class Batch;
class Buffer;
class Camera;
+class Clipping;
class Material;
class Mesh;
class Lighting;
private:
struct State
{
+ Matrix modelview_matrix;
const Texture *texture;
const Texturing *texturing;
unsigned lowest_effect_texunit;
const Material *material;
const Lighting *lighting;
Matrix lighting_matrix;
+ const Clipping *clipping;
+ Matrix clipping_matrix;
const Program *shprog;
unsigned shdata_count;
const Mesh *mesh;
State();
};
- class MtxStack: public MatrixStack
- {
- private:
- Renderer &renderer;
-
- public:
- MtxStack(Renderer &);
- private:
- virtual void update();
- };
-
enum ChangeMask
{
LEGACY_MATRIX = 1,
MODERN_MATRIX = 2,
MATRIX = LEGACY_MATRIX|MODERN_MATRIX,
- LIGHTING = 4,
- SHADER_DATA = 8
+ LEGACY_LIGHTING = 4,
+ LEGACY_CLIPPING = 8,
+ SHADER_DATA = 16,
+ MATERIAL_SHDATA = 32,
+ STANDARD_SHDATA = 64
};
- MtxStack mtx_stack;
unsigned char changed;
bool matrices_loaded;
unsigned shdata_applied;
times without an intervening end(). */
void begin(const Camera *);
- /** Deprecated as unsafe. Use set_matrix() or transform() instead. */
- MatrixStack &matrix_stack() { return mtx_stack; }
-
/** Replaces the Renderer's modelview matrix. */
void set_matrix(const Matrix &);
void transform(const Matrix &);
/** Returns the current modelview matrix. */
- const Matrix &get_matrix() const { return mtx_stack.top(); }
+ const Matrix &get_matrix() const { return state->modelview_matrix; }
const Camera *get_camera() const { return camera; }
void set_material(const Material *);
void set_lighting(const Lighting *);
+ void set_clipping(const Clipping *);
/** Sets the shader program to use. An initial set of data can be set as
well, with the same semantics as add_shader_data. */