class Renderable;
class Texture;
class Texturing;
+class VertexSetup;
class WindingTest;
/**
const Program *shprog;
unsigned shdata_count;
const Mesh *mesh;
+ const VertexSetup *vertex_setup;
const WindingTest *winding_test;
bool reverse_winding;
LEGACY_PROJECTION = 128
};
+ const Camera *default_camera;
unsigned char changed;
bool matrices_loaded;
- unsigned shdata_applied;
std::vector<State> state_stack;
State *state;
ProgramData standard_shdata;
/** 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(). */
+ times without an intervening end().
+
+ Deprecated; use end() and set_camera() instead.*/
void begin(const Camera *);
/** Sets the camera to render from. The modelview matrix is reset to the
void add_shader_data(const ProgramData &data);
void set_mesh(const Mesh *);
+ void set_vertex_setup(const VertexSetup *);
void set_winding_test(const WindingTest *);
void set_reverse_winding(bool);
push_state call. */
void pop_state();
- /** Prepares for temporarily bypassing the Renderer by synchronizing the
- current state with GL. No additional call is necessary to resume using the
- Renderer. DEPRECATED. */
- void escape();
-
/** 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. */
+ state in the stack. The Renderer remains valid and may be reused for
+ further rendering. */
void end();
void exclude(const Renderable &);
void render(const Renderable &, const Tag & = Tag());
void draw(const Batch &);
+ void draw_instanced(const Batch &, unsigned);
private:
void apply_state();
- void reset_state();
};
} // namespace GL