#include "texture.h"
#include "vertexarray.h"
#include "vertexsetup.h"
-#include "windingtest.h"
using namespace std;
state->vertex_setup = vs;
}
-void Renderer::set_winding_test(const WindingTest *w)
+void Renderer::set_front_face(FaceWinding winding)
{
- state->winding_test = w;
+ state->front_face = winding;
}
-void Renderer::set_reverse_winding(bool r)
+void Renderer::set_face_cull(CullMode cull)
{
- state->reverse_winding = r;
+ state->face_cull = cull;
+}
+
+void Renderer::set_depth_test(const DepthTest *dt)
+{
+ state->depth_test = dt;
+}
+
+void Renderer::set_stencil_test(const StencilTest *st)
+{
+ state->stencil_test = st;
+}
+
+void Renderer::set_blend(const Blend *b)
+{
+ state->blend = b;
}
void Renderer::set_object_lod_bias(unsigned b)
}
pipeline_state.set_vertex_setup(state->vertex_setup);
- pipeline_state.set_winding_test((state->winding_test && state->reverse_winding) ? &state->winding_test->get_reverse() : state->winding_test);
+ pipeline_state.set_front_face(state->front_face);
+ pipeline_state.set_face_cull(state->face_cull);
pipeline_state.set_enabled_clip_planes(state->clipping ? (1<<state->clipping->get_n_planes())-1 : 0);
if(state->texture_count<texture_stack.size())
changed &= ~SHADER_DATA;
}
+ pipeline_state.set_depth_test(state->depth_test);
+ pipeline_state.set_stencil_test(state->stencil_test);
+ pipeline_state.set_blend(state->blend);
+
pipeline_state.apply();
}
shprog(0),
shdata_count(0),
vertex_setup(0),
- winding_test(0),
- reverse_winding(false),
+ front_face(NON_MANIFOLD),
+ face_cull(NO_CULL),
+ depth_test(0),
+ stencil_test(0),
+ blend(0),
object_lod_bias(0)
{ }