]> git.tdb.fi Git - libs/gl.git/blobdiff - source/renderer.cpp
Check that Object has a Mesh when rendering
[libs/gl.git] / source / renderer.cpp
index 302d943727a2812e66bd6b85f748f398117bd4d9..d6090d7d2cd57db6fb7318f15df8d8752abcbe30 100644 (file)
@@ -5,7 +5,6 @@
 #include "error.h"
 #include "lighting.h"
 #include "material.h"
-#include "mesh.h"
 #include "program.h"
 #include "programdata.h"
 #include "renderable.h"
@@ -22,34 +21,35 @@ using namespace std;
 namespace Msp {
 namespace GL {
 
+Renderer::Renderer():
+       default_camera(0)
+{
+       init();
+}
+
 Renderer::Renderer(const Camera *c):
-       default_camera(c),
-       changed(0),
-       state_stack(1)
+       default_camera(c)
 {
-       state_stack.reserve(16);
-       shdata_stack.reserve(32);
-       state = &state_stack.back();
+       init();
 
        if(c)
                set_camera(*c);
-       else
-       {
-               standard_shdata.uniform("projection_matrix", Matrix());
-               standard_shdata.uniform("eye_world_matrix", Matrix());
-       }
 }
 
-Renderer::~Renderer()
+void Renderer::init()
 {
-       end();
+       state_stack.reserve(16);
+       state_stack.push_back(State());
+       shdata_stack.reserve(32);
+       state = &state_stack.back();
+
+       standard_shdata.uniform("projection_matrix", Matrix());
+       standard_shdata.uniform("eye_world_matrix", Matrix());
 }
 
-void Renderer::begin(const Camera *c)
+Renderer::~Renderer()
 {
        end();
-       if(c)
-               set_camera(*c);
 }
 
 void Renderer::set_camera(const Camera &c)
@@ -144,11 +144,6 @@ void Renderer::flush_shader_data()
                shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
 }
 
-void Renderer::set_mesh(const Mesh *m)
-{
-       state->mesh = m;
-}
-
 void Renderer::set_vertex_setup(const VertexSetup *vs)
 {
        state->vertex_setup = vs;
@@ -235,7 +230,6 @@ void Renderer::end()
        shdata_stack.clear();
        excluded.clear();
 
-       Mesh::unbind();
        Texturing::unbind();
        Texture::unbind_from(0);
        Clipping::unbind();
@@ -336,17 +330,10 @@ void Renderer::apply_state()
        else
                Program::unbind();
 
-       if(state->mesh)
-               state->mesh->bind();
+       if(state->vertex_setup)
+               state->vertex_setup->bind();
        else
-       {
-               Mesh::unbind();
-
-               if(state->vertex_setup)
-                       state->vertex_setup->bind();
-               else
-                       VertexSetup::unbind();
-       }
+               VertexSetup::unbind();
 
        if(state->winding_test)
        {
@@ -370,7 +357,6 @@ Renderer::State::State():
        clipping(0),
        shprog(0),
        shdata_count(0),
-       mesh(0),
        vertex_setup(0),
        winding_test(0),
        reverse_winding(false),