#include "buffer.h"
#include "deviceinfo.h"
#include "depthtest.h"
+#include "framebuffer.h"
#include "pipelinestate.h"
#include "program.h"
+#include "rect.h"
#include "stenciltest.h"
#include "texture.h"
#include "uniformblock.h"
vector<int> PipelineState::bound_tex_targets;
PipelineState::PipelineState():
+ framebuffer(0),
+ viewport(0),
+ scissor(0),
shprog(0),
vertex_setup(0),
front_face(COUNTERCLOCKWISE),
}
}
+void PipelineState::set_framebuffer(const Framebuffer *f)
+{
+ set(framebuffer, f, FRAMEBUFFER|VIEWPORT);
+}
+
+void PipelineState::set_viewport(const Rect *v)
+{
+ set(viewport, v, VIEWPORT);
+}
+
+void PipelineState::set_scissor(const Rect *s)
+{
+ set(scissor, s, SCISSOR);
+}
+
void PipelineState::set_shader_program(const Program *p)
{
set(shprog, p, SHPROG);
void PipelineState::apply(unsigned mask) const
{
+ if(mask&FRAMEBUFFER)
+ {
+ glBindFramebuffer(GL_FRAMEBUFFER, framebuffer ? framebuffer->get_id() : 0);
+ if(framebuffer)
+ {
+ framebuffer->refresh();
+ framebuffer->require_complete();
+ }
+ }
+
+ if(mask&VIEWPORT)
+ {
+ if(viewport)
+ glViewport(viewport->left, viewport->bottom, viewport->width, viewport->height);
+ else if(framebuffer)
+ glViewport(0, 0, framebuffer->get_width(), framebuffer->get_height());
+ }
+
+ if(mask&SCISSOR)
+ {
+ if(scissor)
+ {
+ glEnable(GL_SCISSOR_TEST);
+ glScissor(scissor->left, scissor->bottom, scissor->width, scissor->height);
+ }
+ else
+ glDisable(GL_SCISSOR_TEST);
+ }
+
if(mask&SHPROG)
glUseProgram(shprog ? shprog->get_id() : 0);