#include "batch.h"
#include "buffer.h"
#include "camera.h"
+#include "clipping.h"
#include "error.h"
#include "lighting.h"
#include "material.h"
matrices_loaded(false),
shdata_applied(0),
camera(0),
- state_stack(1),
- element_buffer(0)
+ state_stack(1)
{
state_stack.reserve(16);
shdata_stack.reserve(32);
}
}
+void Renderer::set_matrix(const Matrix &matrix)
+{
+ mtx_stack.load(matrix);
+}
+
+void Renderer::transform(const Matrix &matrix)
+{
+ mtx_stack *= matrix;
+}
+
void Renderer::set_texture(const Texture *t)
{
state->texture = t;
void Renderer::set_material(const Material *m)
{
state->material = m;
+ changed |= MATERIAL_SHDATA;
}
void Renderer::set_lighting(const Lighting *l)
state->lighting = l;
state->lighting_matrix = mtx_stack.top();
if(l)
+ {
l->update_shader_data(standard_shdata, mtx_stack.top());
- changed |= LIGHTING;
+ changed |= STANDARD_SHDATA;
+ }
+ changed |= LEGACY_LIGHTING;
+}
+
+void Renderer::set_clipping(const Clipping *c)
+{
+ state->clipping = c;
+ state->clipping_matrix = mtx_stack.top();
+ if(c)
+ c->update_shader_data(standard_shdata, mtx_stack.top());
+ changed |= LEGACY_CLIPPING;
}
void Renderer::set_shader_program(const Program *p, const ProgramData *d)
state->mesh = m;
}
-void Renderer::set_element_buffer(const Buffer *b)
-{
- element_buffer = b;
-}
-
void Renderer::set_winding_test(const WindingTest *w)
{
state->winding_test = w;
throw stack_underflow("Renderer::pop_state");
const Lighting *old_lighting = state->lighting;
+ const Clipping *old_clipping = state->clipping;
state_stack.pop_back();
state = &state_stack.back();
if(shdata_stack.size()>state->shdata_count)
{
if(state->lighting)
state->lighting->update_shader_data(standard_shdata, state->lighting_matrix);
- changed |= LIGHTING;
+ changed |= LEGACY_LIGHTING;
+ }
+ if(state->clipping!=old_clipping)
+ {
+ if(state->clipping)
+ state->clipping->update_shader_data(standard_shdata, state->clipping_matrix);
+ changed |= LEGACY_CLIPPING;
}
}
Texture::unbind_from(0);
Material::unbind();
Lighting::unbind();
+ Clipping::unbind();
Program::unbind();
Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
WindingTest::unbind();
apply_state();
bool legacy_bindings = (!state->shprog || state->shprog->uses_legacy_variables());
- if(legacy_bindings)
+ if(state->mesh && legacy_bindings)
{
- if(element_buffer)
- element_buffer->bind_to(ELEMENT_ARRAY_BUFFER);
+ if(const Buffer *ibuf = state->mesh->get_index_buffer())
+ ibuf->bind_to(ELEMENT_ARRAY_BUFFER);
else
Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
}
else
Material::unbind();
- if(changed&LIGHTING)
+ if(changed&LEGACY_LIGHTING)
{
if(state->lighting)
{
MatrixStack::modelview() = state->lighting_matrix;
state->lighting->bind();
- changed = (changed&~LIGHTING)|LEGACY_MATRIX;
+ changed = (changed&~LEGACY_LIGHTING)|LEGACY_MATRIX;
}
else
Lighting::unbind();
}
}
+ if(state->clipping)
+ {
+ if(legacy_bindings)
+ {
+ if(changed&LEGACY_CLIPPING)
+ {
+ MatrixStack::modelview() = state->clipping_matrix;
+ state->clipping->bind(true);
+ changed = (changed&~LEGACY_CLIPPING)|LEGACY_MATRIX;
+ }
+ }
+ else
+ state->clipping->bind(false);
+ }
+ else
+ Clipping::unbind();
+
if(state->shprog)
{
bool shprog_changed = (state->shprog!=Program::current());
{
const Matrix &m = mtx_stack.top();
standard_shdata.uniform("eye_obj_matrix", mtx_stack.top());
- LinAl::SquareMatrix<float, 3> nm;
- for(unsigned i=0; i<3; ++i)
- for(unsigned j=0; j<3; ++j)
- nm(i, j) = m(i, j);
+ LinAl::SquareMatrix<float, 3> nm = m.block<3, 3>(0, 0);
nm = transpose(invert(nm));
standard_shdata.uniform_matrix3("eye_obj_normal_matrix", &nm(0, 0));
- changed &= ~MODERN_MATRIX;
+ changed = (changed&~MODERN_MATRIX)|STANDARD_SHDATA;
}
- if(state->material)
+ if(state->material && (changed&MATERIAL_SHDATA))
+ {
state->material->get_shader_data().apply();
- standard_shdata.apply();
+ changed &= ~MATERIAL_SHDATA;
+ }
+
+ if(changed&STANDARD_SHDATA)
+ {
+ standard_shdata.apply();
+ changed &= ~STANDARD_SHDATA;
+ }
}
if((changed&SHADER_DATA) || shprog_changed)
lowest_effect_texunit(TexUnit::get_n_units()),
material(0),
lighting(0),
+ clipping(0),
shprog(0),
shdata_count(0),
mesh(0),