]> git.tdb.fi Git - libs/gl.git/blobdiff - source/renderer.cpp
Add a new transform API to Renderer.
[libs/gl.git] / source / renderer.cpp
index 2d262e73bef495501afa333f6e5601a93468a9ac..c558757f885654e0646f6392d9866b4bf52b205e 100644 (file)
@@ -26,8 +26,7 @@ Renderer::Renderer(const Camera *c):
        matrices_loaded(false),
        shdata_applied(0),
        camera(0),
-       state_stack(1),
-       element_buffer(0)
+       state_stack(1)
 {
        state_stack.reserve(16);
        shdata_stack.reserve(32);
@@ -62,6 +61,16 @@ void Renderer::begin(const Camera *c)
        }
 }
 
+void Renderer::set_matrix(const Matrix &matrix)
+{
+       mtx_stack.load(matrix);
+}
+
+void Renderer::transform(const Matrix &matrix)
+{
+       mtx_stack *= matrix;
+}
+
 void Renderer::set_texture(const Texture *t)
 {
        state->texture = t;
@@ -112,11 +121,6 @@ void Renderer::set_mesh(const Mesh *m)
        state->mesh = m;
 }
 
-void Renderer::set_element_buffer(const Buffer *b)
-{
-       element_buffer = b;
-}
-
 void Renderer::set_winding_test(const WindingTest *w)
 {
        state->winding_test = w;
@@ -203,10 +207,10 @@ void Renderer::draw(const Batch &batch)
        apply_state();
 
        bool legacy_bindings = (!state->shprog || state->shprog->uses_legacy_variables());
-       if(legacy_bindings)
+       if(state->mesh && legacy_bindings)
        {
-               if(element_buffer)
-                       element_buffer->bind_to(ELEMENT_ARRAY_BUFFER);
+               if(const Buffer *ibuf = state->mesh->get_index_buffer())
+                       ibuf->bind_to(ELEMENT_ARRAY_BUFFER);
                else
                        Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
        }
@@ -263,10 +267,7 @@ void Renderer::apply_state()
                        {
                                const Matrix &m = mtx_stack.top();
                                standard_shdata.uniform("eye_obj_matrix", mtx_stack.top());
-                               LinAl::SquareMatrix<float, 3> nm;
-                               for(unsigned i=0; i<3; ++i)
-                                       for(unsigned j=0; j<3; ++j)
-                                               nm(i, j) = m(i, j);
+                               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;