class Batch;
class Buffer;
class Camera;
+class Clipping;
class Material;
class Mesh;
class Lighting;
class Renderable;
class Texture;
class Texturing;
+class VertexSetup;
class WindingTest;
/**
private:
struct State
{
+ const Camera *camera;
+ Matrix modelview_matrix;
const Texture *texture;
const Texturing *texturing;
+ unsigned lowest_effect_texunit;
const Material *material;
const Lighting *lighting;
Matrix lighting_matrix;
+ const Clipping *clipping;
+ Matrix clipping_matrix;
const Program *shprog;
unsigned shdata_count;
- const Mesh *mesh;
+ const VertexSetup *vertex_setup;
const WindingTest *winding_test;
bool reverse_winding;
+ unsigned object_lod_bias;
State();
};
- class MtxStack: public MatrixStack
+ enum ChangeMask
{
- private:
- Renderer &renderer;
-
- public:
- MtxStack(Renderer &);
- private:
- virtual void update();
+ MATRIX = 2,
+ SHADER_DATA = 16,
+ MATERIAL_SHDATA = 32,
+ STANDARD_SHDATA = 64
};
- MtxStack mtx_stack;
- bool mtx_changed;
- const Camera *camera;
+ const Camera *default_camera;
+ unsigned char changed;
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();
+ DEPRECATED Renderer(const Camera *);
+private:
+ void init();
+public:
~Renderer();
- 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 &);
- const Camera *get_camera() const { return camera; }
+ /** Applies a transform to the Renderer's modelview matrix. */
+ void transform(const Matrix &);
+
+ /** Returns the current modelview matrix. */
+ const Matrix &get_matrix() const { return state->modelview_matrix; }
void set_texture(const Texture *);
void set_texturing(const Texturing *);
+ unsigned allocate_effect_texunit();
void set_material(const Material *);
void set_lighting(const Lighting *);
+ void set_clipping(const Clipping *);
/** Sets the shader program to use. An initial set of data can be set as
well, with the same semantics as add_shader_data. */
Renderer state is popped. */
void add_shader_data(const ProgramData &data);
- void set_mesh(const Mesh *);
- void set_element_buffer(const Buffer *);
+ void flush_shader_data();
+
+ void set_vertex_setup(const VertexSetup *);
void set_winding_test(const WindingTest *);
void set_reverse_winding(bool);
+ void set_object_lod_bias(unsigned);
+ unsigned get_object_lod_bias() const { return state->object_lod_bias; }
+
/** Saves the current state so it can be restored later. */
void push_state();
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. */
- void escape();
+ /** Unbinds all objects and resets related state. There must be no unpopped
+ state in the stack. The Renderer remains valid and may be reused for
+ further rendering. */
+ void end();
void exclude(const Renderable &);
void include(const Renderable &);
void render(const Renderable &, const Tag & = Tag());
void draw(const Batch &);
+ void draw_instanced(const Batch &, unsigned);
private:
void apply_state();