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#pragma once
#include "drape/pointers.hpp"
#include "drape/texture.hpp"
#include "drape/gpu_program.hpp"
#include "drape/uniform_values_storage.hpp"
namespace dp
{
struct Blending
{
Blending(bool isEnabled = false);
void Apply() const;
bool operator < (Blending const & other) const;
bool operator == (Blending const & other) const;
bool m_isEnabled;
glConst m_blendFunction;
glConst m_blendSrcFactor;
glConst m_blendDstFactor;
};
class GLState
{
public:
enum DepthLayer
{
/// Do not change order
GeometryLayer,
DynamicGeometry,
OverlayLayer
};
GLState(uint32_t gpuProgramIndex, DepthLayer depthLayer);
DepthLayer const & GetDepthLayer() const { return m_depthLayer; }
void SetColorTexture(RefPointer<Texture> tex) { m_colorTexture = tex; }
RefPointer<Texture> GetColorTexture() const { return m_colorTexture; }
void SetMaskTexture(RefPointer<Texture> tex) { m_maskTexture = tex; }
RefPointer<Texture> GetMaskTexture() const { return m_maskTexture; }
void SetBlending(Blending const & blending) { m_blending = blending; }
Blending const & GetBlending() const { return m_blending; }
int GetProgramIndex() const { return m_gpuProgramIndex; }
bool operator<(GLState const & other) const;
bool operator==(GLState const & other) const;
private:
uint32_t m_gpuProgramIndex;
DepthLayer m_depthLayer;
Blending m_blending;
RefPointer<Texture> m_colorTexture;
RefPointer<Texture> m_maskTexture;
};
void ApplyUniforms(UniformValuesStorage const & uniforms, RefPointer<GpuProgram> program);
void ApplyState(GLState state, RefPointer<GpuProgram> program);
} // namespace dp
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