class Renderable;
class Texture;
class Texturing;
+class VertexSetup;
class WindingTest;
/**
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();
};
enum ChangeMask
{
- LEGACY_MATRIX = 1,
- MODERN_MATRIX = 2,
- MATRIX = LEGACY_MATRIX|MODERN_MATRIX,
- LEGACY_LIGHTING = 4,
- LEGACY_CLIPPING = 8,
+ MATRIX = 2,
SHADER_DATA = 16,
MATERIAL_SHDATA = 32,
- STANDARD_SHDATA = 64,
- LEGACY_PROJECTION = 128
+ STANDARD_SHDATA = 64
};
+ const Camera *default_camera;
unsigned char changed;
- bool matrices_loaded;
- unsigned shdata_applied;
std::vector<State> state_stack;
State *state;
ProgramData standard_shdata;
std::set<const Renderable *> excluded;
public:
- Renderer(const Camera *);
+ Renderer();
+ DEPRECATED Renderer(const Camera *);
+private:
+ void init();
+public:
~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 *);
-
/** Sets the camera to render from. The modelview matrix is reset to the
camera's view matrix. */
void set_camera(const Camera &);
Renderer state is popped. */
void add_shader_data(const ProgramData &data);
- void set_mesh(const Mesh *);
+ 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. 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 &);
void render(const Renderable &, const Tag & = Tag());
void draw(const Batch &);
+ void draw_instanced(const Batch &, unsigned);
private:
void apply_state();
- void reset_state();
};
} // namespace GL