#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;
struct State
{
+ std::uintptr_t pipeline_key = 0;
const Camera *camera = 0;
Matrix model_matrix;
const Framebuffer *framebuffer = 0;
enum ChangeMask
{
+ PIPELINE_KEY = 1,
MATRIX = 2,
+ CAMERA = 4,
SHADER_DATA = 16
};
std::vector<BoundProgramData> shdata_stack;
std::vector<BoundTexture> texture_stack;
const Texture &placeholder_texture;
+ PipelineState *last_pipeline = 0;
Commands commands;
+ static const Tag world_obj_matrix_tag;
+ static const Tag world_obj_normal_matrix_tag;
+
public:
Renderer();
State &get_state() const;
public:
+ void set_pipeline_key(std::uintptr_t);
+ void set_pipeline_key(const void *p) { set_pipeline_key(reinterpret_cast<uintptr_t>(p)); }
+
+ template<typename T>
+ void set_pipeline_key(std::uintptr_t k, T d)
+ { set_pipeline_key(k^(static_cast<uintptr_t>(d)<<((sizeof(std::uintptr_t)-sizeof(T))*std::numeric_limits<char>::digits))); }
+
+ template<typename T>
+ void set_pipeline_key(const void *p, T d) { set_pipeline_key(reinterpret_cast<uintptr_t>(p), d); }
+
/** Sets the camera to render from. The model matrix is reset to identity. */
void set_camera(const Camera &);
void end_query(const QueryPool &, unsigned);
private:
+ PipelineState &get_pipeline_state();
+ void apply_framebuffer();
void apply_state();
};