#include <set>
#include <vector>
-#include "framebuffer.h"
+#include "commands.h"
#include "matrix.h"
#include "pipelinestate.h"
#include "programdata.h"
class Batch;
class Buffer;
class Camera;
-class Clipping;
+union ClearValue;
class Material;
class Mesh;
class Lighting;
class Program;
+class QueryPool;
class Renderable;
class Sampler;
class Texture;
struct BoundTexture
{
Tag tag;
- mutable int unit;
- const Texture *texture;
- const Sampler *sampler;
- int replaced;
-
- BoundTexture();
+ mutable int unit = -1;
+ const Texture *texture = 0;
+ const Sampler *sampler = 0;
+ int replaced = -1;
};
struct BoundProgramData
{
const ProgramData *shdata;
- mutable unsigned generation;
+ mutable unsigned generation = 0;
BoundProgramData(const ProgramData *);
};
struct State
{
- const Camera *camera;
+ const Camera *camera = 0;
Matrix model_matrix;
- const Framebuffer *framebuffer;
- const Rect *viewport;
- const Rect *scissor;
- unsigned texture_count;
- const Clipping *clipping;
- const Program *shprog;
- unsigned shdata_count;
- const VertexSetup *vertex_setup;
- FaceWinding front_face;
- CullMode face_cull;
- const DepthTest *depth_test;
- const StencilTest *stencil_test;
- const Blend *blend;
- unsigned object_lod_bias;
-
- State();
+ const Framebuffer *framebuffer = 0;
+ const Rect *viewport = 0;
+ const Rect *scissor = 0;
+ unsigned texture_count = 0;
+ const Program *shprog = 0;
+ unsigned shdata_count = 0;
+ const VertexSetup *vertex_setup = 0;
+ FaceWinding front_face = NON_MANIFOLD;
+ CullMode face_cull = NO_CULL;
+ const DepthTest *depth_test = 0;
+ const StencilTest *stencil_test = 0;
+ const Blend *blend = 0;
+ unsigned object_lod_bias = 0;
};
enum ChangeMask
std::vector<BoundProgramData> shdata_stack;
std::set<const Renderable *> excluded;
PipelineState pipeline_state;
+ Commands commands;
public:
Renderer();
DEPRECATED void set_material(const Material *);
DEPRECATED void set_lighting(const Lighting *);
- void set_clipping(const Clipping *);
/** Sets the shader program to use. An initial set of data can be set as
well, with the same semantics as add_shader_data. */
void exclude(const Renderable &);
void include(const Renderable &);
- void clear();
- void clear(BufferBits);
+ void clear(const ClearValue *);
void render(const Renderable &, Tag = Tag());
void draw(const Batch &);
void draw_instanced(const Batch &, unsigned);
- void resolve_multisample(Framebuffer &, BufferBits);
+ void resolve_multisample(Framebuffer &);
+
+ void begin_query(const QueryPool &, unsigned);
+ void end_query(const QueryPool &, unsigned);
private:
void apply_state();