8 #include "programdata.h"
9 #include "renderable.h"
12 #include "texturing.h"
13 #include "vertexarray.h"
14 #include "windingtest.h"
21 Renderer::Renderer(const Camera *c):
29 state_stack.reserve(16);
30 shdata_stack.reserve(32);
31 state = &state_stack.back();
33 MatrixStack::modelview().push();
36 MatrixStack::projection().push();
38 mtx_stack.load(camera->get_matrix());
41 mtx_stack.load(MatrixStack::modelview().top());
47 MatrixStack::projection().pop();
48 MatrixStack::modelview().pop();
51 Texture::unbind_from(0);
54 Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
55 WindingTest::unbind();
58 void Renderer::set_texture(const Texture *t)
64 void Renderer::set_texturing(const Texturing *t)
70 void Renderer::set_material(const Material *m)
75 void Renderer::set_lighting(const Lighting *l)
78 state->lighting_matrix = mtx_stack.top();
79 lighting_changed = true;
82 void Renderer::set_shader_program(const Program *p, const ProgramData *d)
88 /* Even if we have no new shdata, the existing ones need to be re-applied
90 shdata_changed = true;
93 void Renderer::add_shader_data(const ProgramData &d)
95 shdata_stack.push_back(&d);
96 state->shdata_count = shdata_stack.size();
97 shdata_changed = true;
100 void Renderer::set_vertex_array(const VertexArray *a)
105 void Renderer::set_element_buffer(const Buffer *b)
110 void Renderer::set_winding_test(const WindingTest *w)
112 state->winding_test = w;
115 void Renderer::push_state()
117 state_stack.push_back(state_stack.back());
118 state = &state_stack.back();
122 void Renderer::pop_state()
124 if(state_stack.size()==1)
125 throw stack_underflow("Renderer::pop_state");
127 state_stack.pop_back();
128 state = &state_stack.back();
129 if(shdata_stack.size()>state->shdata_count)
130 shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
133 shdata_changed = true;
136 void Renderer::escape()
139 Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
142 void Renderer::exclude(const Renderable &renderable)
144 excluded.insert(&renderable);
147 void Renderer::include(const Renderable &renderable)
149 excluded.erase(&renderable);
152 void Renderer::render(const Renderable &renderable, const Tag &tag)
154 if(!excluded.count(&renderable))
155 renderable.render(*this, tag);
158 void Renderer::draw(const Batch &batch)
161 throw invalid_operation("Renderer::draw");
165 vertex_array->apply();
168 element_buffer->bind_to(ELEMENT_ARRAY_BUFFER);
170 Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
175 void Renderer::apply_state()
177 /* We (mostly) let the objects themselves figure out if the binding has
181 state->texturing->bind();
186 state->texture->bind_to(0);
188 Texture::unbind_from(0);
192 state->material->bind();
200 MatrixStack::modelview() = state->lighting_matrix;
201 state->lighting->bind();
203 lighting_changed = false;
211 state->shprog->bind();
214 for(vector<const ProgramData *>::const_iterator i=shdata_stack.begin(); i!=shdata_stack.end(); ++i)
216 shdata_changed = false;
222 if(state->winding_test)
223 state->winding_test->bind();
225 WindingTest::unbind();
229 MatrixStack::modelview() = mtx_stack.top();
235 Renderer::State::State():
246 Renderer::MtxStack::MtxStack(Renderer &r):
250 void Renderer::MtxStack::update()
252 renderer.mtx_changed = true;