- if(state_stack.size()==1)
- throw stack_underflow("Renderer::pop_state");
-
- const Camera *old_camera = state->camera;
- const Lighting *old_lighting = state->lighting;
- const Clipping *old_clipping = state->clipping;
- state_stack.pop_back();
- state = &state_stack.back();
- changed |= MATRIX;
- bool camera_changed = (state->camera!=old_camera);
- if(camera_changed)
- {
- if(state->camera)
- {
- standard_shdata.uniform("projection_matrix", state->camera->get_projection_matrix());
- standard_shdata.uniform("eye_world_matrix", state->camera->get_view_matrix());
- }
- else
- {
- standard_shdata.uniform("projection_matrix", Matrix());
- standard_shdata.uniform("eye_world_matrix", Matrix());
- }
- changed |= STANDARD_SHDATA;
- }
- /* This actually should compare the relevant matrices rather than check for
- camera, but in practice lighting and clipping is set right after the camera
- and a boolean check is much faster than matrix comparison. */
- if(state->lighting!=old_lighting || camera_changed)
- {
- if(state->lighting)
- {
- state->lighting->update_shader_data(standard_shdata, state->lighting_matrix);
- changed |= STANDARD_SHDATA;
- }
- }
- if(state->clipping!=old_clipping || camera_changed)
- {
- if(state->clipping)
- {
- state->clipping->update_shader_data(standard_shdata, state->clipping_matrix);
- changed |= STANDARD_SHDATA;
- }
- }