text:
// Define the CreateRenderer() factory function for o3d::Renderer that
// creates and returns platform specific implementation for the abstract
// Renderer class.

#include "core/cross/renderer.h"

#include "core/cross/client_info.h"
#include "core/cross/display_window.h"
#include "core/cross/error.h"
#include "core/cross/features.h"
#include "core/cross/param_cache.h"
#include "core/cross/state.h"

namespace o3d {

const InterfaceId Renderer::kInterfaceId =
    InterfaceTraits<Renderer>::kInterfaceId;

namespace {

class ParamErrorSampler : public ParamSampler {
 public:
  explicit ParamErrorSampler(ServiceLocator* service_locator)
      : ParamSampler(service_locator, true, false),
        renderer_(service_locator->GetService<Renderer>()) {
  }
  // This is only called by the renderer and the user can never gain
  // access to a ParamErrorSampler. The only place it is used is it is put in a
  // ParamCache if a matching sampler is not found so that we can easily supply
  // an error texture.
  // If it's called and error_texture on the client is NULL then generate an
  // error.
  virtual void ComputeValue() {
    if (!renderer_->error_texture()) {
      O3D_ERROR(service_locator()) << "Missing ParamSampler";
    }
  }

 private:
  Renderer* renderer_;
};

// Checks if a texture format is supported. If not generates an error.
// Returns true if the texture is supported.
bool IsSupportedTextureFormat(Texture::Format format,
                              Features* features,
                              ServiceLocator* service_locator) {
  if ((format == Texture::R32F ||
       format == Texture::ABGR16F ||
       format == Texture::ABGR32F) &&
      !features->floating_point_textures()) {
    O3D_ERROR(service_locator)
        << "You can not create a floating point texture unless you request "
        << "support for floating point textures when you initialize O3D.";
    return false;
  }
  return true;
}

}  // anonymous namespace

// Returns whether to Force the Software Renderer by checking for the existence
// of the environment variable O3D_FORCE_SOFTWARE_RENDERER.
bool Renderer::IsForceSoftwareRenderer() {
  return getenv("O3D_FORCE_SOFTWARE_RENDERER") != NULL;
}

Renderer::Renderer(ServiceLocator* service_locator)
    : service_locator_(service_locator),
      service_(service_locator, this),
      features_(service_locator),
      current_render_surface_(NULL),
      current_depth_surface_(NULL),
      current_render_surface_is_back_buffer_(true),
      viewport_(0.0f, 0.0f, 1.0f, 1.0f),
      depth_range_(0.0f, 1.0f),
      write_mask_(0xf),
      render_frame_count_(0),
      transforms_processed_(0),
      transforms_culled_(0),
      draw_elements_processed_(0),
      draw_elements_culled_(0),
      draw_elements_rendered_(0),
      primitives_rendered_(0),
      start_depth_(0),
      clear_client_(true),
      need_to_render_(true),
      rendering_(false),
      drawing_(false),
      width_(0),
      height_(0),
      display_width_(0),
      display_height_(0),
      dest_x_offset_(0),
      dest_y_offset_(0),
      supports_npot_(false),
      back_buffer_cleared_(false),
      presented_once_(false) {
}

Renderer::~Renderer() {
  // Delete all the state handlers.
  while (!state_handler_map_.empty()) {
    delete state_handler_map_.begin()->second;
    state_handler_map_.erase(state_handler_map_.begin());
  }
}

Renderer::InitStatus Renderer::Init(
    const DisplayWindow& display,
    bool off_screen) {
  if (features_->init_status() != Renderer::SUCCESS) {
    return features_->init_status();
  }

  return InitPlatformSpecific(display, off_screen);
}

void Renderer::InitCommon() {
  AddDefaultStates();
  SetInitialStates();
  error_object_ = ParamObject::Ref(new ParamObject(service_locator_));
  error_sampler_ = CreateSampler();
  Texture2D::Ref texture = CreateTexture2D(8, 8, Texture::XRGB8, 1, false);
  DCHECK(!error_object_.IsNull());
  error_object_->set_name(O3D_STRING_CONSTANT("errorObject"));
  DCHECK(!error_sampler_.IsNull());
  error_sampler_->set_name(O3D_STRING_CONSTANT("errorSampler"));

  DCHECK(!texture.IsNull());
  texture->set_name(O3D_STRING_CONSTANT("errorTexture"));
  texture->set_alpha_is_one(true);
  static unsigned char error_texture_data[] = {
    0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0xFF, 0x00,
    0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0xFF, 0x00,
    0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0xFF, 0x00,
    0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0xFF, 0x00,
    0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0xFF, 0x00,
    0x00, 0xFF, 0xFF, 0x00, 0x00, 0xFF, 0xFF, 0x00,
    0x00, 0xFF, 0xFF, 0x00, 0x00, 0xFF, 0xFF, 0x00,
    0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0xFF, 0x00,
    0x00, 0x00, 0xFF, 0x00, 0x00, 0xFF, 0xFF, 0x00,
    0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0xFF, 0x00,
    0x00, 0x00, 0xFF, 0x00, 0x00, 0xFF, 0xFF, 0x00,
    0x00, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0xFF, 0x00,
    0x00, 0x00, 0xFF, 0x00, 0x00, 0xFF, 0xFF, 0x00,
    0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0xFF, 0x00,
    0x00, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0xFF, 0x00,
    0x00, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0xFF, 0x00,
    0x00, 0x00, 0xFF, 0x00, 0x00, 0xFF, 0xFF, 0x00,
    0x00, 0x00, 0xFF, 0x00, 0x00, 0xFF, 0xFF, 0x00,
    0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0xFF, 0x00,
    0x00, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0xFF, 0x00,
    0x00, 0x00, 0xFF, 0x00, 0x00, 0xFF, 0xFF, 0x00,
    0x00, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0xFF, 0x00,
    0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0xFF, 0x00,
    0x00, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0xFF, 0x00,
    0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0xFF, 0x00,
    0x00, 0xFF, 0xFF, 0x00, 0x00, 0xFF, 0xFF, 0x00,
    0x00, 0xFF, 0xFF, 0x00, 0x00, 0xFF, 0xFF, 0x00,
    0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0xFF, 0x00,
    0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0xFF, 0x00,
    0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0xFF, 0x00,
    0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0xFF, 0x00,
    0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0xFF, 0x00,
  };
  texture->SetRect(0, 0, 0, 8, 8, error_texture_data, 8 * 4);

