Go to the documentation of this file.00001
00002
00003
00004
00005
00006
00007
00008
00009
00010
00011
00012
00013
00014
00015
00016
00017
00018
00019
00020
00021
00022
00023
00024
00025
00026
00027
00028
00029
00030
00031
00032 #include <vlGraphics/ProjViewTransfCallback.hpp>
00033 #include <vlCore/Transform.hpp>
00034 #include <vlGraphics/Camera.hpp>
00035 #include <vlGraphics/GLSL.hpp>
00036
00037 using namespace vl;
00038
00039
00040
00041
00042 void ProjViewTransfCallback::updateMatrices(bool cam_changed, bool transf_changed, const GLSLProgram* glsl_program, const Camera* camera, const Transform* transform)
00043 {
00044
00045
00046
00047
00048
00049
00050 bool use_fixed_function_matrices = Has_Fixed_Function_Pipeline;
00051
00052
00053 if ( cam_changed )
00054 {
00055 if ( glsl_program && glsl_program->vl_ProjectionMatrix() != -1 )
00056 {
00057 use_fixed_function_matrices = false;
00058 #if VL_PIPELINE_PRECISION == 1
00059 glUniformMatrix4fv( glsl_program->vl_ProjectionMatrix(), 1, GL_FALSE, camera->projectionMatrix().ptr() ); VL_CHECK_OGL();
00060 #elif VL_PIPELINE_PRECISION == 2
00061 glUniformMatrix4fv( glsl_program->vl_ProjectionMatrix(), 1, GL_FALSE, ((fmat4)camera->projectionMatrix()).ptr() ); VL_CHECK_OGL();
00062 #endif
00063 }
00064
00065 if ( use_fixed_function_matrices )
00066 {
00067
00068 glMatrixMode(GL_PROJECTION); VL_CHECK_OGL();
00069 VL_glLoadMatrix( camera->projectionMatrix().ptr() ); VL_CHECK_OGL();
00070 }
00071 }
00072
00073
00074 if ( cam_changed || transf_changed )
00075 {
00076
00077 mat4 modelview;
00078 if ( transform )
00079 modelview = camera->viewMatrix() * transform->worldMatrix();
00080 else
00081 modelview = camera->viewMatrix();
00082
00083 if ( glsl_program )
00084 {
00085
00086 if ( glsl_program->vl_ModelViewMatrix() != -1 )
00087 {
00088 use_fixed_function_matrices = false;
00089 #if VL_PIPELINE_PRECISION == 1
00090 glUniformMatrix4fv( glsl_program->vl_ModelViewMatrix(), 1, GL_FALSE, modelview.ptr() ); VL_CHECK_OGL();
00091 #elif VL_PIPELINE_PRECISION == 2
00092 glUniformMatrix4fv( glsl_program->vl_ModelViewMatrix(), 1, GL_FALSE, ((fmat4)modelview).ptr() ); VL_CHECK_OGL();
00093 #endif
00094 }
00095
00096
00097 if ( glsl_program->vl_ModelViewProjectionMatrix() != -1 )
00098 {
00099 use_fixed_function_matrices = false;
00100 #if VL_PIPELINE_PRECISION == 1
00101 glUniformMatrix4fv( glsl_program->vl_ModelViewProjectionMatrix(), 1, GL_FALSE, (camera->projectionMatrix() * modelview).ptr() ); VL_CHECK_OGL();
00102 #elif VL_PIPELINE_PRECISION == 2
00103 glUniformMatrix4fv( glsl_program->vl_ModelViewProjectionMatrix(), 1, GL_FALSE, ((fmat4)(camera->projectionMatrix() * modelview)).ptr() ); VL_CHECK_OGL();
00104 #endif
00105 }
00106
00107
00108 if ( glsl_program->vl_NormalMatrix() != -1 )
00109 {
00110 use_fixed_function_matrices = false;
00111
00112 mat4 normalmtx = modelview.as3x3();
00113 normalmtx.invert();
00114 normalmtx.transpose();
00115 #if VL_PIPELINE_PRECISION == 1
00116 glUniformMatrix4fv( glsl_program->vl_NormalMatrix(), 1, GL_FALSE, normalmtx.ptr() ); VL_CHECK_OGL();
00117 #elif VL_PIPELINE_PRECISION == 2
00118 glUniformMatrix4fv( glsl_program->vl_NormalMatrix(), 1, GL_FALSE, ((fmat4)normalmtx).ptr() ); VL_CHECK_OGL();
00119 #endif
00120 }
00121 }
00122
00123 if( use_fixed_function_matrices )
00124 {
00125 glMatrixMode(GL_MODELVIEW); VL_CHECK_OGL();
00126 VL_glLoadMatrix( modelview.ptr() ); VL_CHECK_OGL();
00127 }
00128 }
00129 }
00130