]> git.tdb.fi Git - libs/gl.git/blobdiff - source/renderer.cpp
Derive ProgramCompiler::DeclarationCombiner from BlockModifier
[libs/gl.git] / source / renderer.cpp
index e57967d9c46b227c5a9bad4da50c7af1320b1864..c3a6923f17338cb51d4221f02f6aa158e07fa0fe 100644 (file)
@@ -33,6 +33,8 @@ Renderer::Renderer(const Camera *c):
 
        if(c)
                set_camera(*c);
+       else
+               standard_shdata.uniform("projection_matrix", Matrix());
 }
 
 Renderer::~Renderer()
@@ -166,12 +168,19 @@ void Renderer::pop_state()
        }
        shdata_applied = min<unsigned>(shdata_applied, shdata_stack.size());
        changed |= MATRIX;
-       if(state->camera!=old_camera)
+       bool camera_changed = (state->camera!=old_camera);
+       if(camera_changed)
        {
-               standard_shdata.uniform("projection_matrix", state->camera->get_projection_matrix());
+               if(state->camera)
+                       standard_shdata.uniform("projection_matrix", state->camera->get_projection_matrix());
+               else
+                       standard_shdata.uniform("projection_matrix", Matrix());
                changed |= STANDARD_SHDATA|LEGACY_PROJECTION;
        }
-       if(state->lighting!=old_lighting)
+       /* 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)
                {
@@ -180,7 +189,7 @@ void Renderer::pop_state()
                }
                changed |= LEGACY_LIGHTING;
        }
-       if(state->clipping!=old_clipping)
+       if(state->clipping!=old_clipping || camera_changed)
        {
                if(state->clipping)
                {
@@ -321,13 +330,13 @@ void Renderer::apply_state()
                                changed = (changed&~MODERN_MATRIX)|STANDARD_SHDATA;
                        }
 
-                       if(state->material && (changed&MATERIAL_SHDATA))
+                       if(state->material && ((changed&MATERIAL_SHDATA) || shprog_changed))
                        {
                                state->material->get_shader_data().apply();
                                changed &= ~MATERIAL_SHDATA;
                        }
 
-                       if(changed&STANDARD_SHDATA)
+                       if((changed&STANDARD_SHDATA) || shprog_changed)
                        {
                                standard_shdata.apply();
                                changed &= ~STANDARD_SHDATA;