#include <dali/internal/render/gl-resources/context.h>
#include <dali/internal/render/shaders/shader.h>
#include <dali/internal/render/shaders/program.h>
+#include <dali/internal/render/renderers/scene-graph-renderer-debug.h>
#include <dali/internal/render/renderers/render-data-provider.h>
#include <dali/public-api/actors/blending.h>
#include <dali/internal/common/image-sampler.h>
namespace
{
+
+
static Matrix gModelViewProjectionMatrix( false ); ///< a shared matrix to calculate the MVP matrix, dont want to store it locally to reduce storage overhead
static Matrix3 gNormalMatrix; ///< a shared matrix to calculate normal matrix, dont want to store it locally to reduce storage overhead
program.SetUniformMatrix3fv( loc, 1, gNormalMatrix.AsFloat() );
}
}
+
}
namespace SceneGraph
return;
}
}
+
// Take the program into use so we can send uniforms to it
program.Use();
Renderer::Renderer( RenderDataProvider& dataprovider )
: mDataProvider( dataprovider ),
mContext( NULL ),
+
mTextureCache( NULL ),
mShader( NULL ),
mSamplerBitfield( ImageSampler::DefaultOptions() ),