#include <set>
#include <vector>
#include "matrix.h"
+#include "programdata.h"
#include "tag.h"
namespace Msp {
class Buffer;
class Camera;
class Material;
+class Mesh;
class Lighting;
class Program;
-class ProgramData;
class Renderable;
class Texture;
class Texturing;
{
const Texture *texture;
const Texturing *texturing;
+ unsigned lowest_effect_texunit;
const Material *material;
const Lighting *lighting;
Matrix lighting_matrix;
const Program *shprog;
unsigned shdata_count;
+ const Mesh *mesh;
const WindingTest *winding_test;
bool reverse_winding;
MtxStack mtx_stack;
bool mtx_changed;
+ bool matrices_loaded;
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;
void set_texture(const Texture *);
void set_texturing(const Texturing *);
+ unsigned allocate_effect_texunit();
void set_material(const Material *);
void set_lighting(const Lighting *);
Renderer state is popped. */
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();
+ /** Ends rendering, unbinding all objects and resetting state. There must
+ be no unpopped state in the stack. */
+ void end();
+
void exclude(const Renderable &);
void include(const Renderable &);