#include <set>
#include <vector>
#include "commands.h"
+#include "cullface.h"
#include "matrix.h"
#include "programdata.h"
#include "renderer_backend.h"
namespace GL {
class Batch;
+class Blend;
class Buffer;
class Camera;
union ClearValue;
+class DepthTest;
class Material;
class Mesh;
class Lighting;
class Program;
class QueryPool;
+struct Rect;
class Renderable;
class Sampler;
+class StencilTest;
class Texture;
class VertexSetup;
mutable int binding = -1;
const Texture *texture = 0;
const Sampler *sampler = 0;
+ int level = -1;
int replaced = -1;
};
ProgramData standard_shdata;
std::vector<BoundProgramData> shdata_stack;
std::vector<BoundTexture> texture_stack;
+ const Texture &placeholder_texture;
Commands commands;
public:
void add_shader_data(const ProgramData &data);
void set_texture(Tag, const Texture *, const Sampler * = 0);
+ void set_texture(Tag, const Texture *, int, const Sampler * = 0);
private:
void flush_shader_data();
void set_object_lod_bias(unsigned);
unsigned get_object_lod_bias() const { return get_state().object_lod_bias; }
- void clear(const ClearValue *);
+ /** Clears framebuffer contents. If values is not null, it must contain one
+ element for each attachment. Otherwise the framebuffer contents are
+ discarded and become undefined. */
+ void clear(const ClearValue *values);
/** Draws a batch of primitives. A shader must be active. */
void draw(const Batch &);
void end_query(const QueryPool &, unsigned);
private:
+ void apply_framebuffer();
void apply_state();
};