]> git.tdb.fi Git - libs/gl.git/blobdiff - source/render/renderer.cpp
Use persistent uniform blocks for Camera, Lighting and Clipping
[libs/gl.git] / source / render / renderer.cpp
index 5d0bf6b8dab2bf78b995ff18584bc0351902fc01..2da4bd78f4969a016ee71099ac2655567ca051f0 100644 (file)
@@ -43,9 +43,6 @@ void Renderer::init()
        state_stack.push_back(State());
        shdata_stack.reserve(32);
        state = &state_stack.back();
-
-       standard_shdata.uniform("clip_eye_matrix", Matrix());
-       standard_shdata.uniform("eye_world_matrix", Matrix());
 }
 
 Renderer::~Renderer()
@@ -56,9 +53,7 @@ Renderer::~Renderer()
 void Renderer::set_camera(const Camera &c)
 {
        state->camera = &c;
-       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;
+       changed |= CAMERA_SHDATA;
        set_matrix(Matrix());
 }
 
@@ -159,21 +154,13 @@ void Renderer::set_material(const Material *m)
 void Renderer::set_lighting(const Lighting *l)
 {
        state->lighting = l;
-       if(l)
-       {
-               l->update_shader_data(standard_shdata, Matrix());
-               changed |= STANDARD_SHDATA;
-       }
+       changed |= LIGHTING_SHDATA;
 }
 
 void Renderer::set_clipping(const Clipping *c)
 {
        state->clipping = c;
-       if(c)
-       {
-               c->update_shader_data(standard_shdata, Matrix());
-               changed |= STANDARD_SHDATA;
-       }
+       changed |= CLIPPING_SHDATA;
 }
 
 void Renderer::set_shader_program(const Program *p, const ProgramData *d)
@@ -246,35 +233,11 @@ void Renderer::pop_state()
        changed |= MATRIX;
        bool camera_changed = (state->camera!=old_camera);
        if(camera_changed)
-       {
-               if(state->camera)
-               {
-                       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("clip_eye_matrix", Matrix());
-                       standard_shdata.uniform("eye_world_matrix", Matrix());
-               }
-               changed |= STANDARD_SHDATA;
-       }
+               changed |= CAMERA_SHDATA;
        if(state->lighting!=old_lighting)
-       {
-               if(state->lighting)
-               {
-                       state->lighting->update_shader_data(standard_shdata, Matrix());
-                       changed |= STANDARD_SHDATA;
-               }
-       }
+               changed |= LIGHTING_SHDATA;
        if(state->clipping!=old_clipping)
-       {
-               if(state->clipping)
-               {
-                       state->clipping->update_shader_data(standard_shdata, Matrix());
-                       changed |= STANDARD_SHDATA;
-               }
-       }
+               changed |= CLIPPING_SHDATA;
 }
 
 void Renderer::end()
@@ -285,8 +248,6 @@ void Renderer::end()
        *state = State();
        if(default_camera)
                set_camera(*default_camera);
-       else
-               standard_shdata.uniform("clip_eye_matrix", Matrix());
        shdata_stack.clear();
        excluded.clear();
 
@@ -374,12 +335,30 @@ void Renderer::apply_state()
                changed = (changed&~MATRIX)|STANDARD_SHDATA;
        }
 
+       if(state->camera && ((changed&CAMERA_SHDATA) || shprog_changed))
+       {
+               state->camera->get_shader_data().apply();
+               changed &= ~CAMERA_SHDATA;
+       }
+
        if(state->material && ((changed&MATERIAL_SHDATA) || shprog_changed))
        {
                state->material->get_shader_data().apply();
                changed &= ~MATERIAL_SHDATA;
        }
 
+       if(state->lighting && ((changed&LIGHTING_SHDATA) || shprog_changed))
+       {
+               state->lighting->get_shader_data().apply();
+               changed &= ~LIGHTING_SHDATA;
+       }
+
+       if(state->clipping && ((changed&CLIPPING_SHDATA) || shprog_changed))
+       {
+               state->clipping->get_shader_data().apply();
+               changed &= ~CLIPPING_SHDATA;
+       }
+
        if((changed&STANDARD_SHDATA) || shprog_changed)
        {
                standard_shdata.apply();