state_stack.push_back(State());
shdata_stack.reserve(32);
state = &state_stack.back();
-
- standard_shdata.uniform("clip_eye_matrix", Matrix());
- standard_shdata.uniform("eye_world_matrix", Matrix());
}
Renderer::~Renderer()
void Renderer::set_camera(const Camera &c)
{
state->camera = &c;
- standard_shdata.uniform("clip_eye_matrix", state->camera->get_projection_matrix());
- standard_shdata.uniform("eye_world_matrix", state->camera->get_view_matrix());
- changed |= STANDARD_SHDATA;
+ changed |= CAMERA_SHDATA;
set_matrix(Matrix());
}
void Renderer::set_lighting(const Lighting *l)
{
state->lighting = l;
- if(l)
- {
- l->update_shader_data(standard_shdata, Matrix());
- changed |= STANDARD_SHDATA;
- }
+ changed |= LIGHTING_SHDATA;
}
void Renderer::set_clipping(const Clipping *c)
{
state->clipping = c;
- if(c)
- {
- c->update_shader_data(standard_shdata, Matrix());
- changed |= STANDARD_SHDATA;
- }
+ changed |= CLIPPING_SHDATA;
}
void Renderer::set_shader_program(const Program *p, const ProgramData *d)
changed |= MATRIX;
bool camera_changed = (state->camera!=old_camera);
if(camera_changed)
- {
- if(state->camera)
- {
- standard_shdata.uniform("clip_eye_matrix", state->camera->get_projection_matrix());
- standard_shdata.uniform("eye_world_matrix", state->camera->get_view_matrix());
- }
- else
- {
- standard_shdata.uniform("clip_eye_matrix", Matrix());
- standard_shdata.uniform("eye_world_matrix", Matrix());
- }
- changed |= STANDARD_SHDATA;
- }
+ changed |= CAMERA_SHDATA;
if(state->lighting!=old_lighting)
- {
- if(state->lighting)
- {
- state->lighting->update_shader_data(standard_shdata, Matrix());
- changed |= STANDARD_SHDATA;
- }
- }
+ changed |= LIGHTING_SHDATA;
if(state->clipping!=old_clipping)
- {
- if(state->clipping)
- {
- state->clipping->update_shader_data(standard_shdata, Matrix());
- changed |= STANDARD_SHDATA;
- }
- }
+ changed |= CLIPPING_SHDATA;
}
void Renderer::end()
*state = State();
if(default_camera)
set_camera(*default_camera);
- else
- standard_shdata.uniform("clip_eye_matrix", Matrix());
shdata_stack.clear();
excluded.clear();
changed = (changed&~MATRIX)|STANDARD_SHDATA;
}
+ if(state->camera && ((changed&CAMERA_SHDATA) || shprog_changed))
+ {
+ state->camera->get_shader_data().apply();
+ changed &= ~CAMERA_SHDATA;
+ }
+
if(state->material && ((changed&MATERIAL_SHDATA) || shprog_changed))
{
state->material->get_shader_data().apply();
changed &= ~MATERIAL_SHDATA;
}
+ if(state->lighting && ((changed&LIGHTING_SHDATA) || shprog_changed))
+ {
+ state->lighting->get_shader_data().apply();
+ changed &= ~LIGHTING_SHDATA;
+ }
+
+ if(state->clipping && ((changed&CLIPPING_SHDATA) || shprog_changed))
+ {
+ state->clipping->get_shader_data().apply();
+ changed &= ~CLIPPING_SHDATA;
+ }
+
if((changed&STANDARD_SHDATA) || shprog_changed)
{
standard_shdata.apply();