  error_sampler_->set_mag_filter(Sampler::POINT);
  error_sampler_->set_min_filter(Sampler::POINT);
  error_sampler_->set_mip_filter(Sampler::POINT);
  error_param_sampler_ = ParamSampler::Ref(new ParamErrorSampler(
                                               service_locator_));
  DCHECK(!error_param_sampler_.IsNull());
  error_object_->AddParam(O3D_STRING_CONSTANT("errorSampler"),
                          error_param_sampler_);
  error_param_sampler_->set_dynamic_value(error_sampler_);
  SetErrorTexture(texture);
  fallback_error_texture_ = Texture::Ref(texture.Get());
}

void Renderer::UninitCommon() {
  error_param_sampler_.Reset();
  error_sampler_.Reset();
  error_texture_.Reset();
  error_object_.Reset();
  fallback_error_texture_.Reset();
  RemoveDefaultStates();
}

void Renderer::SetSupportsNPOT(bool supports_npot) {
  supports_npot_ = supports_npot;
  ClientInfoManager* client_info_manager =
      service_locator()->GetService<ClientInfoManager>();
  client_info_manager->SetNonPowerOfTwoTextures(supports_npot);
}

void Renderer::SetLostResourcesCallback(LostResourcesCallback* callback) {
  lost_resources_callback_manager_.Set(callback);
}

void Renderer::ClearLostResourcesCallback() {
  lost_resources_callback_manager_.Clear();
}

void Renderer::SetErrorTexture(Texture* texture) {
  error_texture_ = Texture::Ref(texture);
  error_sampler_->set_texture(
      texture ? texture : fallback_error_texture_.Get());
}

void Renderer::SetClientSize(int width, int height) {
  width_ = width;
  height_ = height;
  display_width_ = width;
  display_height_ = height;
  clear_client_ = true;
}

bool Renderer::StartRendering() {
  DCHECK_GE(start_depth_, 0);
  bool result = true;
  if (start_depth_ == 0) {
    ++render_frame_count_;
    rendering_ = true;
    transforms_culled_ = 0;
    transforms_processed_ = 0;
    draw_elements_culled_ = 0;
    draw_elements_processed_ = 0;
    draw_elements_rendered_ = 0;
    primitives_rendered_ = 0;
    back_buffer_cleared_ = 0;
    current_render_surface_ = NULL;
    current_depth_surface_ = NULL;
    current_render_surface_is_back_buffer_ = true;

    result = PlatformSpecificStartRendering();
    if (result) {
      set_need_to_render(true);
      // Clear the client if we need to.
      if (clear_client_) {
        clear_client_ = false;
        Clear(Float4(0.5f, 0.5f, 0.5f, 1.0f), true, 1.0f, true, 0, true);
      }
    }
  }
  if (result) {
    ++start_depth_;
  }
  return result;
}

bool Renderer::BeginDraw() {
  DCHECK(rendering_);
  DCHECK(!drawing_);
  bool result = PlatformSpecificBeginDraw();
  if (result) {
    drawing_ = true;
    // Reset the viewport.
    SetViewport(Float4(0.0f, 0.0f, 1.0f, 1.0f), Float2(0.0f, 1.0f));
  }
  return result;
}

void Renderer::EndDraw() {
  DCHECK(rendering_);
  DCHECK(drawing_);
  ApplyDirtyStates();
  PlatformSpecificEndDraw();
  drawing_ = false;
}

void Renderer::FinishRendering() {
  DCHECK(rendering_);
  DCHECK(!drawing_);
  DCHECK_GT(start_depth_, 0);
  --start_depth_;
  if (start_depth_ == 0) {
    ApplyDirtyStates();
    PlatformSpecificFinishRendering();
    // Don't hold pointers to these when we are finished rendering.
    current_render_surface_ = NULL;
    current_depth_surface_ = NULL;
    rendering_ = false;
  }
}

void Renderer::Present() {
  DCHECK(!rendering_);
  DCHECK(!drawing_);
  PlatformSpecificPresent();
  presented_once_ = true;
}

void Renderer::Clear(const Float4 &color,
                     bool color_flag,
                     float depth,
                     bool depth_flag,
                     int stencil,
                     bool stencil_flag) {
  // If we are currently rendering to the backbuffer and it has not been cleared
  // AND if we are not about to clear it entirely then clear it.
  bool covers_everything = false;
  if (!back_buffer_cleared_ && current_render_surface_is_back_buffer_) {
    covers_everything =
        !(viewport_[0] != 0.0f || viewport_[1] != 0.0f ||
          viewport_[2] != 1.0f || viewport_[3] != 1.0f ||
          depth_range_[0] != 0.0f || depth_range_[1] != 1.0f) &&
        color_flag && depth_flag && stencil_flag && write_mask_ == 0xF;
    if (!covers_everything) {
      ClearBackBuffer();
    }
  }

