enum ChangeMask
{
- SHPROG = 1,
- VERTEX_SETUP = 2,
- FACE_CULL = 4,
- TEXTURES = 16,
- UNIFORMS = 32,
- DEPTH_TEST = 64,
- STENCIL_TEST = 128,
- BLEND = 256,
- FRAMEBUFFER = 512,
- VIEWPORT = 1024,
- SCISSOR = 2048
+ FRAMEBUFFER = 1,
+ VIEWPORT = 2,
+ SCISSOR = 4,
+ SHPROG = 8,
+ UNIFORMS = 16,
+ TEXTURES = 32,
+ VERTEX_SETUP = 64,
+ FACE_CULL = 128,
+ DEPTH_TEST = 256,
+ STENCIL_TEST = 512,
+ BLEND = 1024
};
const Framebuffer *framebuffer = 0;
const Rect *viewport = 0;
const Rect *scissor = 0;
const Program *shprog = 0;
+ std::vector<BoundUniformBlock> uniform_blocks;
+ std::vector<BoundTexture> textures;
const VertexSetup *vertex_setup = 0;
FaceWinding front_face = COUNTERCLOCKWISE;
CullMode face_cull = NO_CULL;
- std::vector<BoundTexture> textures;
- std::vector<BoundUniformBlock> uniform_blocks;
const DepthTest *depth_test = 0;
const StencilTest *stencil_test = 0;
const Blend *blend = 0;
void set_viewport(const Rect *);
void set_scissor(const Rect *);
void set_shader_program(const Program *);
+ void set_uniform_block(int, const UniformBlock *);
+ void set_texture(unsigned, const Texture *, const Sampler *);
void set_vertex_setup(const VertexSetup *);
void set_front_face(FaceWinding);
void set_face_cull(CullMode);
- void set_texture(unsigned, const Texture *, const Sampler *);
- void set_uniform_block(int, const UniformBlock *);
void set_depth_test(const DepthTest *);
void set_stencil_test(const StencilTest *);
void set_blend(const Blend *);