5 #include "deviceinfo.h"
10 #include "programdata.h"
11 #include "renderable.h"
15 #include "texturing.h"
17 #include "vertexarray.h"
18 #include "vertexsetup.h"
19 #include "windingtest.h"
32 Renderer::Renderer(const Camera *c):
43 state_stack.reserve(16);
44 state_stack.push_back(State());
45 shdata_stack.reserve(32);
46 state = &state_stack.back();
47 add_shader_data(standard_shdata);
55 void Renderer::set_camera(const Camera &c)
58 add_shader_data(c.get_shader_data());
62 void Renderer::set_matrix(const Matrix &matrix)
64 state->model_matrix = matrix;
68 void Renderer::transform(const Matrix &matrix)
70 state->model_matrix *= matrix;
74 void Renderer::set_texture(Tag tag, const Texture *tex, const Sampler *samp)
76 set_texture(tag, -1, tex, samp);
79 void Renderer::set_texture(Tag tag, int unit, const Texture *tex, const Sampler *samp)
81 if(texture_stack.size()>state->texture_count)
83 BoundTexture &bt = texture_stack[state->texture_count];
84 if((!tag.id || bt.tag==tag) && (unit<0 || bt.unit==unit) && bt.texture==tex && bt.sampler==samp)
86 ++state->texture_count;
93 for(vector<BoundTexture>::iterator i=texture_stack.end(); i!=texture_stack.begin(); )
94 if((--i)->tag==tag && i->unit==unit)
96 i->replaced = texture_stack.size();
100 texture_stack.push_back(BoundTexture());
101 BoundTexture &bound_tex = texture_stack.back();
103 bound_tex.unit = unit;
104 bound_tex.texture = tex;
105 bound_tex.sampler = samp;
106 state->texture_count = texture_stack.size();
109 void Renderer::set_texture(const Texture *t, const Sampler *s)
111 set_texture(Tag(), 0, t, s);
114 void Renderer::flush_textures()
116 for(unsigned i=0; i<texture_stack.size(); ++i)
118 BoundTexture &bt = texture_stack[i];
119 if(i>=state->texture_count && bt.unit>=0)
121 Texture::unbind_from(bt.unit);
122 Sampler::unbind_from(bt.unit);
124 else if(bt.replaced>=static_cast<int>(state->texture_count))
128 texture_stack.erase(texture_stack.begin()+state->texture_count, texture_stack.end());
131 #pragma GCC diagnostic push
132 #pragma GCC diagnostic ignored "-Wdeprecated-declarations"
133 void Renderer::set_texturing(const Texturing *t)
137 unsigned n_units = TexUnit::get_n_units();
138 for(unsigned i=0; i<n_units; ++i)
139 if(const Texture *tex = t->get_attached_texture(i))
140 set_texture(Tag(), i, tex, t->get_attached_sampler(i));
143 #pragma GCC diagnostic pop
145 unsigned Renderer::allocate_effect_texunit()
147 return --state->lowest_effect_texunit;
150 void Renderer::set_material(const Material *m)
153 add_shader_data(m->get_shader_data());
156 void Renderer::set_lighting(const Lighting *l)
159 add_shader_data(l->get_shader_data());
162 void Renderer::set_clipping(const Clipping *c)
166 add_shader_data(c->get_shader_data());
169 void Renderer::set_shader_program(const Program *p, const ProgramData *d)
176 void Renderer::add_shader_data(const ProgramData &d)
178 if(state->shdata_count<shdata_stack.size())
180 const BoundProgramData &top = shdata_stack.back();
181 if(top.shdata==&d && top.generation==d.get_generation())
183 ++state->shdata_count;
188 flush_shader_data_();
189 shdata_stack.push_back(&d);
190 state->shdata_count = shdata_stack.size();
191 changed |= SHADER_DATA;
194 void Renderer::flush_shader_data_()
196 if(shdata_stack.size()>state->shdata_count)
197 shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
200 void Renderer::set_vertex_setup(const VertexSetup *vs)
