shdata_stack.reserve(32);
state = &state_stack.back();
- standard_shdata.uniform("projection_matrix", Matrix());
+ standard_shdata.uniform("clip_eye_matrix", Matrix());
standard_shdata.uniform("eye_world_matrix", Matrix());
}
void Renderer::set_camera(const Camera &c)
{
state->camera = &c;
- standard_shdata.uniform("projection_matrix", state->camera->get_projection_matrix());
+ 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;
- set_matrix(state->camera->get_view_matrix());
+ set_matrix(Matrix());
}
void Renderer::set_matrix(const Matrix &matrix)
{
- state->modelview_matrix = matrix;
+ state->model_matrix = matrix;
changed |= MATRIX;
}
void Renderer::transform(const Matrix &matrix)
{
- state->modelview_matrix *= matrix;
+ state->model_matrix *= matrix;
changed |= MATRIX;
}
void Renderer::set_lighting(const Lighting *l)
{
state->lighting = l;
- state->lighting_matrix = state->modelview_matrix;
if(l)
{
- l->update_shader_data(standard_shdata, state->lighting_matrix);
+ l->update_shader_data(standard_shdata, Matrix());
changed |= STANDARD_SHDATA;
}
}
void Renderer::set_clipping(const Clipping *c)
{
state->clipping = c;
- state->clipping_matrix = state->modelview_matrix;
if(c)
{
- c->update_shader_data(standard_shdata, state->clipping_matrix);
+ c->update_shader_data(standard_shdata, Matrix());
changed |= STANDARD_SHDATA;
}
}
{
if(state->camera)
{
- standard_shdata.uniform("projection_matrix", state->camera->get_projection_matrix());
+ 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("projection_matrix", Matrix());
+ standard_shdata.uniform("clip_eye_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!=old_lighting)
{
if(state->lighting)
{
- state->lighting->update_shader_data(standard_shdata, state->lighting_matrix);
+ state->lighting->update_shader_data(standard_shdata, Matrix());
changed |= STANDARD_SHDATA;
}
}
- if(state->clipping!=old_clipping || camera_changed)
+ if(state->clipping!=old_clipping)
{
if(state->clipping)
{
- state->clipping->update_shader_data(standard_shdata, state->clipping_matrix);
+ state->clipping->update_shader_data(standard_shdata, Matrix());
changed |= STANDARD_SHDATA;
}
}
if(default_camera)
set_camera(*default_camera);
else
- standard_shdata.uniform("projection_matrix", Matrix());
+ standard_shdata.uniform("clip_eye_matrix", Matrix());
shdata_stack.clear();
excluded.clear();
if(changed&MATRIX)
{
- standard_shdata.uniform("eye_obj_matrix", state->modelview_matrix);
- LinAl::SquareMatrix<float, 3> nm = state->modelview_matrix.block<3, 3>(0, 0);
+ standard_shdata.uniform("world_obj_matrix", state->model_matrix);
+ LinAl::SquareMatrix<float, 3> nm = state->model_matrix.block<3, 3>(0, 0);
nm = transpose(invert(nm));
- standard_shdata.uniform("eye_obj_normal_matrix", nm);
+ standard_shdata.uniform("world_obj_normal_matrix", nm);
changed = (changed&~MATRIX)|STANDARD_SHDATA;
}
changed &= ~STANDARD_SHDATA;
}
+ bool shdata_changed = changed&SHADER_DATA;
+ for(vector<BoundProgramData>::const_iterator i=shdata_stack.begin(); (!shdata_changed && i!=shdata_stack.end()); ++i)
+ shdata_changed = (i->shdata->get_generation()!=i->generation);
bool extra_shdata = (shdata_stack.size()>state->shdata_count);
- if((changed&SHADER_DATA) || shprog_changed || extra_shdata)
+ if(shdata_changed || shprog_changed || extra_shdata)
{
if(extra_shdata)
shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());