shdata_stack.reserve(32);
state = &state_stack.back();
- begin(c);
+ if(c)
+ set_camera(*c);
}
Renderer::~Renderer()
void Renderer::begin(const Camera *c)
{
- if(state_stack.size()>1)
- throw invalid_operation("Renderer::begin");
-
- reset_state();
- excluded.clear();
-
+ end();
if(c)
set_camera(*c);
}
}
}
-void Renderer::escape()
-{
- apply_state();
- Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
- matrices_loaded = false;
-}
-
void Renderer::end()
{
if(state_stack.size()>1)
throw invalid_operation("Renderer::end");
- reset_state();
+ *state = State();
+ shdata_stack.clear();
+ excluded.clear();
Mesh::unbind();
Texturing::unbind();
Program::unbind();
Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
WindingTest::unbind();
+
+ if(matrices_loaded)
+ {
+ MatrixStack::projection().pop();
+ MatrixStack::modelview().pop();
+ matrices_loaded = false;
+ }
}
void Renderer::exclude(const Renderable &renderable)
}
}
-void Renderer::reset_state()
-{
- if(!matrices_loaded)
- return;
-
- if(camera)
- MatrixStack::projection().pop();
- MatrixStack::modelview().pop();
- matrices_loaded = false;
- changed |= MATRIX;
-
- *state = State();
-}
-
Renderer::State::State():
camera(0),
/** 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 *);
/** Sets the camera to render from. The modelview matrix is reset to the
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