]> git.tdb.fi Git - libs/gl.git/blobdiff - source/renderer.cpp
Track whether implicit shader data needs to be re-applied
[libs/gl.git] / source / renderer.cpp
index 6a4c488f0b0ed81dcf1a9e35ce6f407f2651cf4f..3ddb3a6553acd3e1c9ae1593d40dc639e7a07ece 100644 (file)
@@ -92,6 +92,7 @@ unsigned Renderer::allocate_effect_texunit()
 void Renderer::set_material(const Material *m)
 {
        state->material = m;
+       changed |= MATERIAL_SHDATA;
 }
 
 void Renderer::set_lighting(const Lighting *l)
@@ -99,7 +100,10 @@ void Renderer::set_lighting(const Lighting *l)
        state->lighting = l;
        state->lighting_matrix = mtx_stack.top();
        if(l)
+       {
                l->update_shader_data(standard_shdata, mtx_stack.top());
+               changed |= STANDARD_SHDATA;
+       }
        changed |= LIGHTING;
 }
 
@@ -198,6 +202,7 @@ void Renderer::end()
        Texture::unbind_from(0);
        Material::unbind();
        Lighting::unbind();
+       Clipping::unbind();
        Program::unbind();
        Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
        WindingTest::unbind();
@@ -273,22 +278,22 @@ void Renderer::apply_state()
                }
        }
 
-       if(changed&CLIPPING)
+       if(state->clipping)
        {
-               if(state->clipping)
+               if(legacy_bindings)
                {
-                       if(legacy_bindings)
+                       if(changed&CLIPPING)
                        {
                                MatrixStack::modelview() = state->clipping_matrix;
                                state->clipping->bind(true);
                                changed = (changed&~CLIPPING)|LEGACY_MATRIX;
                        }
-                       else
-                               state->clipping->bind(false);
                }
                else
-                       Clipping::unbind();
+                       state->clipping->bind(false);
        }
+       else
+               Clipping::unbind();
 
        if(state->shprog)
        {
@@ -304,12 +309,20 @@ void Renderer::apply_state()
                                LinAl::SquareMatrix<float, 3> nm = m.block<3, 3>(0, 0);
                                nm = transpose(invert(nm));
                                standard_shdata.uniform_matrix3("eye_obj_normal_matrix", &nm(0, 0));
-                               changed &= ~MODERN_MATRIX;
+                               changed = (changed&~MODERN_MATRIX)|STANDARD_SHDATA;
                        }
 
-                       if(state->material)
+                       if(state->material && (changed&MATERIAL_SHDATA))
+                       {
                                state->material->get_shader_data().apply();
-                       standard_shdata.apply();
+                               changed &= ~MATERIAL_SHDATA;
+                       }
+
+                       if(changed&STANDARD_SHDATA)
+                       {
+                               standard_shdata.apply();
+                               changed &= ~STANDARD_SHDATA;
+                       }
                }
 
                if((changed&SHADER_DATA) || shprog_changed)