#include "batch.h"
#include "buffer.h"
#include "camera.h"
-#include "clipping.h"
#include "error.h"
#include "framebuffer.h"
#include "lighting.h"
namespace Msp {
namespace GL {
-Renderer::Renderer():
- changed(0)
+Renderer::Renderer()
{
state_stack.reserve(16);
state_stack.push_back(State());
add_shader_data(l->get_shader_data());
}
-void Renderer::set_clipping(const Clipping *c)
-{
- state->clipping = c;
- if(c)
- add_shader_data(c->get_shader_data());
-}
-
void Renderer::set_shader_program(const Program *p, const ProgramData *d)
{
state->shprog = p;
*state = State();
shdata_stack.clear();
add_shader_data(standard_shdata);
- excluded.clear();
commands.use_pipeline(0);
}
-void Renderer::exclude(const Renderable &renderable)
-{
- excluded.insert(&renderable);
-}
-
-void Renderer::include(const Renderable &renderable)
-{
- excluded.erase(&renderable);
-}
-
-void Renderer::render(const Renderable &renderable, Tag tag)
-{
- if(!excluded.count(&renderable))
- renderable.render(*this, tag);
-}
-
void Renderer::clear(const ClearValue *values)
{
pipeline_state.set_framebuffer(state->framebuffer);
pipeline_state.set_front_face(state->front_face);
pipeline_state.set_face_cull(state->face_cull);
- pipeline_state.set_enabled_clip_planes(state->clipping ? (1<<state->clipping->get_n_planes())-1 : 0);
if(state->texture_count<texture_stack.size())
flush_textures();
for(const BoundTexture &t: texture_stack)
- {
- int unit = (t.tag.id ? state->shprog->get_uniform_binding(t.tag) : t.unit);
- if(unit>=0)
- pipeline_state.set_texture(unit, t.texture, t.sampler);
- }
+ if(t.texture && t.replaced<0)
+ {
+ if(t.binding<0 || shprog_changed)
+ t.binding = state->shprog->get_uniform_binding(t.tag);
+ if(t.binding>=0)
+ pipeline_state.set_texture(t.binding, t.texture, t.sampler);
+ }
bool shdata_changed = changed&SHADER_DATA;
for(auto i=shdata_stack.begin(); (!shdata_changed && i!=shdata_stack.end()); ++i)