#include "error.h"
#include "lighting.h"
#include "material.h"
-#include "mesh.h"
#include "program.h"
#include "programdata.h"
#include "renderable.h"
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)
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;
shdata_stack.clear();
excluded.clear();
- Mesh::unbind();
Texturing::unbind();
Texture::unbind_from(0);
Clipping::unbind();
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)
{
clipping(0),
shprog(0),
shdata_count(0),
- mesh(0),
vertex_setup(0),
winding_test(0),
reverse_winding(false),