  ApplyDirtyStates();
  PlatformSpecificClear(
      color, color_flag, depth, depth_flag, stencil, stencil_flag);

  // If we are currently rendering to the backbuffer and it has not been cleared
  // and we just cleared everything then mark it as cleared.
  if (!back_buffer_cleared_ && current_render_surface_is_back_buffer_ &&
      covers_everything) {
    back_buffer_cleared_ = true;
  }
}

void Renderer::ClearBackBuffer() {
  DCHECK(rendering_);
  DCHECK(!back_buffer_cleared_);
  DCHECK(current_render_surface_is_back_buffer_);

  // Save all states that would effect clear the back buffer.
  Float4 old_viewport;
  Float2 old_depth_range;
  GetViewport(&old_viewport, &old_depth_range);

  // Set the states needed to clear the entire backbuffer.
  SetViewport(Float4(0.0f, 0.0f, 1.0f, 1.0f), Float2(0.0f, 1.0f));
  PushRenderStates(clear_back_buffer_state_);
  ApplyDirtyStates();

  // Clear the backbuffer.
  PlatformSpecificClear(
      Float4(0.5f, 0.5f, 0.5f, 1.0f), true,
      0.0f, true,
      0, true);
  back_buffer_cleared_ = true;

  // restore the states.
  SetViewport(old_viewport, old_depth_range);
  PopRenderStates();
}

void Renderer::GetViewport(Float4* viewport, Float2* depth_range) {
  DCHECK(viewport);
  DCHECK(depth_range);
  *viewport = viewport_;
  *depth_range = depth_range_;
}

void Renderer::SetViewport(const Float4& rectangle, const Float2& depth_range) {
  viewport_ = rectangle;
  depth_range_ = depth_range;
  int width = display_width();
  int height = display_height();
  float float_width = static_cast<float>(width);
  float float_height = static_cast<float>(height);

  int viewport_left = static_cast<int>(float_width * rectangle[0] + 0.5f);
  int viewport_top = static_cast<int>(float_height * rectangle[1] + 0.5f);
  int viewport_width = static_cast<int>(float_width * rectangle[2] + 0.5f);
  int viewport_height = static_cast<int>(float_height * rectangle[3] + 0.5f);

  if (viewport_width < 0) {
    O3D_ERROR(service_locator()) << "attempt to set viewport width < 0";
    viewport_width = 0;
  }

  if (viewport_height < 0) {
    O3D_ERROR(service_locator()) << "attempt to set viewport height < 0";
    viewport_height = 0;
  }

  if (viewport_left < 0) {
    O3D_ERROR(service_locator()) << "attempt to set viewport left < 0";
    viewport_left = 0;
  }

  if (viewport_top < 0) {
    O3D_ERROR(service_locator()) << "attempt to set viewport top < 0";
    viewport_top = 0;
  }

  int viewport_right = viewport_left + viewport_width;
  if (viewport_right > width) {
    O3D_ERROR(service_locator()) <<
        "attempt to set viewport left + width to value > 1";
    viewport_width -= viewport_right - width;
    if (viewport_left > width) {
      viewport_left = width;
      viewport_width = 0;
    }
  }

  int viewport_bottom = viewport_top + viewport_height;
  if (viewport_bottom > height) {
    O3D_ERROR(service_locator()) <<
        "attempt to set viewport top + height to value > 1";
    viewport_height -= viewport_bottom - height;
    if (viewport_top > height) {
      viewport_top = height;
      viewport_height = 0;
    }
  }

  SetViewportInPixels(viewport_left,
                      viewport_top,
                      viewport_width,
                      viewport_height,
                      depth_range[0],
                      depth_range[1]);
}

Texture2D::Ref Renderer::CreateTexture2D(int width,
                                         int height,
                                         Texture::Format format,
                                         int levels,
                                         bool enable_render_surfaces) {
  if (!IsSupportedTextureFormat(format,
                                features_.Get(),
                                service_locator())) {
    return Texture2D::Ref(NULL);
  }
  return CreatePlatformSpecificTexture2D(width,
                                         height,
                                         format,
                                         levels,
                                         enable_render_surfaces);
}

TextureCUBE::Ref Renderer::CreateTextureCUBE(int edge_length,
                                             Texture::Format format,
                                             int levels,
                                             bool enable_render_surfaces) {
  if (!IsSupportedTextureFormat(format,
                                features_.Get(),
                                service_locator())) {
    return TextureCUBE::Ref(NULL);
  }
  return CreatePlatformSpecificTextureCUBE(edge_length,
                                           format,
                                           levels,
                                           enable_render_surfaces);
}

// Creates and returns a ParamCache object
ParamCache* Renderer::CreateParamCache() {
  // TODO: keep a list of free ParamCache objects to avoid allocations.
  return CreatePlatformSpecificParamCache();
}

// Frees a Param Cache.
void Renderer::FreeParamCache(ParamCache* param_cache) {
  // TODO: keep a list of free ParamCache objects to avoid allocations.
  //     Note that in order for that to work there must be a ParamCache::Clear()
  //     function so that an unused ParamCache releases its references to
  //     assets.
  delete param_cache;
}

void Renderer::AddStateHandler(const String& state_name,
                               StateHandler* state_handler) {
  DLOG_ASSERT(state_handler_map_.find(state_name) == state_handler_map_.end())
      << "attempt to add duplicate state handler";
  state_handler->set_index(static_cast<int>(state_handler_map_.size()));
  state_handler_map_.insert(std::make_pair(state_name, state_handler));
  state_param_stacks_.push_back(ParamVector());
}

const ObjectBase::Class* Renderer::GetStateParamType(
    const String& state_name) const {
  StateHandlerMap::const_iterator iter = state_handler_map_.find(state_name);
  return iter != state_handler_map_.end() ? iter->second->GetClass() : NULL;
}

