shdata_stack.reserve(32);
state = &state_stack.back();
- begin(c);
+ if(c)
+ set_camera(*c);
+ else
+ standard_shdata.uniform("projection_matrix", Matrix());
}
Renderer::~Renderer()
void Renderer::begin(const Camera *c)
{
- if(state_stack.size()>1)
- throw invalid_operation("Renderer::begin");
-
- reset_state();
- excluded.clear();
-
+ end();
if(c)
set_camera(*c);
}
}
shdata_applied = min<unsigned>(shdata_applied, shdata_stack.size());
changed |= MATRIX;
- if(state->camera!=old_camera)
+ bool camera_changed = (state->camera!=old_camera);
+ if(camera_changed)
{
- standard_shdata.uniform("projection_matrix", state->camera->get_projection_matrix());
+ if(state->camera)
+ standard_shdata.uniform("projection_matrix", state->camera->get_projection_matrix());
+ else
+ standard_shdata.uniform("projection_matrix", Matrix());
changed |= STANDARD_SHDATA|LEGACY_PROJECTION;
}
- if(state->lighting!=old_lighting)
+ /* This actually should compare the relevant matrices rather than check for
+ camera, but in practice lighting and clipping is set right after the camera
+ and a boolean check is much faster than matrix comparison. */
+ if(state->lighting!=old_lighting || camera_changed)
{
if(state->lighting)
{
}
changed |= LEGACY_LIGHTING;
}
- if(state->clipping!=old_clipping)
+ if(state->clipping!=old_clipping || camera_changed)
{
if(state->clipping)
{
}
}
-void Renderer::escape()
-{
- apply_state();
- Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
- matrices_loaded = false;
-}
-
void Renderer::end()
{
if(state_stack.size()>1)
throw invalid_operation("Renderer::end");
- reset_state();
+ *state = State();
+ shdata_stack.clear();
+ excluded.clear();
Mesh::unbind();
Texturing::unbind();
Program::unbind();
Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
WindingTest::unbind();
+
+ if(matrices_loaded)
+ {
+ MatrixStack::projection().pop();
+ MatrixStack::modelview().pop();
+ matrices_loaded = false;
+ }
}
void Renderer::exclude(const Renderable &renderable)
}
}
-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():
camera(0),