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初始化
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cocos2d-x/cocos/renderer/gfx/State.h
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277
cocos2d-x/cocos/renderer/gfx/State.h
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/****************************************************************************
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Copyright (c) 2018 Xiamen Yaji Software Co., Ltd.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#pragma once
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#include <stdint.h>
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#include <vector>
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#include "../Macro.h"
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#include "../Types.h"
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RENDERER_BEGIN
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class VertexBuffer;
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class IndexBuffer;
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class Program;
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class Texture;
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/**
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* @addtogroup gfx
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* @{
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*/
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/**
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* State class save the GL states used in one draw call.
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* It will be used to compare between the previous states and the current states, so that we know which GL states should be updated.
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* User shouldn't be using this Class directly. Instead, they should set the states in Pass of material system.
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* @see `Pass`
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*/
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struct State final
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{
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/**
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* Constructor
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*/
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State();
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~State();
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/**
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* Reset all states to default values
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*/
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void reset();
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/**
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@name Blend
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@{
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*/
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/**
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* Indicates blending enabled or not
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*/
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bool blend;
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/**
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* Indicates the RGB blend equation and alpha blend equation settings are separate or not
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*/
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bool blendSeparation;
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/**
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* The blending color
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*/
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uint32_t blendColor;
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/**
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* The blending equation
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*/
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BlendOp blendEq;
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/**
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* The blending equation for alpha channel
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*/
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BlendOp blendAlphaEq;
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/**
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* The blending source factor
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*/
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BlendFactor blendSrc;
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/**
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* The blending destination factor
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*/
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BlendFactor blendDst;
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/**
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* The blending source factor for alpha
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*/
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BlendFactor blendSrcAlpha;
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/**
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* The blending destination factor for alpha
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*/
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BlendFactor blendDstAlpha;
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/**
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end of Blend
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@}
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*/
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/**
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@name Depth
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@{
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*/
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/**
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* Indicates depth test enabled or not
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*/
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bool depthTest;
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/**
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* Indicates depth writing enabled or not
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*/
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bool depthWrite;
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/**
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* The depth comparison function
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*/
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DepthFunc depthFunc;
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/**
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end of Depth
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@}
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*/
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/**
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@name Stencil
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@{
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*/
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/**
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* Indicates stencil test enabled or not
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*/
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bool stencilTest;
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/**
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* Indicates stencil test function for front and back is set separatly or not
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*/
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bool stencilSeparation;
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/**
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* The front face function for stencil test
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*/
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StencilFunc stencilFuncFront;
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/**
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* The front reference value for stencil test
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*/
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int32_t stencilRefFront;
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/**
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* The front mask value to AND with the reference value and store the result into stencil buffer when test is done
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*/
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uint32_t stencilMaskFront;
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/**
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* The function to use when the stencil test fails for front face
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*/
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StencilOp stencilFailOpFront;
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/**
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* The function to use when the stencil test passes but the depth test fails for front face
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*/
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StencilOp stencilZFailOpFront;
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/**
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* The function to use when both the stencil and the depth test pass for front face.
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* Or when the stencil test passes and there is no depth buffer or depth testing is disabled.
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*/
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StencilOp stencilZPassOpFront;
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/**
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* The bit mask to enable or disable writing of individual bits in the front stencil planes
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*/
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uint32_t stencilWriteMaskFront;
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/**
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* The back face function for stencil test
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*/
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StencilFunc stencilFuncBack;
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/**
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* The back reference value for stencil test
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*/
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int32_t stencilRefBack;
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/**
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* The back mask value to AND with the reference value and store the result into stencil buffer when test is done
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*/
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uint32_t stencilMaskBack;
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/**
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* The function to use when the stencil test fails for back face
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*/
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StencilOp stencilFailOpBack;
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/**
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* The function to use when the stencil test passes but the depth test fails for back face
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*/
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StencilOp stencilZFailOpBack;
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/**
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* The function to use when both the stencil and the depth test pass for back face.
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* Or when the stencil test passes and there is no depth buffer or depth testing is disabled.
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*/
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StencilOp stencilZPassOpBack;
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/**
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* The bit mask to enable or disable writing of individual bits in the back stencil planes
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*/
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uint32_t stencilWriteMaskBack;
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/**
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end of Stencil
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@}
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*/
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/**
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* Specifies whether front-facing or back-facing polygons are candidates for culling.
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*/
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CullMode cullMode;
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/**
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* Specifies the primitive type for rendering
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*/
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PrimitiveType primitiveType;
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int32_t maxStream;
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/**
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* Specifies the vertex buffer
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*/
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void setVertexBuffer(size_t index, VertexBuffer* vertBuf);
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/**
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* Gets the vertex buffer
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*/
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VertexBuffer* getVertexBuffer(size_t index) const;
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/**
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* Specifies the vertex buffer offset
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*/
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void setVertexBufferOffset(size_t index, int32_t offset);
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/**
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* Gets the vertex buffer offset
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*/
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int32_t getVertexBufferOffset(size_t index) const;
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/**
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* Specifies the index buffer
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*/
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void setIndexBuffer(IndexBuffer* indexBuf);
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/**
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* Gets the index buffer
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*/
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IndexBuffer* getIndexBuffer() const;
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/**
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* Sets the texture for specific texture unit
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*/
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void setTexture(size_t index, Texture* texture);
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/**
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* Gets the specific texture unit
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*/
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Texture* getTexture(size_t index) const;
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/**
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* Gets all texture units
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*/
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const std::vector<Texture*>& getTextureUnits() const { return _textureUnits; }
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/**
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* Sets the program used for rendering
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*/
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void setProgram(Program* program);
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/**
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* Gets the program used for rendering
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*/
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Program* getProgram() const;
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private:
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std::vector<VertexBuffer*> _vertexBuffers;
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std::vector<int32_t> _vertexBufferOffsets;
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IndexBuffer *_indexBuffer = nullptr;
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std::vector<Texture*> _textureUnits;
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Program *_program = nullptr;
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};
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// end of gfx group
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/// @}
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RENDERER_END
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