X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Frenderer.h;h=af4bd65b594beb85c53bf76905e47698fb577f07;hp=5d8f686e35806a419e4a46167fd75161666ed725;hb=42c1534d95e1551c37e64a1dae288e8b75e8d8ba;hpb=58e3368ddb21de5c4bc6e208440de369fe4876f1 diff --git a/source/renderer.h b/source/renderer.h index 5d8f686e..af4bd65b 100644 --- a/source/renderer.h +++ b/source/renderer.h @@ -13,6 +13,7 @@ namespace GL { class Batch; class Buffer; class Camera; +class Clipping; class Material; class Mesh; class Lighting; @@ -63,12 +64,16 @@ public: private: struct State { + const Camera *camera; + Matrix modelview_matrix; const Texture *texture; const Texturing *texturing; unsigned lowest_effect_texunit; const Material *material; const Lighting *lighting; Matrix lighting_matrix; + const Clipping *clipping; + Matrix clipping_matrix; const Program *shprog; unsigned shdata_count; const Mesh *mesh; @@ -78,37 +83,52 @@ private: State(); }; - class MtxStack: public MatrixStack + enum ChangeMask { - private: - Renderer &renderer; - - public: - MtxStack(Renderer &); - private: - virtual void update(); + LEGACY_MATRIX = 1, + MODERN_MATRIX = 2, + MATRIX = LEGACY_MATRIX|MODERN_MATRIX, + LEGACY_LIGHTING = 4, + LEGACY_CLIPPING = 8, + SHADER_DATA = 16, + MATERIAL_SHDATA = 32, + STANDARD_SHDATA = 64, + LEGACY_PROJECTION = 128 }; - MtxStack mtx_stack; - bool mtx_changed; + unsigned char changed; bool matrices_loaded; - const Camera *camera; std::vector state_stack; State *state; - bool lighting_changed; ProgramData standard_shdata; std::vector shdata_stack; - bool shdata_changed; - const Buffer *element_buffer; std::set excluded; public: Renderer(const Camera *); ~Renderer(); - MatrixStack &matrix_stack() { return mtx_stack; } + /** 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(). + + Deprecated; use end() and set_camera() instead.*/ + void begin(const Camera *); - const Camera *get_camera() const { return camera; } + /** Sets the camera to render from. The modelview matrix is reset to the + camera's view matrix. */ + void set_camera(const Camera &); + + const Camera *get_camera() const { return state->camera; } + + /** Replaces the Renderer's modelview matrix. */ + void set_matrix(const Matrix &); + + /** Applies a transform to the Renderer's modelview matrix. */ + void transform(const Matrix &); + + /** Returns the current modelview matrix. */ + const Matrix &get_matrix() const { return state->modelview_matrix; } void set_texture(const Texture *); void set_texturing(const Texturing *); @@ -116,6 +136,7 @@ public: void set_material(const Material *); void set_lighting(const Lighting *); + void set_clipping(const Clipping *); /** Sets the shader program to use. An initial set of data can be set as well, with the same semantics as add_shader_data. */ @@ -127,7 +148,6 @@ public: void add_shader_data(const ProgramData &data); void set_mesh(const Mesh *); - void set_element_buffer(const Buffer *); void set_winding_test(const WindingTest *); void set_reverse_winding(bool); @@ -138,13 +158,9 @@ public: 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(); - - /** Ends rendering, unbinding all objects and resetting state. There must - be no unpopped state in the stack. */ + /** Unbinds all objects and resets related state. There must be no unpopped + state in the stack. The Renderer remains valid and may be reused for + further rendering. */ void end(); void exclude(const Renderable &);