matrices_loaded(false),
shdata_applied(0),
camera(0),
- state_stack(1),
- element_buffer(0)
+ state_stack(1)
{
state_stack.reserve(16);
shdata_stack.reserve(32);
}
}
+void Renderer::set_matrix(const Matrix &matrix)
+{
+ mtx_stack.load(matrix);
+}
+
+void Renderer::transform(const Matrix &matrix)
+{
+ mtx_stack *= matrix;
+}
+
void Renderer::set_texture(const Texture *t)
{
state->texture = t;
state->mesh = m;
}
-void Renderer::set_element_buffer(const Buffer *b)
-{
- element_buffer = b;
-}
-
void Renderer::set_winding_test(const WindingTest *w)
{
state->winding_test = w;
apply_state();
bool legacy_bindings = (!state->shprog || state->shprog->uses_legacy_variables());
- if(legacy_bindings)
+ if(state->mesh && legacy_bindings)
{
- if(element_buffer)
- element_buffer->bind_to(ELEMENT_ARRAY_BUFFER);
+ if(const Buffer *ibuf = state->mesh->get_index_buffer())
+ ibuf->bind_to(ELEMENT_ARRAY_BUFFER);
else
Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
}
{
const Matrix &m = mtx_stack.top();
standard_shdata.uniform("eye_obj_matrix", mtx_stack.top());
- LinAl::SquareMatrix<float, 3> nm;
- for(unsigned i=0; i<3; ++i)
- for(unsigned j=0; j<3; ++j)
- nm(i, j) = m(i, j);
+ 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;