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// Copyright 2017 The Gfx-rs Developers. // // 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. //! State presets /// Blending preset modes. pub mod blend { use state::{Blend, BlendChannel, BlendValue, Equation, Factor}; /// When combining two fragments, choose the source value pub const REPLACE: Blend = Blend { color: BlendChannel { equation: Equation::Add, source: Factor::One, destination: Factor::Zero, }, alpha: BlendChannel { equation: Equation::Add, source: Factor::One, destination: Factor::Zero, } }; /// When combining two fragments, add their values together, saturating at 1.0 pub const ADD: Blend = Blend { color: BlendChannel { equation: Equation::Add, source: Factor::One, destination: Factor::One, }, alpha: BlendChannel { equation: Equation::Add, source: Factor::One, destination: Factor::One, }, }; /// When combining two fragments, multiply their values together. pub const MULTIPLY: Blend = Blend { color: BlendChannel { equation: Equation::Add, source: Factor::ZeroPlus(BlendValue::DestColor), destination: Factor::Zero, }, alpha: BlendChannel { equation: Equation::Add, source: Factor::ZeroPlus(BlendValue::DestAlpha), destination: Factor::Zero, }, }; /// When combining two fragments, add the value of the source times its alpha channel with the /// value of the destination multiplied by the inverse of the source alpha channel. Has the /// usual transparency effect: mixes the two colors using a fraction of each one specified by /// the alpha of the source. pub const ALPHA: Blend = Blend { color: BlendChannel { equation: Equation::Add, source: Factor::ZeroPlus(BlendValue::SourceAlpha), destination: Factor::OneMinus(BlendValue::SourceAlpha), }, alpha: BlendChannel { equation: Equation::Add, source: Factor::One, destination: Factor::One, }, }; /// When combining two fragments, subtract the destination color from a constant color /// using the source color as weight. Has an invert effect with the constant color /// as base and source color controlling displacement from the base color. /// A white source color and a white value results in plain invert. /// The output alpha is same as destination alpha. pub const INVERT: Blend = Blend { color: BlendChannel { equation: Equation::Sub, source: Factor::ZeroPlus(BlendValue::ConstColor), destination: Factor::ZeroPlus(BlendValue::SourceColor), }, alpha: BlendChannel { equation: Equation::Add, source: Factor::Zero, destination: Factor::One, }, }; } /// [Depth](../../state/struct.Depth.html) presets for depth tests. /// /// Depth testing is used to avoid drawing "further away" fragments on top of already drawn /// fragments. Each fragment's output depth is tested against a depth buffer, if the test fails /// the fragment will not be drawn. /// /// A fragment's output depth is the interpolated vertex z-value, or otherwise /// explicitly set (ie in OpenGL by *gl_FragDepth*). pub mod depth { use state::{Comparison, Depth}; /// When rendering a fragment, draw regardless of depth buffer state. /// Rendering will not update the depth buffer. pub const PASS_TEST: Depth = Depth { fun: Comparison::Always, write: false, }; /// When rendering a fragment, draw regardless of depth buffer state. /// Rendering will update the depth buffer. pub const PASS_WRITE: Depth = Depth { fun: Comparison::Always, write: true, }; /// "<=" comparison with read-only depth pub const LESS_EQUAL_TEST: Depth = Depth { fun: Comparison::LessEqual, write: false, }; /// When rendering a fragment, only draw when the fragment's output depth **is less than or /// equal to** the current depth buffer value. /// Rendering will update the depth buffer with the new depth value. pub const LESS_EQUAL_WRITE: Depth = Depth { fun: Comparison::LessEqual, write: true, }; }