// Set initial render states on device creation/reset.
void Renderer::SetInitialStates() {
  for (StateHandlerMap::iterator it = state_handler_map_.begin();
       it != state_handler_map_.end(); ++it) {
    StateHandler *state_handler = it->second;
    ParamVector& param_stack = state_param_stacks_[state_handler->index()];
    DCHECK_EQ(param_stack.size(), 1u);
    state_handler->SetState(this, param_stack[0]);
  }
}

template <class ParamType>
void CreateStateParam(State *state,
                      const String &name,
                      const typename ParamType::DataType &value) {
  ParamType *param = state->GetStateParam<ParamType>(name);
  DCHECK(param);
  param->set_value(value);
}

void Renderer::AddDefaultStates() {
  // TODO(gman): It's possible for the user to get these out of the client
  //     and then change them which could lead to inconsistent results.
  default_state_ = State::Ref(new State(service_locator_, this));
  default_state_->set_name(O3D_STRING_CONSTANT("defaultState"));
  clear_back_buffer_state_ = State::Ref(new State(service_locator_, this));
  clear_back_buffer_state_->set_name(O3D_STRING_CONSTANT("clearState"));

  CreateStateParam<ParamBoolean>(default_state_,
                                 State::kAlphaTestEnableParamName,
                                 false);
  CreateStateParam<ParamFloat>(default_state_,
                               State::kAlphaReferenceParamName,
                               0.f);
  CreateStateParam<ParamInteger>(default_state_,
                                 State::kAlphaComparisonFunctionParamName,
                                 State::CMP_ALWAYS);
  CreateStateParam<ParamInteger>(default_state_,
                                 State::kCullModeParamName,
                                 State::CULL_CW);
  CreateStateParam<ParamBoolean>(default_state_,
                                 State::kDitherEnableParamName,
                                 false);
  CreateStateParam<ParamBoolean>(default_state_,
                                 State::kLineSmoothEnableParamName,
                                 false);
  CreateStateParam<ParamBoolean>(default_state_,
                                 State::kPointSpriteEnableParamName,
                                 false);
  CreateStateParam<ParamFloat>(default_state_,
                               State::kPointSizeParamName,
                               1.f);
  CreateStateParam<ParamFloat>(default_state_,
                               State::kPolygonOffset1ParamName,
                               0.f);
  CreateStateParam<ParamFloat>(default_state_,
                               State::kPolygonOffset2ParamName,
                               0.f);
  CreateStateParam<ParamInteger>(default_state_,
                                 State::kFillModeParamName,
                                 State::SOLID);
  CreateStateParam<ParamBoolean>(default_state_,
                                 State::kZEnableParamName,
                                 true);
  CreateStateParam<ParamBoolean>(default_state_,
                                 State::kZWriteEnableParamName,
                                 true);
  CreateStateParam<ParamInteger>(default_state_,
                                 State::kZComparisonFunctionParamName,
                                 State::CMP_LESS);
  CreateStateParam<ParamBoolean>(default_state_,
                                 State::kAlphaBlendEnableParamName,
                                 false);
  CreateStateParam<ParamBoolean>(default_state_,
                                 State::kSeparateAlphaBlendEnableParamName,
                                 false);
  CreateStateParam<ParamInteger>(default_state_,
                                 State::kSourceBlendFunctionParamName,
                                 State::BLENDFUNC_ONE);
  CreateStateParam<ParamInteger>(default_state_,
                                 State::kDestinationBlendFunctionParamName,
                                 State::BLENDFUNC_ZERO);
  CreateStateParam<ParamInteger>(default_state_,
                                 State::kBlendEquationParamName,
                                 State::BLEND_ADD);
  CreateStateParam<ParamInteger>(default_state_,
                                 State::kSourceBlendAlphaFunctionParamName,
                                 State::BLENDFUNC_ONE);
  CreateStateParam<ParamInteger>(default_state_,
                                 State::kDestinationBlendAlphaFunctionParamName,
                                 State::BLENDFUNC_ZERO);
  CreateStateParam<ParamInteger>(default_state_,
                                 State::kBlendAlphaEquationParamName,
                                 State::BLEND_ADD);
  CreateStateParam<ParamBoolean>(default_state_,
                                 State::kStencilEnableParamName,
                                 false);
  CreateStateParam<ParamBoolean>(default_state_,
                                 State::kTwoSidedStencilEnableParamName,
                                 false);
  CreateStateParam<ParamInteger>(default_state_,
                                 State::kStencilReferenceParamName,
                                 0);
  CreateStateParam<ParamInteger>(default_state_,
                                 State::kStencilMaskParamName,
                                 -1);
  CreateStateParam<ParamInteger>(default_state_,
                                 State::kStencilWriteMaskParamName,
                                 -1);
  CreateStateParam<ParamInteger>(default_state_,
                                 State::kStencilFailOperationParamName,
                                 State::STENCIL_KEEP);
  CreateStateParam<ParamInteger>(default_state_,
                                 State::kStencilZFailOperationParamName,
                                 State::STENCIL_KEEP);
  CreateStateParam<ParamInteger>(default_state_,
                                 State::kStencilPassOperationParamName,
                                 State::STENCIL_KEEP);
  CreateStateParam<ParamInteger>(default_state_,
                                 State::kStencilComparisonFunctionParamName,
                                 State::CMP_ALWAYS);
  CreateStateParam<ParamInteger>(default_state_,
                                 State::kCCWStencilFailOperationParamName,
                                 State::STENCIL_KEEP);
  CreateStateParam<ParamInteger>(default_state_,
                                 State::kCCWStencilZFailOperationParamName,
                                 State::STENCIL_KEEP);
  CreateStateParam<ParamInteger>(default_state_,
                                 State::kCCWStencilPassOperationParamName,
                                 State::STENCIL_KEEP);
  CreateStateParam<ParamInteger>(default_state_,
                                 State::kCCWStencilComparisonFunctionParamName,
                                 State::CMP_ALWAYS);
  CreateStateParam<ParamInteger>(default_state_,
                                 State::kColorWriteEnableParamName,
                                 0xf);
  // Check that we have set every state.
  DCHECK_EQ(default_state_->params().size(), state_param_stacks_.size());

