class Renderable;
class Sampler;
class Texture;
-class Texturing;
class VertexSetup;
class WindingTest;
struct State
{
const Camera *camera;
- Matrix modelview_matrix;
+ Matrix model_matrix;
unsigned texture_count;
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 VertexSetup *vertex_setup;
enum ChangeMask
{
MATRIX = 2,
- SHADER_DATA = 16,
- MATERIAL_SHDATA = 32,
- STANDARD_SHDATA = 64
+ SHADER_DATA = 16
};
- const Camera *default_camera;
unsigned char changed;
std::vector<State> state_stack;
State *state;
public:
Renderer();
- DEPRECATED Renderer(const Camera *);
-private:
- void init();
-public:
~Renderer();
- /** Sets the camera to render from. The modelview matrix is reset to the
- camera's view matrix. */
+ /** Sets the camera to render from. The model matrix is reset to identity. */
void set_camera(const Camera &);
const Camera *get_camera() const { return state->camera; }
- /** Replaces the Renderer's modelview matrix. */
+ /** Replaces the Renderer's model matrix. */
void set_matrix(const Matrix &);
- /** Applies a transform to the Renderer's modelview matrix. */
+ /** Applies a transform to the Renderer's model matrix. */
void transform(const Matrix &);
- /** Returns the current modelview matrix. */
- const Matrix &get_matrix() const { return state->modelview_matrix; }
+ /** Returns the current model matrix. */
+ const Matrix &get_matrix() const { return state->model_matrix; }
void set_texture(Tag, const Texture *, const Sampler * = 0);
private:
- void set_texture(Tag, int, const Texture *, const Sampler *);
void flush_textures();
public:
-#pragma GCC diagnostic push
-#pragma GCC diagnostic ignored "-Wdeprecated-declarations"
- DEPRECATED void set_texture(const Texture *, const Sampler * = 0);
- DEPRECATED void set_texturing(const Texturing *);
- DEPRECATED unsigned allocate_effect_texunit();
-#pragma GCC diagnostic pop
- void set_material(const Material *);
-
- void set_lighting(const Lighting *);
+ DEPRECATED void set_material(const Material *);
+
+ DEPRECATED 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
Renderer state is popped. */
void add_shader_data(const ProgramData &data);
- void flush_shader_data();
+ DEPRECATED void flush_shader_data() { flush_shader_data_(); }
+private:
+ void flush_shader_data_();
+public:
void set_vertex_setup(const VertexSetup *);
void set_winding_test(const WindingTest *);
void set_reverse_winding(bool);