7 #include "programdata.h"
10 #include "texturing.h"
11 #include "vertexarray.h"
12 #include "windingtest.h"
19 Renderer::Renderer(const Camera *c):
25 vertex_array_changed(false),
28 state_stack.reserve(16);
29 shdata_stack.reserve(32);
30 state = &state_stack.back();
32 MatrixStack::modelview().push();
35 MatrixStack::projection().push();
37 mtx_stack.load(camera->get_matrix());
40 mtx_stack.load(MatrixStack::modelview().top());
46 MatrixStack::projection().pop();
47 MatrixStack::modelview().pop();
50 Texture::unbind_from(0);
53 Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
54 WindingTest::unbind();
57 void Renderer::set_texture(const Texture *t)
63 void Renderer::set_texturing(const Texturing *t)
69 void Renderer::set_material(const Material *m)
74 void Renderer::set_shader_program(const Program *p, const ProgramData *d)
80 /* Even if we have no new shdata, the existing ones need to be re-applied
82 shdata_changed = true;
85 void Renderer::add_shader_data(const ProgramData &d)
87 shdata_stack.push_back(&d);
88 state->shdata_count = shdata_stack.size();
89 shdata_changed = true;
92 void Renderer::set_vertex_array(const VertexArray *a)
94 vertex_array_changed = (a!=vertex_array);
98 void Renderer::set_element_buffer(const Buffer *b)
103 void Renderer::set_winding_test(const WindingTest *w)
105 state->winding_test = w;
108 void Renderer::push_state()
110 state_stack.push_back(state_stack.back());
111 state = &state_stack.back();
115 void Renderer::pop_state()
117 if(state_stack.size()==1)
118 throw stack_underflow("Renderer::pop_state");
120 state_stack.pop_back();
121 state = &state_stack.back();
122 if(shdata_stack.size()>state->shdata_count)
123 shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
126 shdata_changed = true;
129 void Renderer::escape()
132 Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
135 void Renderer::draw(const Batch &batch)
138 throw invalid_operation("Renderer::draw");
142 // Until VertexArray acquires VAO support and becomes Bindable
143 if(vertex_array_changed)
145 vertex_array->apply();
146 vertex_array_changed = false;
150 element_buffer->bind_to(ELEMENT_ARRAY_BUFFER);
152 Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
157 void Renderer::apply_state()
159 // We let the objects themselves figure out if the binding has changed
162 state->texturing->bind();
167 state->texture->bind_to(0);
169 Texture::unbind_from(0);
173 state->material->bind();
179 state->shprog->bind();
182 for(vector<const ProgramData *>::const_iterator i=shdata_stack.begin(); i!=shdata_stack.end(); ++i)
184 shdata_changed = false;
190 if(state->winding_test)
191 state->winding_test->bind();
193 WindingTest::unbind();
197 MatrixStack::modelview() = mtx_stack.top();
203 Renderer::State::State():
212 Renderer::MtxStack::MtxStack(Renderer &r):
216 void Renderer::MtxStack::update()
218 renderer.mtx_changed = true;