]> git.tdb.fi Git - libs/gl.git/blobdiff - source/renderer.cpp
Remove vertex array tracking from Renderer
[libs/gl.git] / source / renderer.cpp
index fd4dc576d09ba12c526a38d0638f9f6437693a25..8199d3a64dc4056c3e621a3cc46b909c5d1d0f66 100644 (file)
@@ -2,9 +2,11 @@
 #include "buffer.h"
 #include "camera.h"
 #include "error.h"
+#include "lighting.h"
 #include "material.h"
 #include "program.h"
 #include "programdata.h"
+#include "renderable.h"
 #include "renderer.h"
 #include "texture.h"
 #include "texturing.h"
@@ -21,8 +23,7 @@ Renderer::Renderer(const Camera *c):
        mtx_changed(false),
        camera(c),
        state_stack(1),
-       vertex_array(0),
-       vertex_array_changed(false),
+       lighting_changed(false),
        element_buffer(0)
 {
        state_stack.reserve(16);
@@ -49,6 +50,7 @@ Renderer::~Renderer()
        Texturing::unbind();
        Texture::unbind_from(0);
        Material::unbind();
+       Lighting::unbind();
        Program::unbind();
        Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
        WindingTest::unbind();
@@ -71,6 +73,13 @@ void Renderer::set_material(const Material *m)
        state->material = m;
 }
 
+void Renderer::set_lighting(const Lighting *l)
+{
+       state->lighting = l;
+       state->lighting_matrix = mtx_stack.top();
+       lighting_changed = true;
+}
+
 void Renderer::set_shader_program(const Program *p, const ProgramData *d)
 {
        state->shprog = p;
@@ -89,12 +98,6 @@ void Renderer::add_shader_data(const ProgramData &d)
        shdata_changed = true;
 }
 
-void Renderer::set_vertex_array(const VertexArray *a)
-{
-       vertex_array_changed = (a!=vertex_array);
-       vertex_array = a;
-}
-
 void Renderer::set_element_buffer(const Buffer *b)
 {
        element_buffer = b;
@@ -105,6 +108,11 @@ void Renderer::set_winding_test(const WindingTest *w)
        state->winding_test = w;
 }
 
+void Renderer::set_reverse_winding(bool r)
+{
+       state->reverse_winding = r;
+}
+
 void Renderer::push_state()
 {
        state_stack.push_back(state_stack.back());
@@ -132,19 +140,25 @@ void Renderer::escape()
        Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
 }
 
-void Renderer::draw(const Batch &batch)
+void Renderer::exclude(const Renderable &renderable)
 {
-       if(!vertex_array)
-               throw invalid_operation("Renderer::draw");
+       excluded.insert(&renderable);
+}
 
-       apply_state();
+void Renderer::include(const Renderable &renderable)
+{
+       excluded.erase(&renderable);
+}
 
-       // Until VertexArray acquires VAO support and becomes Bindable
-       if(vertex_array_changed)
-       {
-               vertex_array->apply();
-               vertex_array_changed = false;
-       }
+void Renderer::render(const Renderable &renderable, const Tag &tag)
+{
+       if(!excluded.count(&renderable))
+               renderable.render(*this, tag);
+}
+
+void Renderer::draw(const Batch &batch)
+{
+       apply_state();
 
        if(element_buffer)
                element_buffer->bind_to(ELEMENT_ARRAY_BUFFER);
@@ -156,7 +170,8 @@ void Renderer::draw(const Batch &batch)
 
 void Renderer::apply_state()
 {
-       // We let the objects themselves figure out if the binding has changed
+       /* We (mostly) let the objects themselves figure out if the binding has
+       changed */
 
        if(state->texturing)
                state->texturing->bind();
@@ -174,6 +189,19 @@ void Renderer::apply_state()
        else
                Material::unbind();
 
+       if(lighting_changed)
+       {
+               if(state->lighting)
+               {
+                       MatrixStack::modelview() = state->lighting_matrix;
+                       state->lighting->bind();
+                       mtx_changed = true;
+                       lighting_changed = false;
+               }
+               else
+                       Lighting::unbind();
+       }
+
        if(state->shprog)
        {
                state->shprog->bind();
@@ -188,7 +216,12 @@ void Renderer::apply_state()
                Program::unbind();
 
        if(state->winding_test)
-               state->winding_test->bind();
+       {
+               if(state->reverse_winding)
+                       state->winding_test->get_reverse().bind();
+               else
+                       state->winding_test->bind();
+       }
        else
                WindingTest::unbind();
 
@@ -204,6 +237,7 @@ Renderer::State::State():
        texture(0),
        texturing(0),
        material(0),
+       lighting(0),
        shprog(0),
        shdata_count(0),
        winding_test(0)