class Batch;
class Buffer;
class Camera;
+class Clipping;
class Material;
class Mesh;
class Lighting;
const Material *material;
const Lighting *lighting;
Matrix lighting_matrix;
+ const Clipping *clipping;
+ Matrix clipping_matrix;
const Program *shprog;
unsigned shdata_count;
const Mesh *mesh;
virtual void update();
};
+ enum ChangeMask
+ {
+ LEGACY_MATRIX = 1,
+ MODERN_MATRIX = 2,
+ MATRIX = LEGACY_MATRIX|MODERN_MATRIX,
+ LEGACY_LIGHTING = 4,
+ LEGACY_CLIPPING = 8,
+ SHADER_DATA = 16,
+ MATERIAL_SHDATA = 32,
+ STANDARD_SHDATA = 64
+ };
+
MtxStack mtx_stack;
- bool mtx_changed;
+ unsigned char changed;
bool matrices_loaded;
+ unsigned shdata_applied;
const Camera *camera;
std::vector<State> state_stack;
State *state;
- bool lighting_changed;
ProgramData standard_shdata;
std::vector<const ProgramData *> shdata_stack;
- bool shdata_changed;
- const Buffer *element_buffer;
std::set<const Renderable *> excluded;
public:
Renderer(const Camera *);
~Renderer();
+ /** Resets all internal state and restarts rendering. There must be no
+ unpopped state in the stack. It is permissible to call begin() multiple
+ 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 &);
+
+ /** Applies a transform to the Renderer's modelview matrix. */
+ void transform(const Matrix &);
+
+ /** Returns the current modelview matrix. */
+ const Matrix &get_matrix() const { return mtx_stack.top(); }
+
const Camera *get_camera() const { return camera; }
void set_texture(const Texture *);
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. */
void add_shader_data(const ProgramData &data);
void set_mesh(const Mesh *);
- void set_element_buffer(const Buffer *);
void set_winding_test(const WindingTest *);
void set_reverse_winding(bool);
Renderer. DEPRECATED. */
void escape();
- /** Ends rendering, unbinding all objects and resetting state. There must
- be no unpopped state in the stack. */
+ /** Unbinds all objects and resets related state. There must be no unpopped
+ state in the stack. Rendering with the same camera can be restarted without
+ an explicit begin() call. */
void end();
void exclude(const Renderable &);
private:
void apply_state();
+ void reset_state();
};
} // namespace GL