#include "renderer.h"
#include "texture.h"
#include "texturing.h"
+#include "texunit.h"
#include "vertexarray.h"
#include "windingtest.h"
state->texture = 0;
}
+unsigned Renderer::allocate_effect_texunit()
+{
+ return --state->lowest_effect_texunit;
+}
+
void Renderer::set_material(const Material *m)
{
state->material = m;
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());
+ l->update_shader_data(standard_shdata, mtx_stack.top());
lighting_changed = true;
}
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();
Renderer::State::State():
texture(0),
texturing(0),
+ lowest_effect_texunit(TexUnit::get_n_units()),
material(0),
lighting(0),
shprog(0),
shdata_count(0),
mesh(0),
- winding_test(0)
+ winding_test(0),
+ reverse_winding(false)
{ }