virtual void update();
};
+ enum ChangeMask
+ {
+ LEGACY_MATRIX = 1,
+ MODERN_MATRIX = 2,
+ MATRIX = LEGACY_MATRIX|MODERN_MATRIX,
+ LIGHTING = 4,
+ SHADER_DATA = 8
+ };
+
MtxStack mtx_stack;
- bool mtx_changed;
+ unsigned char changed;
bool matrices_loaded;
+ unsigned shdata_applied;
const Camera *camera;
std::vector<State> state_stack;
State *state;
- bool lighting_changed;
ProgramData standard_shdata;
std::vector<const ProgramData *> shdata_stack;
- bool shdata_changed;
- const Buffer *element_buffer;
std::set<const Renderable *> excluded;
public:
Renderer(const Camera *);
~Renderer();
+ /** Resets all internal state and restarts rendering. There must be no
+ unpopped state in the stack. It is permissible to call begin() multiple
+ times without an intervening end(). */
+ void begin(const Camera *);
+
MatrixStack &matrix_stack() { return mtx_stack; }
const Camera *get_camera() const { return camera; }
void add_shader_data(const ProgramData &data);
void set_mesh(const Mesh *);
- void set_element_buffer(const Buffer *);
void set_winding_test(const WindingTest *);
void set_reverse_winding(bool);
/** Prepares for temporarily bypassing the Renderer by synchronizing the
current state with GL. No additional call is necessary to resume using the
- Renderer. */
+ Renderer. DEPRECATED. */
void escape();
+ /** Unbinds all objects and resets related state. There must be no unpopped
+ state in the stack. Rendering with the same camera can be restarted without
+ an explicit begin() call. */
+ void end();
+
void exclude(const Renderable &);
void include(const Renderable &);
private:
void apply_state();
+ void reset_state();
};
} // namespace GL