFace));
glFrontFace(ToGLFrontFace(m_rasterizerState.frontFace));
} else {
glDisable(GL_CULL_FACE);
}
glViewport(
m_viewportState.x,
m_viewportState.y,
m_viewportState.width,
m_viewportState.height
);
glDepthRange(m_viewportState.minDepth, m_viewportState.maxDepth);
}
void OpenGLPipelineState::SetClearColor(float r, float g, float b, float a) {
m_clearColor[0] = r;
m_clearColor[1] = g;
m_clearColor[2] = b;
m_clearColor[3] = a;
glClearColor(r, g, b, a);
}
void OpenGLPipelineState::Clear(unsigned int buffers) {
unsigned int glBuffers = 0;
if (buffers & 0x1) glBuffers |= GL_COLOR_BUFFER_BIT;
if (buffers & 0x2) glBuffers |= GL_DEPTH_BUFFER_BIT;
if (buffers & 0x4) glBuffers |= GL_STENCIL_BUFFER_BIT;
glClear(glBuffers);
}
} // namespace RHI
} // namespace XCEngine