  // Push the default state on the stack, and every handler on their respective
  // handler stack.
  DCHECK(state_stack_.empty());
  state_stack_.push_back(default_state_);
  const NamedParamRefMap& param_map = default_state_->params();
  NamedParamRefMap::const_iterator end(param_map.end());
  for (NamedParamRefMap::const_iterator iter(param_map.begin());
       iter != end;
       ++iter) {
    Param* param = iter->second.Get();
    const StateHandler* state_handler = GetStateHandler(param);
    DCHECK(state_handler);
    ParamVector& param_stack = state_param_stacks_[state_handler->index()];
    DCHECK(param_stack.empty());
    param_stack.push_back(param);
  }

  CreateStateParam<ParamInteger>(clear_back_buffer_state_,
                                 State::kColorWriteEnableParamName,
                                 0xf);
}

void Renderer::RemoveDefaultStates() {
  DCHECK_EQ(state_stack_.size(), 1u);
  DCHECK(state_stack_[0] == default_state_);
  state_stack_.clear();
  const NamedParamRefMap& param_map = default_state_->params();
  NamedParamRefMap::const_iterator end(param_map.end());
  for (NamedParamRefMap::const_iterator iter(param_map.begin());
       iter != end;
       ++iter) {
    Param* param = iter->second.Get();
    const StateHandler* state_handler = GetStateHandler(param);
    DCHECK(state_handler);
    ParamVector& param_stack = state_param_stacks_[state_handler->index()];
    DCHECK_EQ(param_stack.size(), 1u);
    DCHECK(param_stack[0] == param);
    param_stack.clear();
  }
  default_state_.Reset();
}

const Renderer::StateHandler* Renderer::GetStateHandler(Param* param) const {
  if (param->handle()) {
    return static_cast<const StateHandler *>((param->handle()));
  } else {
    StateHandlerMap::const_iterator state_handler_map_iter =
        state_handler_map_.find(param->name());
    if (state_handler_map_iter != state_handler_map_.end()) {
      StateHandler* state_handler = state_handler_map_iter->second;
      param->set_handle(state_handler);
      return state_handler;
    }
  }
  return NULL;
}

void Renderer::RenderElement(Element* element,
                             DrawElement* draw_element,
                             Material* material,
                             ParamObject* override,
                             ParamCache* param_cache) {
  ClearBackBufferIfNotCleared();
  IncrementDrawElementsRendered();
  State *current_state = material ? material->state() : NULL;
  PushRenderStates(current_state);
  ApplyDirtyStates();
  element->Render(this, draw_element, material, override, param_cache);
  PopRenderStates();
}

// Pushes rendering states.
void Renderer::PushRenderStates(State *state) {
  DCHECK(!state_stack_.empty());
  if (state && (state_stack_.back() != state)) {
    const NamedParamRefMap& param_map = state->params();
    NamedParamRefMap::const_iterator end(param_map.end());
    for (NamedParamRefMap::const_iterator iter(param_map.begin());
         iter != end;
         ++iter) {
      Param* param = iter->second.Get();
      const StateHandler* state_handler = GetStateHandler(param);
      if (state_handler) {
        state_handler->SetState(this, param);
        state_param_stacks_[state_handler->index()].push_back(param);
      }
    }
  }
  // If the state is null, push top state since that's that state
  // that represents our current situation.
  if (!state) {
    state = state_stack_.back();
  }
  state_stack_.push_back(state);
}

// Pops rendering states to back to their previous settings.
void Renderer::PopRenderStates() {
  DCHECK_GT(state_stack_.size(), 1u);
  if (state_stack_.back() != state_stack_[state_stack_.size() - 2]) {
    State* state = state_stack_.back();
    // restore the states the top state object set.
    const NamedParamRefMap& param_map = state->params();
    NamedParamRefMap::const_iterator end(param_map.end());
    for (NamedParamRefMap::const_iterator iter(param_map.begin());
         iter != end;
         ++iter) {
      Param* param = iter->second.Get();
      const StateHandler* state_handler = GetStateHandler(param);
      if (state_handler) {
        ParamVector& param_stack = state_param_stacks_[state_handler->index()];
        DCHECK(param_stack.back() == param);
        param_stack.pop_back();
        DCHECK(!param_stack.empty());
        state_handler->SetState(this, param_stack.back());
      }
    }
  }
  state_stack_.pop_back();
}

