class UniformBlock;
class VertexSetup;
+/**
+Stores state for the entire GPU pipeline.
+
+Applications normally use the higher-level Renderer class rather than this.
+*/
class PipelineState: public PipelineStateBackend
{
friend PipelineStateBackend;
SHPROG = 1,
VERTEX_SETUP = 2,
FACE_CULL = 4,
- CLIP_PLANES = 8,
TEXTURES = 16,
UNIFORMS = 32,
DEPTH_TEST = 64,
const VertexSetup *vertex_setup = 0;
FaceWinding front_face = COUNTERCLOCKWISE;
CullMode face_cull = NO_CULL;
- unsigned enabled_clip_planes = 0;
std::vector<BoundTexture> textures;
std::vector<BoundUniformBlock> uniform_blocks;
const DepthTest *depth_test = 0;
void set_vertex_setup(const VertexSetup *);
void set_front_face(FaceWinding);
void set_face_cull(CullMode);
- void set_enabled_clip_planes(unsigned);
void set_texture(unsigned, const Texture *, const Sampler *);
void set_uniform_block(int, const UniformBlock *);
void set_depth_test(const DepthTest *);