#include "buffer.h"
#include "camera.h"
#include "error.h"
+#include "lighting.h"
#include "material.h"
#include "program.h"
#include "programdata.h"
mtx_changed(false),
camera(c),
state_stack(1),
+ lighting_changed(false),
vertex_array(0),
- vertex_array_changed(false),
element_buffer(0)
{
state_stack.reserve(16);
Texturing::unbind();
Texture::unbind_from(0);
Material::unbind();
+ Lighting::unbind();
Program::unbind();
Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
WindingTest::unbind();
state->material = m;
}
+void Renderer::set_lighting(const Lighting *l)
+{
+ state->lighting = l;
+ state->lighting_matrix = mtx_stack.top();
+ lighting_changed = true;
+}
+
void Renderer::set_shader_program(const Program *p, const ProgramData *d)
{
state->shprog = p;
void Renderer::set_vertex_array(const VertexArray *a)
{
- vertex_array_changed = (a!=vertex_array);
vertex_array = a;
}
state->winding_test = w;
}
+void Renderer::set_reverse_winding(bool r)
+{
+ state->reverse_winding = r;
+}
+
void Renderer::push_state()
{
state_stack.push_back(state_stack.back());
apply_state();
- // Until VertexArray acquires VAO support and becomes Bindable
- if(vertex_array_changed)
- {
- vertex_array->apply();
- vertex_array_changed = false;
- }
+ vertex_array->apply();
if(element_buffer)
element_buffer->bind_to(ELEMENT_ARRAY_BUFFER);
void Renderer::apply_state()
{
- // We let the objects themselves figure out if the binding has changed
+ /* We (mostly) let the objects themselves figure out if the binding has
+ changed */
if(state->texturing)
state->texturing->bind();
else
Material::unbind();
+ if(lighting_changed)
+ {
+ if(state->lighting)
+ {
+ MatrixStack::modelview() = state->lighting_matrix;
+ state->lighting->bind();
+ mtx_changed = true;
+ lighting_changed = false;
+ }
+ else
+ Lighting::unbind();
+ }
+
if(state->shprog)
{
state->shprog->bind();
Program::unbind();
if(state->winding_test)
- state->winding_test->bind();
+ {
+ if(state->reverse_winding)
+ state->winding_test->get_reverse().bind();
+ else
+ state->winding_test->bind();
+ }
else
WindingTest::unbind();
texture(0),
texturing(0),
material(0),
+ lighting(0),
shprog(0),
shdata_count(0),
winding_test(0)