void Renderer::SetRenderSurfaces(
    const RenderSurface* surface,
    const RenderDepthStencilSurface* depth_surface,
    bool is_back_buffer) {
  DCHECK(rendering_);
  current_render_surface_is_back_buffer_ = is_back_buffer;
  if (surface != NULL || depth_surface != NULL) {
    SetRenderSurfacesPlatformSpecific(surface, depth_surface);
    current_render_surface_ = surface;
    current_depth_surface_ = depth_surface;
    if (surface) {
      display_width_ = surface->clip_width();
      display_height_ = surface->clip_height();
    } else {
      display_width_ = depth_surface->clip_width();
      display_height_ = depth_surface->clip_height();
    }
  } else {
    SetBackBufferPlatformSpecific();
    current_render_surface_ = NULL;
    current_depth_surface_ = NULL;
    display_width_ = width();
    display_height_ = height();
  }
  // We must reset the viewport after each change in surfaces.
  SetViewport(viewport_, depth_range_);
}

void Renderer::GetRenderSurfaces(
    const RenderSurface** surface,
    const RenderDepthStencilSurface** depth_surface,
    bool* is_back_buffer) {
  DCHECK(rendering_);
  DCHECK(surface);
  DCHECK(depth_surface);
  DCHECK(is_back_buffer);
  *surface = current_render_surface_;
  *depth_surface = current_depth_surface_;
  *is_back_buffer = current_render_surface_is_back_buffer_;
}

bool Renderer::SafeToBindTexture(Texture* texture) const {
  if (current_render_surface_ &&
      current_render_surface_->texture() == texture) {
    return false;
  }

