From f632bf388a58b036e265f3789c797beff5ab063a Mon Sep 17 00:00:00 2001 From: Mikko Rasa Date: Sat, 19 Nov 2016 16:20:06 +0200 Subject: [PATCH] Eliminate the separate matrix stack in Renderer Instead incorporate the modelview matrix into the main render state. --- source/renderer.cpp | 38 +++++++++++++------------------------- source/renderer.h | 18 ++---------------- 2 files changed, 15 insertions(+), 41 deletions(-) diff --git a/source/renderer.cpp b/source/renderer.cpp index 01c17a26..3bef74b3 100644 --- a/source/renderer.cpp +++ b/source/renderer.cpp @@ -22,7 +22,6 @@ namespace Msp { namespace GL { Renderer::Renderer(const Camera *c): - mtx_stack(*this), changed(0), matrices_loaded(false), shdata_applied(0), @@ -52,24 +51,26 @@ void Renderer::begin(const Camera *c) if(camera) { - mtx_stack.load(camera->get_matrix()); + state->modelview_matrix = camera->get_view_matrix(); standard_shdata.uniform("projection_matrix", camera->get_projection_matrix()); } else { - mtx_stack.load(MatrixStack::modelview().top()); + state->modelview_matrix = MatrixStack::modelview().top(); standard_shdata.uniform("projection_matrix", MatrixStack::projection().top()); } } void Renderer::set_matrix(const Matrix &matrix) { - mtx_stack.load(matrix); + state->modelview_matrix = matrix; + changed |= MATRIX; } void Renderer::transform(const Matrix &matrix) { - mtx_stack *= matrix; + state->modelview_matrix *= matrix; + changed |= MATRIX; } void Renderer::set_texture(const Texture *t) @@ -98,10 +99,10 @@ void Renderer::set_material(const Material *m) void Renderer::set_lighting(const Lighting *l) { state->lighting = l; - state->lighting_matrix = mtx_stack.top(); + state->lighting_matrix = state->modelview_matrix; if(l) { - l->update_shader_data(standard_shdata, mtx_stack.top()); + l->update_shader_data(standard_shdata, state->lighting_matrix); changed |= STANDARD_SHDATA; } changed |= LEGACY_LIGHTING; @@ -110,9 +111,9 @@ void Renderer::set_lighting(const Lighting *l) void Renderer::set_clipping(const Clipping *c) { state->clipping = c; - state->clipping_matrix = mtx_stack.top(); + state->clipping_matrix = state->modelview_matrix; if(c) - c->update_shader_data(standard_shdata, mtx_stack.top()); + c->update_shader_data(standard_shdata, state->clipping_matrix); changed |= LEGACY_CLIPPING; } @@ -149,7 +150,6 @@ void Renderer::push_state() { state_stack.push_back(state_stack.back()); state = &state_stack.back(); - mtx_stack.push(); } void Renderer::pop_state() @@ -167,7 +167,6 @@ void Renderer::pop_state() changed |= SHADER_DATA; } shdata_applied = min(shdata_applied, shdata_stack.size()); - mtx_stack.pop(); changed |= MATRIX; if(state->lighting!=old_lighting) { @@ -304,9 +303,8 @@ void Renderer::apply_state() { if(changed&MODERN_MATRIX) { - const Matrix &m = mtx_stack.top(); - standard_shdata.uniform("eye_obj_matrix", mtx_stack.top()); - LinAl::SquareMatrix nm = m.block<3, 3>(0, 0); + standard_shdata.uniform("eye_obj_matrix", state->modelview_matrix); + LinAl::SquareMatrix nm = state->modelview_matrix.block<3, 3>(0, 0); nm = transpose(invert(nm)); standard_shdata.uniform_matrix3("eye_obj_normal_matrix", &nm(0, 0)); changed = (changed&~MODERN_MATRIX)|STANDARD_SHDATA; @@ -377,7 +375,7 @@ void Renderer::apply_state() if(changed&LEGACY_MATRIX) { - MatrixStack::modelview() = mtx_stack.top(); + MatrixStack::modelview() = state->modelview_matrix; changed &= ~LEGACY_MATRIX; } } @@ -412,15 +410,5 @@ Renderer::State::State(): reverse_winding(false) { } - -Renderer::MtxStack::MtxStack(Renderer &r): - renderer(r) -{ } - -void Renderer::MtxStack::update() -{ - renderer.changed |= MATRIX; -} - } // namespace GL } // namespace Msp diff --git a/source/renderer.h b/source/renderer.h index b114f687..157282a5 100644 --- a/source/renderer.h +++ b/source/renderer.h @@ -64,6 +64,7 @@ public: private: struct State { + Matrix modelview_matrix; const Texture *texture; const Texturing *texturing; unsigned lowest_effect_texunit; @@ -81,17 +82,6 @@ private: State(); }; - class MtxStack: public MatrixStack - { - private: - Renderer &renderer; - - public: - MtxStack(Renderer &); - private: - virtual void update(); - }; - enum ChangeMask { LEGACY_MATRIX = 1, @@ -104,7 +94,6 @@ private: STANDARD_SHDATA = 64 }; - MtxStack mtx_stack; unsigned char changed; bool matrices_loaded; unsigned shdata_applied; @@ -124,9 +113,6 @@ public: times without an intervening end(). */ void begin(const Camera *); - /** Deprecated as unsafe. Use set_matrix() or transform() instead. */ - MatrixStack &matrix_stack() { return mtx_stack; } - /** Replaces the Renderer's modelview matrix. */ void set_matrix(const Matrix &); @@ -134,7 +120,7 @@ public: void transform(const Matrix &); /** Returns the current modelview matrix. */ - const Matrix &get_matrix() const { return mtx_stack.top(); } + const Matrix &get_matrix() const { return state->modelview_matrix; } const Camera *get_camera() const { return camera; } -- 2.43.0