class Batch;
class Buffer;
class Camera;
+class Clipping;
class Material;
class Mesh;
class Lighting;
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;
State();
};
- class MtxStack: public MatrixStack
+ enum ChangeMask
{
- private:
- Renderer &renderer;
-
- public:
- MtxStack(Renderer &);
- private:
- virtual void update();
+ LEGACY_MATRIX = 1,
+ MODERN_MATRIX = 2,
+ MATRIX = LEGACY_MATRIX|MODERN_MATRIX,
+ LEGACY_LIGHTING = 4,
+ LEGACY_CLIPPING = 8,
+ SHADER_DATA = 16,
+ MATERIAL_SHDATA = 32,
+ STANDARD_SHDATA = 64,
+ LEGACY_PROJECTION = 128
};
- MtxStack mtx_stack;
- bool mtx_changed;
+ unsigned char 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;
std::set<const Renderable *> excluded;
public:
Renderer(const Camera *);
~Renderer();
- MatrixStack &matrix_stack() { return mtx_stack; }
+ /** 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().
+
+ Deprecated; use end() and set_camera() instead.*/
+ void begin(const Camera *);
- const Camera *get_camera() const { return camera; }
+ /** 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 &);
+
+ /** 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 *);
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. */
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);
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();
-
- /** Ends rendering, unbinding all objects and resetting state. There must
- be no unpopped state in the stack. */
+ /** 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 &);