Renderer::Renderer(const Camera *c):
mtx_stack(*this),
- changed(MATRIX),
+ changed(0),
matrices_loaded(false),
shdata_applied(0),
- camera(c),
- state_stack(1),
- element_buffer(0)
+ camera(0),
+ state_stack(1)
{
state_stack.reserve(16);
shdata_stack.reserve(32);
state = &state_stack.back();
+ begin(c);
+}
+
+Renderer::~Renderer()
+{
+ end();
+}
+
+void Renderer::begin(const Camera *c)
+{
+ if(state_stack.size()>1)
+ throw invalid_operation("Renderer::begin");
+
+ reset_state();
+ excluded.clear();
+ camera = c;
+
if(camera)
{
mtx_stack.load(camera->get_matrix());
}
else
{
- standard_shdata.uniform("projection_matrix", MatrixStack::projection().top());
mtx_stack.load(MatrixStack::modelview().top());
+ standard_shdata.uniform("projection_matrix", MatrixStack::projection().top());
}
}
-Renderer::~Renderer()
+void Renderer::set_matrix(const Matrix &matrix)
{
- end();
+ mtx_stack.load(matrix);
+}
+
+void Renderer::transform(const Matrix &matrix)
+{
+ mtx_stack *= matrix;
}
void Renderer::set_texture(const Texture *t)
state->mesh = m;
}
-void Renderer::set_element_buffer(const Buffer *b)
-{
- element_buffer = b;
-}
-
void Renderer::set_winding_test(const WindingTest *w)
{
state->winding_test = w;
if(state_stack.size()>1)
throw invalid_operation("Renderer::end");
- if(matrices_loaded)
- {
- if(camera)
- MatrixStack::projection().pop();
- MatrixStack::modelview().pop();
- matrices_loaded = false;
- }
+ reset_state();
Mesh::unbind();
Texturing::unbind();
Program::unbind();
Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
WindingTest::unbind();
-
- *state = State();
}
void Renderer::exclude(const Renderable &renderable)
apply_state();
bool legacy_bindings = (!state->shprog || state->shprog->uses_legacy_variables());
- if(legacy_bindings)
+ if(state->mesh && legacy_bindings)
{
- if(element_buffer)
- element_buffer->bind_to(ELEMENT_ARRAY_BUFFER);
+ if(const Buffer *ibuf = state->mesh->get_index_buffer())
+ ibuf->bind_to(ELEMENT_ARRAY_BUFFER);
else
Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
}
{
const Matrix &m = mtx_stack.top();
standard_shdata.uniform("eye_obj_matrix", mtx_stack.top());
- LinAl::SquareMatrix<float, 3> nm;
- for(unsigned i=0; i<3; ++i)
- for(unsigned j=0; j<3; ++j)
- nm(i, j) = m(i, j);
+ LinAl::SquareMatrix<float, 3> nm = m.block<3, 3>(0, 0);
nm = transpose(invert(nm));
standard_shdata.uniform_matrix3("eye_obj_normal_matrix", &nm(0, 0));
changed &= ~MODERN_MATRIX;
}
}
+void Renderer::reset_state()
+{
+ if(!matrices_loaded)
+ return;
+
+ if(camera)
+ MatrixStack::projection().pop();
+ MatrixStack::modelview().pop();
+ matrices_loaded = false;
+ changed |= MATRIX;
+
+ *state = State();
+}
+
Renderer::State::State():
texture(0),