5 #include "deviceinfo.h"
10 #include "programdata.h"
11 #include "renderable.h"
13 #include "resourcemanager.h"
16 #include "vertexarray.h"
17 #include "vertexsetup.h"
26 state_stack.reserve(16);
27 state_stack.push_back(State());
28 shdata_stack.reserve(32);
29 state = &state_stack.back();
30 add_shader_data(standard_shdata);
31 commands.use_pipeline(pipeline_state);
39 void Renderer::set_camera(const Camera &c)
42 add_shader_data(c.get_shader_data());
46 void Renderer::set_matrix(const Matrix &matrix)
48 state->model_matrix = matrix;
52 void Renderer::transform(const Matrix &matrix)
54 state->model_matrix *= matrix;
58 void Renderer::set_framebuffer(const Framebuffer *f)
60 state->framebuffer = f;
63 void Renderer::set_viewport(const Rect *v)
68 void Renderer::set_scissor(const Rect *s)
73 void Renderer::set_texture(Tag tag, const Texture *tex, const Sampler *samp)
76 if(ResourceManager *res_mgr = tex->get_manager())
77 res_mgr->resource_used(*tex);
79 if(texture_stack.size()>state->texture_count)
81 BoundTexture &bt = texture_stack[state->texture_count];
82 if(bt.tag==tag && bt.texture==tex && bt.sampler==samp)
84 ++state->texture_count;
91 for(vector<BoundTexture>::iterator i=texture_stack.end(); i!=texture_stack.begin(); )
94 i->replaced = texture_stack.size();
98 texture_stack.push_back(BoundTexture());
99 BoundTexture &bound_tex = texture_stack.back();
101 bound_tex.texture = tex;
102 bound_tex.sampler = samp;
103 state->texture_count = texture_stack.size();
106 void Renderer::flush_textures()
108 for(unsigned i=0; i<state->texture_count; ++i)
109 if(texture_stack[i].replaced>=static_cast<int>(state->texture_count))
110 texture_stack[i].replaced = -1;
112 texture_stack.erase(texture_stack.begin()+state->texture_count, texture_stack.end());
115 void Renderer::set_material(const Material *m)
118 add_shader_data(m->get_shader_data());
121 void Renderer::set_lighting(const Lighting *l)
124 add_shader_data(l->get_shader_data());
127 void Renderer::set_clipping(const Clipping *c)
131 add_shader_data(c->get_shader_data());
134 void Renderer::set_shader_program(const Program *p, const ProgramData *d)
141 void Renderer::add_shader_data(const ProgramData &d)
143 if(state->shdata_count<shdata_stack.size())
145 const BoundProgramData &top = shdata_stack.back();
146 if(top.shdata==&d && top.generation==d.get_generation())
148 ++state->shdata_count;
153 flush_shader_data_();
154 shdata_stack.push_back(&d);
155 state->shdata_count = shdata_stack.size();
156 changed |= SHADER_DATA;
159 void Renderer::flush_shader_data_()
161 if(shdata_stack.size()>state->shdata_count)
162 shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
165 void Renderer::set_vertex_setup(const VertexSetup *vs)
167 state->vertex_setup = vs;
170 void Renderer::set_front_face(FaceWinding winding)
172 state->front_face = winding;
175 void Renderer::set_face_cull(CullMode cull)
177 state->face_cull = cull;
180 void Renderer::set_depth_test(const DepthTest *dt)
182 state->depth_test = dt;
185 void Renderer::set_stencil_test(const StencilTest *st)
187 state->stencil_test = st;
190 void Renderer::set_blend(const Blend *b)
195 void Renderer::set_object_lod_bias(unsigned b)
197 state->object_lod_bias = b;
200 void Renderer::push_state()
202 state_stack.push_back(state_stack.back());
203 state = &state_stack.back();
206 void Renderer::pop_state()
208 if(state_stack.size()==1)
209 throw stack_underflow("Renderer::pop_state");
211 state_stack.pop_back();
212 state = &state_stack.back();
218 if(state_stack.size()>1)
219 throw invalid_operation("Renderer::end");
222 shdata_stack.clear();
