/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2014 Torus Knot Software Ltd Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ----------------------------------------------------------------------------- */ #ifndef __GLStateCacheManagerCommon_H__ #define __GLStateCacheManagerCommon_H__ #include "OgrePrerequisites.h" #include "OgreGLSupportPrerequisites.h" #include "OgreCommon.h" namespace Ogre { typedef GeneralAllocatedObject StateCacheAlloc; /** An in memory cache of the OpenGL state. State changes can be particularly expensive time wise. This is because a change requires OpenGL to re-evaluate and update the state machine. Because of the general purpose nature of OGRE we often set the state for a specific texture, material, buffer, etc. But this may be the same as the current status of the state machine and is therefore redundant and causes unnecessary work to be performed by OpenGL. Instead we are caching the state so that we can check whether it actually does need to be updated. This leads to improved performance all around and can be somewhat dramatic in some cases. @warning caching does not work with multiple windows, sharing the same context. They will erroneously get different state caches. */ class _OgreGLExport GLStateCacheManagerCommon : public StateCacheAlloc { protected: typedef std::unordered_map BindBufferMap; typedef std::unordered_map TexParameteriMap; typedef std::unordered_map TexUnitsMap; /* These variables are used for caching OpenGL state. They are cached because state changes can be quite expensive, which is especially important on mobile or embedded systems. */ /// Array of each OpenGL feature that is enabled i.e. blending, depth test, etc. std::vector mEnableVector; /// Stores the current clear colour float mClearColour[4]; /// Stores the current depth clearing colour float mClearDepth; /// Stores the current colour write mask uchar mColourMask[4]; /// Stores the current depth write mask uchar mDepthMask; /// Stores the current stencil mask uint32 mStencilMask; /// Viewport origin and size Rect mViewport; /// A map of different buffer types and the currently bound buffer for each type BindBufferMap mActiveBufferMap; /// Stores the current face culling setting uint32 mCullFace; /// Stores the current depth test function uint32 mDepthFunc; /// Stores the current blend equation uint32 mBlendEquationRGB; uint32 mBlendEquationAlpha; uint32 mBlendFuncSource; uint32 mBlendFuncDest; uint32 mBlendFuncSourceAlpha; uint32 mBlendFuncDestAlpha; /// Stores the currently active texture unit size_t mActiveTextureUnit; /// A map of texture parameters for each texture unit TexUnitsMap mTexUnitsMap; public: virtual ~GLStateCacheManagerCommon() {} /** Gets the current colour mask setting. @return An array containing the mask in RGBA order. */ uchar* getColourMask() { return mColourMask; } /** Gets the current depth mask setting. @return The current depth mask. */ uchar getDepthMask() const { return mDepthMask; } /** Gets the current stencil mask. @return The stencil mask. */ uint32 getStencilMask(void) const { return mStencilMask; } }; } #endif