]> git.tdb.fi Git - libs/gl.git/blobdiff - source/renderer.cpp
Add a function to flush shader data in Renderer
[libs/gl.git] / source / renderer.cpp
index c213f0a987218f579fbc4991fc6722bece0e083a..c5fe3c64a8baca0d39b7966d43edc61c3efa9be4 100644 (file)
@@ -35,7 +35,10 @@ Renderer::Renderer(const Camera *c):
        if(c)
                set_camera(*c);
        else
+       {
                standard_shdata.uniform("projection_matrix", Matrix());
+               standard_shdata.uniform("eye_world_matrix", Matrix());
+       }
 }
 
 Renderer::~Renderer()
@@ -54,6 +57,7 @@ void Renderer::set_camera(const Camera &c)
 {
        state->camera = &c;
        standard_shdata.uniform("projection_matrix", state->camera->get_projection_matrix());
+       standard_shdata.uniform("eye_world_matrix", state->camera->get_view_matrix());
        changed |= STANDARD_SHDATA|LEGACY_PROJECTION;
        set_matrix(state->camera->get_view_matrix());
 }
@@ -130,14 +134,19 @@ void Renderer::add_shader_data(const ProgramData &d)
                ++state->shdata_count;
        else
        {
-               if(shdata_stack.size()>state->shdata_count)
-                       shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
+               flush_shader_data();
                shdata_stack.push_back(&d);
                state->shdata_count = shdata_stack.size();
                changed |= SHADER_DATA;
        }
 }
 
+void Renderer::flush_shader_data()
+{
+       if(shdata_stack.size()>state->shdata_count)
+               shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
+}
+
 void Renderer::set_mesh(const Mesh *m)
 {
        state->mesh = m;
@@ -158,6 +167,11 @@ void Renderer::set_reverse_winding(bool r)
        state->reverse_winding = r;
 }
 
+void Renderer::set_object_lod_bias(unsigned b)
+{
+       state->object_lod_bias = b;
+}
+
 void Renderer::push_state()
 {
        state_stack.push_back(state_stack.back());
@@ -179,9 +193,15 @@ void Renderer::pop_state()
        if(camera_changed)
        {
                if(state->camera)
+               {
                        standard_shdata.uniform("projection_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("eye_world_matrix", Matrix());
+               }
                changed |= STANDARD_SHDATA|LEGACY_PROJECTION;
        }
        /* This actually should compare the relevant matrices rather than check for
@@ -259,18 +279,16 @@ void Renderer::draw(const Batch &batch)
 {
        apply_state();
 
-       bool legacy_bindings = (!state->shprog || state->shprog->uses_legacy_variables());
-       if(state->mesh && legacy_bindings)
-       {
-               if(const Buffer *ibuf = state->mesh->get_index_buffer())
-                       ibuf->bind_to(ELEMENT_ARRAY_BUFFER);
-               else
-                       Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
-       }
-
        batch.draw();
 }
 
+void Renderer::draw_instanced(const Batch &batch, unsigned count)
+{
+       apply_state();
+
+       batch.draw_instanced(count);
+}
+
 void Renderer::apply_state()
 {
        /* We (mostly) let the objects themselves figure out if the binding has
@@ -376,6 +394,10 @@ void Renderer::apply_state()
                {
                        Mesh::unbind();
                        state->mesh->get_vertices().apply();
+                       if(const Buffer *ibuf = state->mesh->get_index_buffer())
+                               ibuf->bind_to(ELEMENT_ARRAY_BUFFER);
+                       else
+                               Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
                }
                else
                        state->mesh->bind();
@@ -437,7 +459,8 @@ Renderer::State::State():
        mesh(0),
        vertex_setup(0),
        winding_test(0),
-       reverse_winding(false)
+       reverse_winding(false),
+       object_lod_bias(0)
 { }
 
 } // namespace GL