5 #include "framebuffer.h"
9 #include "programdata.h"
10 #include "renderable.h"
12 #include "resourcemanager.h"
15 #include "vertexarray.h"
16 #include "vertexsetup.h"
25 state_stack.reserve(16);
26 shdata_stack.reserve(32);
27 texture_stack.reserve(32);
30 void Renderer::begin()
33 throw invalid_operation("Renderer::begin");
35 state_stack.push_back(State());
36 current_state = &state_stack.back();
38 RendererBackend::begin();
40 add_shader_data(standard_shdata);
45 if(!current_state || state_stack.size()>1)
46 throw invalid_operation("Renderer::end");
48 RendererBackend::end();
52 texture_stack.clear();
56 void Renderer::push_state()
58 if(state_stack.empty())
59 throw invalid_operation("Renderer::push_state");
61 state_stack.push_back(state_stack.back());
62 current_state = &state_stack.back();
65 void Renderer::pop_state()
67 if(state_stack.size()==1)
68 throw stack_underflow("Renderer::pop_state");
70 state_stack.pop_back();
71 current_state = &state_stack.back();
75 Renderer::State &Renderer::get_state() const
79 throw invalid_operation("Renderer::get_state");
81 return *current_state;
84 void Renderer::set_camera(const Camera &c)
86 get_state().camera = &c;
87 add_shader_data(c.get_shader_data());
91 void Renderer::set_matrix(const Matrix &matrix)
93 get_state().model_matrix = matrix;
97 void Renderer::set_framebuffer(const Framebuffer *f)
99 get_state().framebuffer = f;
102 void Renderer::set_viewport(const Rect *v)
104 get_state().viewport = v;
107 void Renderer::set_scissor(const Rect *s)
109 get_state().scissor = s;
112 void Renderer::set_shader_program(const Program *p, const ProgramData *d)
114 get_state().shprog = p;
119 void Renderer::add_shader_data(const ProgramData &d)
121 State &state = get_state();
123 if(state.shdata_count<shdata_stack.size())
125 const BoundProgramData &top = shdata_stack.back();
126 if(top.shdata==&d && top.generation==d.get_generation())
128 ++state.shdata_count;
134 shdata_stack.push_back(&d);
135 state.shdata_count = shdata_stack.size();
136 changed |= SHADER_DATA;
139 void Renderer::set_texture(Tag tag, const Texture *tex, const Sampler *samp)
141 State &state = get_state();
144 if(ResourceManager *res_mgr = tex->get_manager())
145 res_mgr->resource_used(*tex);
147 if(texture_stack.size()>state.texture_count)
149 BoundTexture &bt = texture_stack[state.texture_count];
150 if(bt.tag==tag && bt.texture==tex && bt.sampler==samp)
152 ++state.texture_count;
159 for(auto i=texture_stack.end(); i!=texture_stack.begin(); )
162 i->replaced = texture_stack.size();
166 texture_stack.push_back(BoundTexture());
167 BoundTexture &bound_tex = texture_stack.back();
169 bound_tex.texture = tex;
170 bound_tex.sampler = samp;
171 state.texture_count = texture_stack.size();
174 void Renderer::flush_shader_data()
176 const State &state = get_state();
178 if(shdata_stack.size()>state.shdata_count)
179 shdata_stack.erase(shdata_stack.begin()+state.shdata_count, shdata_stack.end());
182 void Renderer::flush_textures()
184 const State &state = get_state();
186 for(unsigned i=0; i<state.texture_count; ++i)
187 if(texture_stack[i].replaced>=static_cast<int>(state.texture_count))
188 texture_stack[i].replaced = -1;
190 texture_stack.erase(texture_stack.begin()+state.texture_count, texture_stack.end());
193 void Renderer::set_vertex_setup(const VertexSetup *vs)
195 get_state().vertex_setup = vs;
198 void Renderer::set_front_face(FaceWinding winding)
200 get_state().front_face = winding;
203 void Renderer::set_face_cull(CullMode cull)
205 get_state().face_cull = cull;
208 void Renderer::set_depth_test(const DepthTest *dt)
210 get_state().depth_test = dt;
213 void Renderer::set_stencil_test(const StencilTest *st)
