#include "batch.h"
#include "buffer.h"
#include "camera.h"
+#include "clipping.h"
#include "error.h"
#include "lighting.h"
#include "material.h"
}
}
+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;
changed |= 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 |= CLIPPING;
+}
+
void Renderer::set_shader_program(const Program *p, const ProgramData *d)
{
state->shprog = p;
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)
state->lighting->update_shader_data(standard_shdata, state->lighting_matrix);
changed |= LIGHTING;
}
+ if(state->clipping!=old_clipping)
+ {
+ if(state->clipping)
+ state->clipping->update_shader_data(standard_shdata, state->clipping_matrix);
+ changed |= CLIPPING;
+ }
}
void Renderer::escape()
Texture::unbind_from(0);
Material::unbind();
Lighting::unbind();
+ Clipping::unbind();
Program::unbind();
Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
WindingTest::unbind();
}
}
+ if(state->clipping)
+ {
+ if(legacy_bindings)
+ {
+ if(changed&CLIPPING)
+ {
+ MatrixStack::modelview() = state->clipping_matrix;
+ state->clipping->bind(true);
+ changed = (changed&~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;
lowest_effect_texunit(TexUnit::get_n_units()),
material(0),
lighting(0),
+ clipping(0),
shprog(0),
shdata_count(0),
mesh(0),