]> git.tdb.fi Git - libs/gl.git/blobdiff - source/renderer.cpp
Remove conditionals and loops that can be determined to never run
[libs/gl.git] / source / renderer.cpp
index c558757f885654e0646f6392d9866b4bf52b205e..01c17a26ef8cc3ce5019bea833a3224e7c54e19c 100644 (file)
@@ -1,6 +1,7 @@
 #include "batch.h"
 #include "buffer.h"
 #include "camera.h"
+#include "clipping.h"
 #include "error.h"
 #include "lighting.h"
 #include "material.h"
@@ -91,6 +92,7 @@ unsigned Renderer::allocate_effect_texunit()
 void Renderer::set_material(const Material *m)
 {
        state->material = m;
+       changed |= MATERIAL_SHDATA;
 }
 
 void Renderer::set_lighting(const Lighting *l)
@@ -98,8 +100,20 @@ void Renderer::set_lighting(const Lighting *l)
        state->lighting = l;
        state->lighting_matrix = mtx_stack.top();
        if(l)
+       {
                l->update_shader_data(standard_shdata, mtx_stack.top());
-       changed |= LIGHTING;
+               changed |= STANDARD_SHDATA;
+       }
+       changed |= LEGACY_LIGHTING;
+}
+
+void Renderer::set_clipping(const Clipping *c)
+{
+       state->clipping = c;
+       state->clipping_matrix = mtx_stack.top();
+       if(c)
+               c->update_shader_data(standard_shdata, mtx_stack.top());
+       changed |= LEGACY_CLIPPING;
 }
 
 void Renderer::set_shader_program(const Program *p, const ProgramData *d)
@@ -144,6 +158,7 @@ void Renderer::pop_state()
                throw stack_underflow("Renderer::pop_state");
 
        const Lighting *old_lighting = state->lighting;
+       const Clipping *old_clipping = state->clipping;
        state_stack.pop_back();
        state = &state_stack.back();
        if(shdata_stack.size()>state->shdata_count)
@@ -158,7 +173,13 @@ void Renderer::pop_state()
        {
                if(state->lighting)
                        state->lighting->update_shader_data(standard_shdata, state->lighting_matrix);
-               changed |= LIGHTING;
+               changed |= LEGACY_LIGHTING;
+       }
+       if(state->clipping!=old_clipping)
+       {
+               if(state->clipping)
+                       state->clipping->update_shader_data(standard_shdata, state->clipping_matrix);
+               changed |= LEGACY_CLIPPING;
        }
 }
 
@@ -181,6 +202,7 @@ void Renderer::end()
        Texture::unbind_from(0);
        Material::unbind();
        Lighting::unbind();
+       Clipping::unbind();
        Program::unbind();
        Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
        WindingTest::unbind();
@@ -243,19 +265,36 @@ void Renderer::apply_state()
                else
                        Material::unbind();
 
-               if(changed&LIGHTING)
+               if(changed&LEGACY_LIGHTING)
                {
                        if(state->lighting)
                        {
                                MatrixStack::modelview() = state->lighting_matrix;
                                state->lighting->bind();
-                               changed = (changed&~LIGHTING)|LEGACY_MATRIX;
+                               changed = (changed&~LEGACY_LIGHTING)|LEGACY_MATRIX;
                        }
                        else
                                Lighting::unbind();
                }
        }
 
+       if(state->clipping)
+       {
+               if(legacy_bindings)
+               {
+                       if(changed&LEGACY_CLIPPING)
+                       {
+                               MatrixStack::modelview() = state->clipping_matrix;
+                               state->clipping->bind(true);
+                               changed = (changed&~LEGACY_CLIPPING)|LEGACY_MATRIX;
+                       }
+               }
+               else
+                       state->clipping->bind(false);
+       }
+       else
+               Clipping::unbind();
+
        if(state->shprog)
        {
                bool shprog_changed = (state->shprog!=Program::current());
@@ -270,12 +309,20 @@ void Renderer::apply_state()
                                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;
+                               changed = (changed&~MODERN_MATRIX)|STANDARD_SHDATA;
                        }
 
-                       if(state->material)
+                       if(state->material && (changed&MATERIAL_SHDATA))
+                       {
                                state->material->get_shader_data().apply();
-                       standard_shdata.apply();
+                               changed &= ~MATERIAL_SHDATA;
+                       }
+
+                       if(changed&STANDARD_SHDATA)
+                       {
+                               standard_shdata.apply();
+                               changed &= ~STANDARD_SHDATA;
+                       }
                }
 
                if((changed&SHADER_DATA) || shprog_changed)
@@ -357,6 +404,7 @@ Renderer::State::State():
        lowest_effect_texunit(TexUnit::get_n_units()),
        material(0),
        lighting(0),
+       clipping(0),
        shprog(0),
        shdata_count(0),
        mesh(0),