215 get_state().stencil_test = st;
218 void Renderer::set_blend(const Blend *b)
220 get_state().blend = b;
223 void Renderer::set_object_lod_bias(unsigned b)
225 get_state().object_lod_bias = b;
228 void Renderer::clear(const ClearValue *values)
230 const State &state = get_state();
232 pipeline_state.set_framebuffer(state.framebuffer);
233 pipeline_state.set_viewport(state.viewport);
234 pipeline_state.set_scissor(state.scissor);
235 commands.use_pipeline(&pipeline_state);
236 commands.clear(values);
239 void Renderer::draw(const Batch &batch)
243 commands.use_pipeline(&pipeline_state);
244 commands.draw(batch);
247 void Renderer::draw_instanced(const Batch &batch, unsigned count)
251 commands.use_pipeline(&pipeline_state);
252 commands.draw_instanced(batch, count);
255 void Renderer::resolve_multisample(Framebuffer &target)
257 const State &state = get_state();
259 if(!state.framebuffer)
260 throw invalid_operation("Renderer::resolve_multisample");
262 unsigned width = state.framebuffer->get_width();
263 unsigned height = state.framebuffer->get_height();
264 if(target.get_width()!=width || target.get_height()!=height)
265 throw incompatible_data("Renderer::resolve_multisample");
267 pipeline_state.set_framebuffer(state.framebuffer);
268 commands.use_pipeline(&pipeline_state);
269 commands.resolve_multisample(target);
272 void Renderer::begin_query(const QueryPool &pool, unsigned index)
274 commands.begin_query(pool, index);
277 void Renderer::end_query(const QueryPool &pool, unsigned index)
279 commands.end_query(pool, index);
282 void Renderer::apply_state()
284 const State &state = get_state();
287 throw invalid_operation("Renderer::apply_state");
289 pipeline_state.set_framebuffer(state.framebuffer);
290 pipeline_state.set_viewport(state.viewport);
291 pipeline_state.set_scissor(state.scissor);
293 bool shprog_changed = (state.shprog!=pipeline_state.get_shader_program());
294 pipeline_state.set_shader_program(state.shprog);
298 standard_shdata.uniform("world_obj_matrix", state.model_matrix);
299 LinAl::SquareMatrix<float, 3> nm = state.model_matrix.block<3, 3>(0, 0);
300 nm = transpose(invert(nm));
301 standard_shdata.uniform("world_obj_normal_matrix", nm);
305 bool shdata_changed = changed&SHADER_DATA;
306 for(auto i=shdata_stack.begin(); (!shdata_changed && i!=shdata_stack.end()); ++i)
307 shdata_changed = (i->shdata->get_generation()!=i->generation);
308 bool extra_shdata = (shdata_stack.size()>state.shdata_count);
310 if(shdata_changed || shprog_changed || extra_shdata)
313 shdata_stack.erase(shdata_stack.begin()+state.shdata_count, shdata_stack.end());
314 for(const BoundProgramData &d: shdata_stack)
316 d.shdata->apply(*state.shprog, pipeline_state);
317 d.generation = d.shdata->get_generation();
319 changed &= ~SHADER_DATA;
322 if(state.vertex_setup)
324 if(const VertexArray *array = state.vertex_setup->get_vertex_array())
326 if(const VertexArray *array = state.vertex_setup->get_instance_array())
329 pipeline_state.set_vertex_setup(state.vertex_setup);
331 pipeline_state.set_front_face(state.front_face);
332 pipeline_state.set_face_cull(state.face_cull);
334 if(state.texture_count<texture_stack.size())
337 for(const BoundTexture &t: texture_stack)
338 if(t.texture && t.replaced<0)
340 if(t.binding<0 || shprog_changed)
341 t.binding = state.shprog->get_uniform_binding(t.tag);
343 pipeline_state.set_texture(t.binding, t.texture, t.sampler);
346 pipeline_state.set_depth_test(state.depth_test);
347 pipeline_state.set_stencil_test(state.stencil_test);
348 pipeline_state.set_blend(state.blend);
352 Renderer::BoundProgramData::BoundProgramData(const ProgramData *d):