class Buffer;
class Camera;
class Material;
+class Lighting;
class Program;
class ProgramData;
class Renderable;
const Texture *texture;
const Texturing *texturing;
const Material *material;
+ const Lighting *lighting;
+ Matrix lighting_matrix;
const Program *shprog;
unsigned shdata_count;
const WindingTest *winding_test;
+ bool reverse_winding;
State();
};
const Camera *camera;
std::vector<State> state_stack;
State *state;
+ bool lighting_changed;
std::vector<const ProgramData *> shdata_stack;
bool shdata_changed;
const VertexArray *vertex_array;
- bool vertex_array_changed;
const Buffer *element_buffer;
std::set<const Renderable *> excluded;
void set_texturing(const Texturing *);
void set_material(const Material *);
+ void set_lighting(const Lighting *);
+
/** Sets the shader program to use. An initial set of data can be set as
well, with the same semantics as add_shader_data. */
void set_shader_program(const Program *prog, const ProgramData *data = 0);