223 add_shader_data(standard_shdata);
226 PipelineState::clear();
229 void Renderer::exclude(const Renderable &renderable)
231 excluded.insert(&renderable);
234 void Renderer::include(const Renderable &renderable)
236 excluded.erase(&renderable);
239 void Renderer::render(const Renderable &renderable, Tag tag)
241 if(!excluded.count(&renderable))
242 renderable.render(*this, tag);
245 void Renderer::clear()
247 clear(COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT|STENCIL_BUFFER_BIT);
250 void Renderer::clear(BufferBits buffers)
252 pipeline_state.set_framebuffer(state->framebuffer);
253 commands.clear(buffers);
256 void Renderer::draw(const Batch &batch)
260 commands.draw(batch);
263 void Renderer::draw_instanced(const Batch &batch, unsigned count)
267 commands.draw_instanced(batch, count);
270 void Renderer::resolve_multisample(Framebuffer &target, BufferBits buffers)
272 if(!state->framebuffer)
273 throw invalid_operation("Renderer::resolve_multisample");
275 unsigned width = state->framebuffer->get_width();
276 unsigned height = state->framebuffer->get_height();
277 if(target.get_width()!=width || target.get_height()!=height)
278 throw incompatible_data("Renderer::resolve_multisample");
281 commands.resolve_multisample(target, buffers);
284 void Renderer::apply_state()
287 throw invalid_operation("Renderer::apply_state");
291 standard_shdata.uniform("world_obj_matrix", state->model_matrix);
292 LinAl::SquareMatrix<float, 3> nm = state->model_matrix.block<3, 3>(0, 0);
293 nm = transpose(invert(nm));
294 standard_shdata.uniform("world_obj_normal_matrix", nm);
298 pipeline_state.set_framebuffer(state->framebuffer);
299 pipeline_state.set_viewport(state->viewport);
300 pipeline_state.set_scissor(state->scissor);
302 bool shprog_changed = (state->shprog!=pipeline_state.get_shader_program());
303 pipeline_state.set_shader_program(state->shprog);
305 if(state->vertex_setup)
307 if(const VertexArray *array = state->vertex_setup->get_vertex_array())
309 if(const VertexArray *array = state->vertex_setup->get_instance_array())
312 pipeline_state.set_vertex_setup(state->vertex_setup);
314 pipeline_state.set_front_face(state->front_face);
315 pipeline_state.set_face_cull(state->face_cull);
316 pipeline_state.set_enabled_clip_planes(state->clipping ? (1<<state->clipping->get_n_planes())-1 : 0);
318 if(state->texture_count<texture_stack.size())
321 for(vector<BoundTexture>::const_iterator i=texture_stack.begin(); i!=texture_stack.end(); ++i)
323 int unit = (i->tag.id ? state->shprog->get_uniform_binding(i->tag) : i->unit);
325 pipeline_state.set_texture(unit, i->texture, i->sampler);
328 bool shdata_changed = changed&SHADER_DATA;
329 for(vector<BoundProgramData>::const_iterator i=shdata_stack.begin(); (!shdata_changed && i!=shdata_stack.end()); ++i)
330 shdata_changed = (i->shdata->get_generation()!=i->generation);
331 bool extra_shdata = (shdata_stack.size()>state->shdata_count);
333 if(shdata_changed || shprog_changed || extra_shdata)
336 shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
337 for(vector<BoundProgramData>::const_iterator i=shdata_stack.begin(); i!=shdata_stack.end(); ++i)
339 i->shdata->apply(*state->shprog, pipeline_state);
340 i->generation = i->shdata->get_generation();
342 changed &= ~SHADER_DATA;
345 pipeline_state.set_depth_test(state->depth_test);
346 pipeline_state.set_stencil_test(state->stencil_test);
347 pipeline_state.set_blend(state->blend);
351 Renderer::BoundTexture::BoundTexture():
359 Renderer::BoundProgramData::BoundProgramData(const ProgramData *d):
365 Renderer::State::State():
375 front_face(NON_MANIFOLD),