  return true;
}

}  // namespace o3d


1.1 Services. Joey Drew Studios is the creator and owner of the Bendy and the Ink Machine video game franchise (the "BATIM"), including all video games, the App, the BATIM online store and related retail services (collectively, the "Services").
1.3 Online Store. The BATIM online store is operated and hosted by our third-party partners. Any purchases made through the BATIM online store, which is available through the Website, are subject to additional terms of service and a refund policy (the "Online Store Terms") which are available for viewing on the online store.
copy, translate, create a derivative work of, reverse engineer, reverse assemble, disassemble, or decompile the App or any part thereof or otherwise attempt to discover any source code or modify the App, except as expressly provided for in these Terms.
Joey Drew Studios reserves the right to terminate, limit, or suspend User access to the App or Website for any User breach of these restrictions or any other violation of any other term of these Terms.
4.1 User Content. All information, data, text, software, sound, images, graphics, messages or other materials, including personal information ("User Content") transmitted to the App by Users is the sole responsibility of Users. This means that the User, and not Joey Drew Studios, is entirely responsible for all such material uploaded, transmitted or otherwise made available by using the App and Services. Users are solely responsible for obtaining all necessary consents and making all necessary disclosures required in connection with any and all User content. Joey Drew Studios does not control User Content uploaded to the App and as such, does not guarantee the accuracy, integrity or quality of such content. Under no circumstances will Joey Drew Studios be liable in any way for any User Content, including, but not limited to, any errors or omissions in any materials or for any loss or damage of any kind incurred as a result of the viewing or use of any User Content posted, uploaded, transmitted or otherwise made available on the App.
4.3 Feedback. If You provide Joey Drew Studios with any suggestions, comments or other feedback ("Feedback") relating to the Website, App or Services, Joey Drew Studios may use such Feedback in the website or in any other Joey Drew Studios products or services (collectively, "Joey Drew Studios Offerings"). Accordingly, You agree that: (i) Joey Drew Studios is not subject to any confidentiality obligations in respect to the Feedback, (ii) the Feedback is not confidential or proprietary information of You or any third party and You have all of the necessary rights to disclose the Feedback to Joey Drew Studios, (iii) Joey Drew Studios (including all of its successors and assigns and any successors and assigns of any of the Joey Drew Studios Offerings) may freely use, reproduce, publicize, license, distribute, and otherwise commercialize Feedback in any Joey Drew Studios Offerings; and (iv) You are not entitled to receive any compensation or re-imbursement of any kind from Joey Drew Studios or any of the other users of the Website or App.
5.2 Effect of Termination. In the event of termination, Joey Drew Studios reserves the right to delete any information in the User Account that it is not required by law to retain.
6.1 Internet Security Disclaimer. You understand that the transmission of User Content is necessary to use of the Services. Therefore, You expressly consent to Joey Drew Studios' storage of User Content, which will involve transmission over the Internet, and over various networks, only part of which may be owned and/or operated by Joey Drew Studios. Joey Drew Studios is committed to protecting your privacy and we have safeguards in place that comply with applicable laws, rules and regulations relative to storing personal information; however, You acknowledge and understand that User Content may be accessed by unauthorized persons when communicated across the Internet, network communications facilities, or other electronic means. Joey Drew Studios is not responsible for any User Content which is delayed, lost, altered, intercepted or stored during the transmission of any data whatsoever across public networks not owned or operated by Joey Drew Studios, including, the Internet and your local network. You agree that Joey Drew Studios is not in any way responsible for any interference with Your use of or access to the Services or security breaches arising from or attributable to the Internet and You waive any and all claims against Joey Drew Studios in connection therewith.
6.2 DISCLAIMER OF ALL IMPLIED REPRESENTATIONS, WARRANTIES AND CONDITIONS. THE INFORMATION AND MATERIALS PROVIDED ON THIS WEBSITE ARE PROVIDED "AS IS." SPECIFICALLY, BUT WITHOUT LIMITATION, JOEY DREW STUDIOS DOES NOT REPRESENT, WARRANT OR OFFER ANY CONDITIONS THAT: (I) THE INFORMATION OR MATERIALS ON THIS WEBSITE ARE CORRECT, ACCURATE, RELIABLE OR COMPLETE; (II) THE FUNCTIONS CONTAINED ON THIS WEBSITE ANN APP WILL BE UNINTERRUPTED OR ERROR-FREE; (III) DEFECTS WILL BE CORRECTED, OR (IV) THIS WEBSITE, APP OR THE SERVER(S) THAT MAKES THEM AVAILABLE ARE FREE OF VIRUSES OR OTHER HARMFUL COMPONENTS. JOEY DREW STUDIOS SPECIFICALLY DISCLAIMS ALL REPRESENTATIONS, WARRANTIES AND CONDITIONS, EITHER EXPRESS, IMPLIED, STATUTORY, BY USAGE OF TRADE, COURSE OF DEALING OR OTHERWISE INCLUDING BUT NOT LIMITED TO ANY IMPLIED WARRANTIES OF MERCHANTABILITY, OR MERCHANTABLE QUALITY, NON-INFRINGEMENT, TITLE, SATISFACTORY QUALITY OR FITNESS FOR A PARTICULAR PURPOSE. ANY INFORMATION OR MATERIAL DOWNLOADED OR OTHERWISE OBTAINED THROUGH THE USE OF THE WEBSITE IS AT YOUR OWN DISCRETION AND RISK AND YOU WILL BE SOLELY RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER SYSTEM, LOSS OF DATA, OR ANY OTHER LOSS THAT RESULTS FROM DOWNLOADING OR USING ANY SUCH MATERIAL. JOEY DREW STUDIOS DOES NOT WARRANT, ENDORSE, GUARANTEE, PROVIDE ANY CONDITIONS OR REPRESENTATIONS, OR ASSUME ANY RESPONSIBILITY FOR ANY PRODUCT OR SERVICE ADVERTISED OR OFFERED BY ANY THIRD PARTY THROUGH THE WEBSITE OR IN RESPECT TO ANY WEBSITE THAT CAN BE REACHED FROM A LINK ON THE WEBSITE OR FEATURED IN ANY BANNER OR OTHER ADVERTISING ON THE WEBSITE, AND JOEY DREW STUDIOS SHALL NOT BE A PARTY TO ANY TRANSACTION THAT YOU MAY ENTER INTO WITH ANY SUCH THIRD PARTY.
UNDER NO CIRCUMSTANCES SHALL JOEY DREW STUDIOS BE LIABLE FOR ANY INDIRECT, INCIDENTAL, SPECIAL, CONSEQUENTIAL, EXEMPLARY OR OTHER DAMAGES WHATSOEVER, INCLUDING, WITHOUT LIMITATION, ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, CONSEQUENTIAL, EXEMPLARY OR OTHER DAMAGES THAT RESULT FROM (I) YOUR USE OF OR YOUR INABILITY TO USE, THIS WEBSITE OR ANY OF THE INFORMATION OR MATERIALS CONTAINED ON THIS WEBSITE, (II) THE COST OF PROCUREMENT OF SUBSTITUTE GOODS, DATA, INFORMATION OR SERVICES, (III) ERRORS, MISTAKES, OR INACCURACIES IN THE MATERIALS ON THE WEBSITE, (IV) PERSONAL INJURY OR PROPERTY DAMAGE OF ANY KIND WHATSOEVER ARISING FROM OR RELATING TO YOUR USE OF THE WEBSITE, ANY BUGS, VIRUSES, TROJAN HORSES, OR ANY OTHER FILES OR DATA THAT MAY BE HARMFUL TO COMPUTER OR COMMUNICATION EQUIPMENT OR DATA THAT MAY HAVE BEEN TRANSMITTED TO OR THROUGH THE WEBSITE, OR (V) ANY ERRORS OR OMISSIONS IN ANY MATERIAL ON THE WEBSITE OR ANY OTHER LOSS OR DAMAGE OF ANY KIND ARISING FROM OR RELATING TO YOUR USE OF THE WEBSITE. THESE LIMITATIONS SHALL APPLY EVEN IF JOEY DREW STUDIOS HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
NOTWITHSTANDING ANYTHING TO THE CONTRARY CONTAINED HEREIN, JOEY DREW STUDIOS'S LIABILITY TO YOU FOR ANY DAMAGES ARISING FROM OR RELATED TO THESE TERMS SHALL NOT EXCEED THE TOTAL OF ANY AMOUNTS PAID BY YOU TO JOEY DREW STUDIOS IN THE TWO MONTHS PRECEDING THE DATE THAT THE CLAIM WAS FIRST MADE AGAINST JOEY DREW STUDIOS (IF ANY). THE FOREGOING LIMITATIONS SHALL APPLY TO THE FULLEST EXTENSION PERMITTED BY LAW IN THE APPLICABLE JURISDICTION.
This Website and App may contain advertisements and/or links to other websites that are not owned or controlled by Joey Drew Studios. Joey Drew Studios is not responsible for the content of any linked websites. Any third-party websites or services accessed from the Website or App are subject to the terms and conditions of those websites and or services and You are responsible for determining those terms and conditions and complying with them. The presence on the website of a link to any non-Joey Drew Studios websites does not imply that Joey Drew Studios endorses or accepts any responsibility for the content or use of such websites, and You hereby release Joey Drew Studios from all liability and/damages that may arise from Your use of such websites or receipt of services from any such websites.
10.5 Export. You acknowledge and agree that the App and Services may be subject to export and import controls under the regulations of Canada, the United States and other countries, and you shall comply with all export and import control regulations of such countries. You shall not use the App or Services for any purposes prohibited by export laws, including, without limitation, nuclear, chemical or biological weapons proliferation. You shall be responsible for procuring all required permissions for any subsequent export, import or use of the App or Services.
10.6 Choice of Law. These Terms and any action related thereto shall be governed by and construed in accordance with the laws of the Province of Ontario and the federal laws of Canada applicable therein, without regard to conflicts of law principles. The Parties hereby irrevocably attorn to the exclusive personal jurisdiction and venue of the courts sitting in Ottawa, Ontario.


