-#include <msp/core/except.h>
#include "batch.h"
#include "buffer.h"
#include "camera.h"
+#include "error.h"
#include "material.h"
#include "program.h"
#include "programdata.h"
state->shdata.assign(1, d);
else
state->shdata.clear();
+ shdata_changed = true;
}
void Renderer::add_shader_data(const ProgramData *d)
{
if(!state->shprog)
- throw InvalidState("No shader program");
+ throw invalid_operation("Renderer::add_shader_data");
state->shdata.push_back(d);
+ shdata_changed = true;
}
void Renderer::set_vertex_array(const VertexArray *a)
void Renderer::pop_state()
{
if(state_stack.size()==1)
- throw InvalidState("Can't pop the last state");
+ throw stack_underflow("Renderer::pop_state");
state_stack.pop_back();
state = &state_stack.back();
mtx_stack.pop();
mtx_changed = true;
+ shdata_changed = true;
}
void Renderer::escape()
void Renderer::draw(const Batch &batch)
{
if(!vertex_array)
- throw InvalidState("Can't draw without a vertex array");
+ throw invalid_operation("Renderer::draw");
apply_state();
if(state->shprog)
{
state->shprog->bind();
- for(vector<const ProgramData *>::const_iterator i=state->shdata.begin(); i!=state->shdata.end(); ++i)
- (*i)->apply();
+ if(shdata_changed)
+ {
+ for(vector<const ProgramData *>::const_iterator i=state->shdata.begin(); i!=state->shdata.end(); ++i)
+ (*i)->apply();
+ shdata_changed = false;
+ }
}
else
Program::unbind();