private:
struct State
{
+ const Camera *camera;
+ Matrix modelview_matrix;
const Texture *texture;
const Texturing *texturing;
unsigned lowest_effect_texunit;
State();
};
- class MtxStack: public MatrixStack
- {
- private:
- Renderer &renderer;
-
- public:
- MtxStack(Renderer &);
- private:
- virtual void update();
- };
-
enum ChangeMask
{
LEGACY_MATRIX = 1,
MODERN_MATRIX = 2,
MATRIX = LEGACY_MATRIX|MODERN_MATRIX,
- LIGHTING = 4,
- CLIPPING = 8,
+ LEGACY_LIGHTING = 4,
+ LEGACY_CLIPPING = 8,
SHADER_DATA = 16,
MATERIAL_SHDATA = 32,
- STANDARD_SHDATA = 64
+ STANDARD_SHDATA = 64,
+ LEGACY_PROJECTION = 128
};
- MtxStack mtx_stack;
unsigned char changed;
bool matrices_loaded;
unsigned shdata_applied;
- const Camera *camera;
std::vector<State> state_stack;
State *state;
ProgramData standard_shdata;
/** 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(). */
+ times without an intervening end().
+
+ Deprecated; use end() and set_camera() instead.*/
void begin(const Camera *);
- /** Deprecated as unsafe. Use set_matrix() or transform() instead. */
- MatrixStack &matrix_stack() { return mtx_stack; }
+ /** Sets the camera to render from. The modelview matrix is reset to the
+ camera's view matrix. */
+ void set_camera(const Camera &);
+
+ const Camera *get_camera() const { return state->camera; }
/** Replaces the Renderer's modelview matrix. */
void set_matrix(const Matrix &);
void transform(const Matrix &);
/** Returns the current modelview matrix. */
- const Matrix &get_matrix() const { return mtx_stack.top(); }
-
- const Camera *get_camera() const { return camera; }
+ const Matrix &get_matrix() const { return state->modelview_matrix; }
void set_texture(const Texture *);
void set_texturing(const Texturing *);
push_state call. */
void pop_state();
- /** Prepares for temporarily bypassing the Renderer by synchronizing the
- current state with GL. No additional call is necessary to resume using the
- 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. */
+ state in the stack. The Renderer remains valid and may be reused for
+ further rendering. */
void end();
void exclude(const Renderable &);
private:
void apply_state();
- void reset_state();
};
} // namespace GL