#include "camera.h"
-#include "framebuffer.h"
#include "renderable.h"
+#include "renderer.h"
#include "view.h"
-using namespace std;
-
namespace Msp {
namespace GL {
-View::View(Graphics::Window &w, Graphics::GLContext &c):
- window(w),
- context(c),
+View::View():
target(Framebuffer::system()),
+ camera(0),
content(0)
+{ }
+
+void View::set_camera(Camera *c)
{
- window.signal_resize.connect(sigc::mem_fun(this, &View::window_resized));
+ camera = c;
+ if(camera)
+ camera->set_aspect_ratio(get_aspect_ratio());
}
-void View::set_content(const Renderable *r)
+void View::set_content(Renderable *r)
{
content = r;
}
void View::synchronize_camera_aspect(Camera &c)
{
synced_cameras.push_back(&c);
- c.set_aspect(static_cast<float>(window.get_width())/window.get_height());
+ c.set_aspect_ratio(get_aspect_ratio());
}
void View::render()
{
target.clear(COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT);
if(content)
- content->render();
- context.swap_buffers();
-}
-
-void View::window_resized(unsigned w, unsigned h)
-{
- target.viewport(0, 0, w, h);
- float aspect = static_cast<float>(w)/h;
- for(list<Camera *>::iterator i=synced_cameras.begin(); i!=synced_cameras.end(); ++i)
- (*i)->set_aspect(aspect);
+ {
+ Renderer renderer(camera);
+ content->setup_frame(renderer);
+ content->render(renderer);
+ content->finish_frame();
+ }
}
} // namespace GL