state_stack.push_back(State());
shdata_stack.reserve(32);
state = &state_stack.back();
-
- standard_shdata.uniform("projection_matrix", Matrix());
- standard_shdata.uniform("eye_world_matrix", Matrix());
}
Renderer::~Renderer()
void Renderer::set_camera(const Camera &c)
{
state->camera = &c;
- standard_shdata.uniform("projection_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());
+ changed |= CAMERA_SHDATA;
+ 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_material(const Material *m)
{
- state->material = m;
- changed |= MATERIAL_SHDATA;
+ if(m)
+ add_shader_data(m->get_shader_data());
}
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);
- changed |= STANDARD_SHDATA;
- }
+ add_shader_data(l->get_shader_data());
}
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);
- changed |= STANDARD_SHDATA;
- }
+ changed |= CLIPPING_SHDATA;
}
void Renderer::set_shader_program(const Program *p, const ProgramData *d)
}
}
- flush_shader_data();
+ flush_shader_data_();
shdata_stack.push_back(&d);
state->shdata_count = shdata_stack.size();
changed |= SHADER_DATA;
}
-void Renderer::flush_shader_data()
+void Renderer::flush_shader_data_()
{
if(shdata_stack.size()>state->shdata_count)
shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
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;
- }
- }
+ changed |= CAMERA_SHDATA;
+ if(state->clipping!=old_clipping)
+ changed |= CLIPPING_SHDATA;
}
void Renderer::end()
*state = State();
if(default_camera)
set_camera(*default_camera);
- else
- standard_shdata.uniform("projection_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;
}
- if(state->material && ((changed&MATERIAL_SHDATA) || shprog_changed))
+ if(state->camera && ((changed&CAMERA_SHDATA) || shprog_changed))
+ {
+ state->camera->get_shader_data().apply();
+ changed &= ~CAMERA_SHDATA;
+ }
+
+ if(state->clipping && ((changed&CLIPPING_SHDATA) || shprog_changed))
{
- state->material->get_shader_data().apply();
- changed &= ~MATERIAL_SHDATA;
+ state->clipping->get_shader_data().apply();
+ changed &= ~CLIPPING_SHDATA;
}
if((changed&STANDARD_SHDATA) || shprog_changed)
camera(0),
texture_count(0),
lowest_effect_texunit(TexUnit::get_n_units()),
- material(0),
- lighting(0),
clipping(0),
shprog(0),
shdata_count(0),