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Aquaria/BBGE/RenderState.h

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#ifndef BBGE_RENDERSTATE_H
#define BBGE_RENDERSTATE_H
#include "Vector.h"
#include "EngineEnums.h"
struct CombinedRenderAndGPUState;
// Only once of these exists at any time.
// It stores the known GPU state so that we don't need so many futile state changes
struct GPUState
{
friend struct CombinedRenderAndGPUState;
GPUState();
void setBlend(BlendType bt);
void invalidateBlend();
private:
BlendType _blendType;
};
// The RenderState is passed through the scene graph as each layer is rendered
// TODO: what needs to end up here? matrix stack too?
struct RenderState
{
GPUState& gpu;
Vector color;
Vector scale;
float alpha;
int pass;
bool forceRenderBorder;
bool forceRenderCenter;
Vector renderBorderColor;
float renderBorderAlpha;
protected:
RenderState(GPUState& gpu);
};
struct CombinedRenderAndGPUState : public RenderState
{
GPUState gpu;
CombinedRenderAndGPUState() : RenderState(gpu) {}
};
#endif