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authorDave Parks <davep@lindenlab.com>2011-09-15 00:54:25 -0500
committerDave Parks <davep@lindenlab.com>2011-09-15 00:54:25 -0500
commit530981a2149a74e1dc003cea1bbc9dc392fcae60 (patch)
treef629a2dbc004d23e0f9f056366290e397ec51caf /indra/llrender/llrender.cpp
parent7c95af74f195c9ec4ebc0fc0264d98cd4a85be49 (diff)
SH-2243 work in progress -- no more deprecated built-in matrix state when using shaders.
Diffstat (limited to 'indra/llrender/llrender.cpp')
-rw-r--r--indra/llrender/llrender.cpp106
1 files changed, 93 insertions, 13 deletions
diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp
index 27d25c0d3a..359e6fd560 100644
--- a/indra/llrender/llrender.cpp
+++ b/indra/llrender/llrender.cpp
@@ -1018,6 +1018,8 @@ void LLRender::refreshState(void)
void LLRender::syncMatrices()
{
+ stop_glerror();
+
GLenum mode[] =
{
GL_MODELVIEW,
@@ -1028,27 +1030,105 @@ void LLRender::syncMatrices()
GL_TEXTURE,
};
- for (U32 i = 0; i < 2; ++i)
+ std::string name[] =
+ {
+ "modelview_matrix",
+ "projection_matrix",
+ "texture_matrix0",
+ "texture_matrix1",
+ "texture_matrix2",
+ "texture_matrix3",
+ };
+
+ LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
+
+ if (shader)
{
- if (mMatHash[i] != mCurMatHash[i])
+
+ llassert(shader);
+
+ bool do_normal = false;
+ bool do_mvp = false;
+
+ for (U32 i = 0; i < NUM_MATRIX_MODES; ++i)
{
- glMatrixMode(mode[i]);
- glLoadMatrixf(mMatrix[i][mMatIdx[i]].m);
- mCurMatHash[i] = mMatHash[i];
+ if (mMatHash[i] != shader->mMatHash[i])
+ {
+ shader->uniformMatrix4fv(name[i], 1, GL_FALSE, mMatrix[i][mMatIdx[i]].m);
+ shader->mMatHash[i] = mMatHash[i];
+
+ if (i == MM_MODELVIEW)
+ {
+ do_normal = true;
+ do_mvp = true;
+ }
+ else if (i == MM_PROJECTION)
+ {
+ do_mvp = true;
+ }
+ }
}
- }
- for (U32 i = 2; i < NUM_MATRIX_MODES; ++i)
+ if (do_normal)
+ {
+ S32 loc = shader->getUniformLocation("normal_matrix");
+ if (loc > -1)
+ {
+ U32 i = MM_MODELVIEW;
+
+ glh::matrix4f norm = mMatrix[i][mMatIdx[i]].inverse().transpose();
+
+ F32 norm_mat[] =
+ {
+ norm.m[0], norm.m[1], norm.m[2],
+ norm.m[4], norm.m[5], norm.m[6],
+ norm.m[8], norm.m[9], norm.m[10]
+ };
+
+ shader->uniformMatrix3fv("normal_matrix", 1, GL_FALSE, norm_mat);
+ }
+ }
+
+ if (do_mvp)
+ {
+ S32 loc = shader->getUniformLocation("modelview_projection_matrix");
+ if (loc > -1)
+ {
+ U32 mv = MM_MODELVIEW;
+ U32 proj = MM_PROJECTION;
+
+ glh::matrix4f mvp = mMatrix[mv][mMatIdx[mv]];
+ mvp.mult_left(mMatrix[proj][mMatIdx[proj]]);
+
+ shader->uniformMatrix4fv("modelview_projection_matrix", 1, GL_FALSE, mvp.m);
+ }
+ }
+ }
+ else
{
- if (mMatHash[i] != mCurMatHash[i])
+ for (U32 i = 0; i < 2; ++i)
{
- gGL.getTexUnit(i-2)->activate();
- glMatrixMode(mode[i]);
- glLoadMatrixf(mMatrix[i][mMatIdx[i]].m);
- mCurMatHash[i] = mMatHash[i];
+ if (mMatHash[i] != mCurMatHash[i])
+ {
+ glMatrixMode(mode[i]);
+ glLoadMatrixf(mMatrix[i][mMatIdx[i]].m);
+ mCurMatHash[i] = mMatHash[i];
+ }
+ }
+
+ for (U32 i = 2; i < NUM_MATRIX_MODES; ++i)
+ {
+ if (mMatHash[i] != mCurMatHash[i])
+ {
+ gGL.getTexUnit(i-2)->activate();
+ glMatrixMode(mode[i]);
+ glLoadMatrixf(mMatrix[i][mMatIdx[i]].m);
+ mCurMatHash[i] = mMatHash[i];
+ }
}
}
-
+
+ stop_glerror();
}
void LLRender::translatef(const GLfloat& x, const GLfloat& y, const GLfloat& z)