202 state->vertex_setup = vs;
205 void Renderer::set_winding_test(const WindingTest *w)
207 state->winding_test = w;
210 void Renderer::set_reverse_winding(bool r)
212 state->reverse_winding = r;
215 void Renderer::set_object_lod_bias(unsigned b)
217 state->object_lod_bias = b;
220 void Renderer::push_state()
222 state_stack.push_back(state_stack.back());
223 state = &state_stack.back();
226 void Renderer::pop_state()
228 if(state_stack.size()==1)
229 throw stack_underflow("Renderer::pop_state");
231 state_stack.pop_back();
232 state = &state_stack.back();
238 if(state_stack.size()>1)
239 throw invalid_operation("Renderer::end");
243 set_camera(*default_camera);
244 shdata_stack.clear();
247 for(vector<BoundTexture>::iterator i=texture_stack.begin(); i!=texture_stack.end(); ++i)
250 Texture::unbind_from(i->unit);
251 Sampler::unbind_from(i->unit);
255 VertexSetup::unbind();
256 Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
257 WindingTest::unbind();
260 void Renderer::exclude(const Renderable &renderable)
262 excluded.insert(&renderable);
265 void Renderer::include(const Renderable &renderable)
267 excluded.erase(&renderable);
270 void Renderer::render(const Renderable &renderable, Tag tag)
272 if(!excluded.count(&renderable))
273 renderable.render(*this, tag);
276 void Renderer::draw(const Batch &batch)
283 void Renderer::draw_instanced(const Batch &batch, unsigned count)
287 batch.draw_instanced(count);
290 void Renderer::apply_state()
293 throw invalid_operation("Renderer::apply_state");
295 /* We (mostly) let the objects themselves figure out if the binding has
298 if(state->texture_count<texture_stack.size())
301 for(vector<BoundTexture>::const_iterator i=texture_stack.begin(); i!=texture_stack.end(); ++i)
303 int unit = (i->tag.id ? state->shprog->get_uniform_binding(i->tag) : i->unit);
307 i->texture->bind_to(unit);
309 i->sampler->bind_to(unit);
315 state->clipping->bind();
319 bool shprog_changed = (state->shprog!=Program::current());
320 state->shprog->bind();
324 standard_shdata.uniform("world_obj_matrix", state->model_matrix);
325 LinAl::SquareMatrix<float, 3> nm = state->model_matrix.block<3, 3>(0, 0);
326 nm = transpose(invert(nm));
327 standard_shdata.uniform("world_obj_normal_matrix", nm);
331 bool shdata_changed = changed&SHADER_DATA;
332 for(vector<BoundProgramData>::const_iterator i=shdata_stack.begin(); (!shdata_changed && i!=shdata_stack.end()); ++i)
333 shdata_changed = (i->shdata->get_generation()!=i->generation);
334 bool extra_shdata = (shdata_stack.size()>state->shdata_count);
336 if(shdata_changed || shprog_changed || extra_shdata)
339 shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
340 for(vector<BoundProgramData>::const_iterator i=shdata_stack.begin(); i!=shdata_stack.end(); ++i)
343 i->generation = i->shdata->get_generation();
345 changed &= ~SHADER_DATA;
348 if(state->vertex_setup)
349 state->vertex_setup->bind();
351 VertexSetup::unbind();
353 if(state->winding_test)
355 if(state->reverse_winding)
356 state->winding_test->get_reverse().bind();
358 state->winding_test->bind();
361 WindingTest::unbind();
365 Renderer::BoundTexture::BoundTexture():
373 Renderer::BoundProgramData::BoundProgramData(const ProgramData *d):
379 Renderer::State::State():
382 lowest_effect_texunit(Limits::get_global().max_texture_bindings),
388 reverse_winding(false),