text:
Косынка может означать:
 Косынка — головной убор.
 Косынка — пасьянс.
 «Пасьянс "Косынка"» (Microsoft Solitaire) — компьютерная игра, предустановленная в операционную систему Microsoft Windows.
 Косынка (в технике) — кусок металлического листа косой формы (трапеции, треугольника). См. также: фасонка.
 Косынка, Григорий Михайлович (1899—1934) — украинский и советский писатель и переводчик.
 Косынка — рыболовная снасть треугольной формы.
 Косынка — повязка треугольной формы, применяемая при повреждении руки для её поддерживания.

redpajama_set_name: RedPajamaWikipedia


Week 3 is upon us and I am feeling great about my picks once again after going 11-5 last week. Those of you looking for the 2011 NFL Offensive Rookie of the Year, Cam Newton's, first win of the season don't look any further than this Sunday at 10 AM WST. He will be at home against the Jacksonville Jaguars and their rookie quarterback, Blaine Gabbert, who I can assure you will play like what he is, a rookie quarterback. The game has been waiting for a player of Newton's caliber and now he is finally here. He is a big man who knows the playbook, can throw, can run between the tackles and can even take a hit. Don't worry too much about last weeks 3 interceptions. He was just trying to force the ball to his star wide receiver Steve Smith which I know will not happen again. Newton will learn his lesson and mix up his targets and remember Smith is a little guy, only 5 foot 9 and 185 pounds, he can't jump over anybody.
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Warsztaty bukmacherskie, kto dzis nie slyszal takiego stwierdzenia? "Bukmacherka", albowiem tak potocznie okresla sie te odmiane hazardu, liczy na przewidywaniu natomiast obstawianiu efektow nowych wydarzen, najczesciej sportowych.
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Mowiac o warsztatach bukmacherskich, ktore mozemy miescic zarowno w naziemnych pikselach (salony kier, kioski bukmacherskie) oraz na stronicach internetowych, nie wolno pominac nader biezacej mysli, jaka sa rodzaje typow bukmacherskich.
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Internetowe warsztaty sportowe ostatnio zaznawaly nader gigantyczny rozkwit.
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Definicja bukmacherki jak sposobu uciechy wolno zaprzatac sie calymi dniami – my dzisiaj skupmyz sie na niej w kontekscie jednostki, dla jakich jest ona wyszperana.
Zaklady bukmacherskie, kto dzisiaj nie slyszal takiego zdania? "Bukmacherka", poniewaz tak prozaicznie mieni sie te tezyzne hazardu, liczy na wyprzedzeniu zas obstawianiu uzyskow rozlicznych wydarzen, najnagminniej sportowych.
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BelGioioso Cheese, Inc.
BelGioioso Cheese, Inc. has been specializing in all-natural, award-winning Italian cheeses since 1979. This Wisconsin-based company consists of seven state-of-the-art manufacturing facilities around Denmark and Pulaski, Wisconsin. Through the years, BelGioioso cheeses have won many prestigious awards and have set a standard of excellence in the industry. We love their pure, distinctive flavors, and we know you will too - along with the amazing variety of styles, shapes, and sizes available to accommodate all your retail and food service needs.
Gianni Toffolon
A native of Italy, Gianni has pursued cheesemaking across the world. He moved to Wisconsin in 1979, landed a job at BelGioioso Cheese and has continued to develop his craft ever since. Gianni is certified in parmesan and fontina, and works alongside numerous other Wisconsin Master Cheesemakers® at BelGioioso in Green Bay. (Master Cheesemaker Certified in Fontina, Parmesan)
Randy Krahenbuhl
For Randy, it all started with his dad. They made traditional Swiss cheese, side-by-side, at the family's Green County, Wisconsin, cheese plant in 1970, and Randy has carried that passion throughout his career. Randy is a Wisconsin Master Cheesemaker® certified in Swiss, gouda and fontina, and points to the program as a real differentiator for the entire state. (Master Cheesemaker Certified in Fontina, Gouda, Swiss)
Imagine working a summer job at just 14 years of age and being introduced to a lifelong passion. That's just what happened to Jeff when he worked in the repack room at a local cheese factory. Eventually, his passion led him to the position of plant manager at BelGioioso Cheese, where he conducts his craft as a Wisconsin Master Cheesemaker of both blue and gorgonzola. (Master Cheesemaker Certified in Blue, Gorgonzola)
Darrell Manning
For the folks at BelGioioso, provolone is close to heart––it was one of the first cheeses they ever made. And that's exactly why Darrell wanted to master it. His Wisconsin Master Cheesemaker® certification only bolsters his renowned career of more than 30 years (Master Cheesemaker Certified in Provolone)
Steve Bierhals
By the time he was 20, Steve was working at the local cheese plant and exploring the many facets of the industry. In December 2016, Steve took the ultimate leadership role by completing the Wisconsin Master Cheesemaker® program and earning his Masters in parmesan (grana), a cheese he first learned to make from his mentor, Master Cheesemaker Gianni Toffolon. (Master Cheesemaker Certified in Parmesan)
Josh Krause
Thanks to his family's practice, Josh learned early on that cheesemaking was his passion. But it was a job at BelGioioso in college that really drove home that sentiment. Josh has kept the fire going throughout his nearly 20-year career, and remained fascinated by the art of cheesemaking. He's certified for parmesan and romano cheese through the Wisconsin Master Cheesemaker® program. (Master Cheesemaker Certified in Parmesan, Romano)
BelGioioso Cheese, Inc. Cheeses
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