]> git.tdb.fi Git - libs/gl.git/blobdiff - source/render/renderer.cpp
Move lighting calculations to world space
[libs/gl.git] / source / render / renderer.cpp
index 2485a9e26dedfb866c1ff22c513e8f8e9670cf7b..5d0bf6b8dab2bf78b995ff18584bc0351902fc01 100644 (file)
@@ -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<float, 3> nm = state->modelview_matrix.block<3, 3>(0, 0);
+               standard_shdata.uniform("world_obj_matrix", state->model_matrix);
+               LinAl::SquareMatrix<float, 3> 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;
        }