+#include <algorithm>
#include <msp/strings/format.h>
#include "animatedobject.h"
#include "object.h"
#include "renderer.h"
#include "technique.h"
+using namespace std;
+
namespace Msp {
namespace GL {
shdata(0)
{
if(const Technique *tech = object.get_technique())
- {
- // XXX Should create separate ProgramData for each pass
- const RenderPass &pass = tech->get_pass(Tag());
- if(const Program *shprog = pass.get_shader_program())
- shdata = new ProgramData(*shprog);
- }
+ if(tech->has_shaders())
+ shdata = new ProgramData;
+}
+
+AnimatedObject::~AnimatedObject()
+{
+ delete shdata;
}
void AnimatedObject::set_matrix(const Matrix &m)
void AnimatedObject::set_pose_matrix(unsigned link, const Matrix &m)
{
if(shdata)
- shdata->uniform_matrix4(format("pose[%d]", link), m);
+ {
+ if(link*16>=pose_data.size())
+ pose_data.resize((link+1)*16);
+ copy(m.data(), m.data()+16, &pose_data[link*16]);
+ shdata->uniform_matrix4_array("pose[0]", pose_data.size()/16, &pose_data[0]);
+ }
}
void AnimatedObject::setup_render(Renderer &renderer, const Tag &) const