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,
SCISSOR = 2048
};
- const Framebuffer *framebuffer;
- const Rect *viewport;
- const Rect *scissor;
- const Program *shprog;
- const VertexSetup *vertex_setup;
- FaceWinding front_face;
- CullMode face_cull;
- unsigned enabled_clip_planes;
+ const Framebuffer *framebuffer = 0;
+ const Rect *viewport = 0;
+ const Rect *scissor = 0;
+ const Program *shprog = 0;
+ 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;
- const StencilTest *stencil_test;
- const Blend *blend;
- mutable unsigned changes;
-
-public:
- PipelineState();
+ const DepthTest *depth_test = 0;
+ const StencilTest *stencil_test = 0;
+ const Blend *blend = 0;
+ mutable unsigned changes = 0;
-private:
template<typename T>
void set(T &, T, unsigned);
public:
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 *);