X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Frenderer.cpp;h=36685b4742ce699d8d7a4ab5d99254443464cc48;hb=ae9abd6be3e556d0a202cc5ab05668da715382c9;hp=6734edc4bd20458be56563bdddfd57a2589ab203;hpb=2e6a73a93eac0a18063ec675a24a8e6eeeb80a0c;p=libs%2Fgl.git diff --git a/source/renderer.cpp b/source/renderer.cpp index 6734edc4..36685b47 100644 --- a/source/renderer.cpp +++ b/source/renderer.cpp @@ -2,6 +2,7 @@ #include "buffer.h" #include "camera.h" #include "error.h" +#include "lighting.h" #include "material.h" #include "program.h" #include "programdata.h" @@ -22,8 +23,8 @@ Renderer::Renderer(const Camera *c): mtx_changed(false), camera(c), state_stack(1), + lighting_changed(false), vertex_array(0), - vertex_array_changed(false), element_buffer(0) { state_stack.reserve(16); @@ -72,6 +73,13 @@ void Renderer::set_material(const Material *m) state->material = m; } +void Renderer::set_lighting(const Lighting *l) +{ + state->lighting = l; + state->lighting_matrix = mtx_stack.top(); + lighting_changed = true; +} + void Renderer::set_shader_program(const Program *p, const ProgramData *d) { state->shprog = p; @@ -92,7 +100,6 @@ void Renderer::add_shader_data(const ProgramData &d) void Renderer::set_vertex_array(const VertexArray *a) { - vertex_array_changed = (a!=vertex_array); vertex_array = a; } @@ -106,6 +113,11 @@ void Renderer::set_winding_test(const WindingTest *w) state->winding_test = w; } +void Renderer::set_reverse_winding(bool r) +{ + state->reverse_winding = r; +} + void Renderer::push_state() { state_stack.push_back(state_stack.back()); @@ -156,12 +168,7 @@ void Renderer::draw(const Batch &batch) apply_state(); - // Until VertexArray acquires VAO support and becomes Bindable - if(vertex_array_changed) - { - vertex_array->apply(); - vertex_array_changed = false; - } + vertex_array->apply(); if(element_buffer) element_buffer->bind_to(ELEMENT_ARRAY_BUFFER); @@ -173,7 +180,8 @@ void Renderer::draw(const Batch &batch) void Renderer::apply_state() { - // We let the objects themselves figure out if the binding has changed + /* We (mostly) let the objects themselves figure out if the binding has + changed */ if(state->texturing) state->texturing->bind(); @@ -191,6 +199,19 @@ void Renderer::apply_state() else Material::unbind(); + if(lighting_changed) + { + if(state->lighting) + { + MatrixStack::modelview() = state->lighting_matrix; + state->lighting->bind(); + mtx_changed = true; + lighting_changed = false; + } + else + Lighting::unbind(); + } + if(state->shprog) { state->shprog->bind(); @@ -205,7 +226,12 @@ void Renderer::apply_state() Program::unbind(); if(state->winding_test) - state->winding_test->bind(); + { + if(state->reverse_winding) + state->winding_test->get_reverse().bind(); + else + state->winding_test->bind(); + } else WindingTest::unbind(); @@ -221,6 +247,7 @@ Renderer::State::State(): texture(0), texturing(0), material(0), + lighting(0), shprog(0), shdata_count(0), winding_test(0)