Renderer::Renderer(const Camera *c):
mtx_stack(*this),
- mtx_changed(false),
+ changed(MATRIX),
+ matrices_loaded(false),
camera(c),
state_stack(1),
- lighting_changed(false),
element_buffer(0)
{
state_stack.reserve(16);
shdata_stack.reserve(32);
state = &state_stack.back();
- MatrixStack::modelview().push();
if(camera)
{
- MatrixStack::projection().push();
- camera->apply();
mtx_stack.load(camera->get_matrix());
standard_shdata.uniform("projection_matrix", camera->get_projection_matrix());
}
Renderer::~Renderer()
{
- if(camera)
- MatrixStack::projection().pop();
- MatrixStack::modelview().pop();
-
- Mesh::unbind();
- Texturing::unbind();
- Texture::unbind_from(0);
- Material::unbind();
- Lighting::unbind();
- Program::unbind();
- Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
- WindingTest::unbind();
+ end();
}
void Renderer::set_texture(const Texture *t)
state->lighting = l;
state->lighting_matrix = mtx_stack.top();
if(l)
- /* XXX I'm not happy with this, but can't come up with anything better
- right now. */
- const_cast<Lighting *>(l)->update_shader_data(mtx_stack.top());
- lighting_changed = true;
+ l->update_shader_data(standard_shdata, mtx_stack.top());
+ changed |= LIGHTING;
}
void Renderer::set_shader_program(const Program *p, const ProgramData *d)
{
shdata_stack.push_back(&d);
state->shdata_count = shdata_stack.size();
- shdata_changed = true;
+ changed |= SHADER_DATA;
}
void Renderer::set_mesh(const Mesh *m)
if(shdata_stack.size()>state->shdata_count)
shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
mtx_stack.pop();
- mtx_changed = true;
- shdata_changed = true;
+ changed |= MATRIX|SHADER_DATA;
}
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");
+
+ if(matrices_loaded)
+ {
+ if(camera)
+ MatrixStack::projection().pop();
+ MatrixStack::modelview().pop();
+ matrices_loaded = false;
+ }
+
+ Mesh::unbind();
+ Texturing::unbind();
+ Texture::unbind_from(0);
+ Material::unbind();
+ Lighting::unbind();
+ Program::unbind();
+ Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
+ WindingTest::unbind();
+
+ *state = State();
}
void Renderer::exclude(const Renderable &renderable)
else
Material::unbind();
- if(lighting_changed)
+ if(changed&LIGHTING)
{
if(state->lighting)
{
MatrixStack::modelview() = state->lighting_matrix;
state->lighting->bind();
- mtx_changed = true;
- lighting_changed = false;
+ changed = (changed&~LIGHTING)|MATRIX;
}
else
Lighting::unbind();
nm(i, j) = m(i, j);
nm = transpose(invert(nm));
standard_shdata.uniform_matrix3("eye_obj_normal_matrix", &nm(0, 0));
- if(state->lighting)
- state->lighting->get_shader_data().apply();
if(state->material)
state->material->get_shader_data().apply();
standard_shdata.apply();
}
- if(shdata_changed)
+ if(changed&SHADER_DATA)
{
for(vector<const ProgramData *>::const_iterator i=shdata_stack.begin(); i!=shdata_stack.end(); ++i)
(*i)->apply();
- shdata_changed = false;
+ changed &= ~SHADER_DATA;
}
}
else
else
WindingTest::unbind();
- if(legacy_bindings && mtx_changed)
+ if(legacy_bindings)
{
- MatrixStack::modelview() = mtx_stack.top();
- mtx_changed = false;
+ if(!matrices_loaded)
+ {
+ MatrixStack::modelview().push();
+ if(camera)
+ {
+ MatrixStack::projection().push();
+ camera->apply();
+ }
+ matrices_loaded = true;
+ }
+
+ if(changed&MATRIX)
+ {
+ MatrixStack::modelview() = mtx_stack.top();
+ changed &= ~MATRIX;
+ }
}
}
void Renderer::MtxStack::update()
{
- renderer.mtx_changed = true;
+ renderer.changed |= MATRIX;
}
} // namespace GL