X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Frender%2Frenderer.cpp;h=5d0bf6b8dab2bf78b995ff18584bc0351902fc01;hb=82282de52e8e8f3bbafefaf92bf76f53f2c2495e;hp=2485a9e26dedfb866c1ff22c513e8f8e9670cf7b;hpb=32fe9849a37a1917ca5b450ea9dd192b268bc16f;p=libs%2Fgl.git diff --git a/source/render/renderer.cpp b/source/render/renderer.cpp index 2485a9e2..5d0bf6b8 100644 --- a/source/render/renderer.cpp +++ b/source/render/renderer.cpp @@ -44,7 +44,7 @@ void Renderer::init() 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()); } @@ -56,21 +56,21 @@ 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("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; } @@ -159,10 +159,9 @@ void Renderer::set_material(const Material *m) 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; } } @@ -170,10 +169,9 @@ void Renderer::set_lighting(const Lighting *l) 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; } } @@ -251,32 +249,29 @@ void Renderer::pop_state() { 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; } } @@ -291,7 +286,7 @@ void Renderer::end() 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(); @@ -372,10 +367,10 @@ void Renderer::apply_state() if(changed&MATRIX) { - standard_shdata.uniform("eye_obj_matrix", state->modelview_matrix); - LinAl::SquareMatrix nm = state->modelview_matrix.block<3, 3>(0, 0); + standard_shdata.uniform("world_obj_matrix", state->model_matrix); + LinAl::SquareMatrix 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; }