10 #include "programdata.h"
11 #include "renderable.h"
14 #include "texturing.h"
16 #include "vertexarray.h"
17 #include "windingtest.h"
24 Renderer::Renderer(const Camera *c):
26 matrices_loaded(false),
30 state_stack.reserve(16);
31 shdata_stack.reserve(32);
32 state = &state_stack.back();
43 void Renderer::begin(const Camera *c)
50 void Renderer::set_camera(const Camera &c)
53 standard_shdata.uniform("projection_matrix", state->camera->get_projection_matrix());
54 changed |= STANDARD_SHDATA|LEGACY_PROJECTION;
55 set_matrix(state->camera->get_view_matrix());
58 void Renderer::set_matrix(const Matrix &matrix)
60 state->modelview_matrix = matrix;
64 void Renderer::transform(const Matrix &matrix)
66 state->modelview_matrix *= matrix;
70 void Renderer::set_texture(const Texture *t)
76 void Renderer::set_texturing(const Texturing *t)
82 unsigned Renderer::allocate_effect_texunit()
84 return --state->lowest_effect_texunit;
87 void Renderer::set_material(const Material *m)
90 changed |= MATERIAL_SHDATA;
93 void Renderer::set_lighting(const Lighting *l)
96 state->lighting_matrix = state->modelview_matrix;
99 l->update_shader_data(standard_shdata, state->lighting_matrix);
100 changed |= STANDARD_SHDATA;
102 changed |= LEGACY_LIGHTING;
105 void Renderer::set_clipping(const Clipping *c)
108 state->clipping_matrix = state->modelview_matrix;
111 c->update_shader_data(standard_shdata, state->clipping_matrix);
112 changed |= STANDARD_SHDATA;
114 changed |= LEGACY_CLIPPING;
117 void Renderer::set_shader_program(const Program *p, const ProgramData *d)
124 void Renderer::add_shader_data(const ProgramData &d)
126 shdata_stack.push_back(&d);
127 state->shdata_count = shdata_stack.size();
128 changed |= SHADER_DATA;
131 void Renderer::set_mesh(const Mesh *m)
136 void Renderer::set_winding_test(const WindingTest *w)
138 state->winding_test = w;
141 void Renderer::set_reverse_winding(bool r)
143 state->reverse_winding = r;
146 void Renderer::push_state()
148 state_stack.push_back(state_stack.back());
149 state = &state_stack.back();
152 void Renderer::pop_state()
154 if(state_stack.size()==1)
155 throw stack_underflow("Renderer::pop_state");
157 const Camera *old_camera = state->camera;
158 const Lighting *old_lighting = state->lighting;
159 const Clipping *old_clipping = state->clipping;
160 state_stack.pop_back();
161 state = &state_stack.back();
162 if(shdata_stack.size()>state->shdata_count)
164 shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
165 changed |= SHADER_DATA;
167 shdata_applied = min<unsigned>(shdata_applied, shdata_stack.size());
169 bool camera_changed = (state->camera!=old_camera);
172 standard_shdata.uniform("projection_matrix", state->camera->get_projection_matrix());
173 changed |= STANDARD_SHDATA|LEGACY_PROJECTION;
175 /* This actually should compare the relevant matrices rather than check for
176 camera, but in practice lighting and clipping is set right after the camera
177 and a boolean check is much faster than matrix comparison. */
178 if(state->lighting!=old_lighting || camera_changed)
182 state->lighting->update_shader_data(standard_shdata, state->lighting_matrix);
183 changed |= STANDARD_SHDATA;
185 changed |= LEGACY_LIGHTING;
187 if(state->clipping!=old_clipping || camera_changed)
191 state->clipping->update_shader_data(standard_shdata, state->clipping_matrix);
192 changed |= STANDARD_SHDATA;
194 changed |= LEGACY_CLIPPING;
200 if(state_stack.size()>1)
201 throw invalid_operation("Renderer::end");
204 shdata_stack.clear();
209 Texture::unbind_from(0);
214 Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
215 WindingTest::unbind();
219 MatrixStack::projection().pop();
220 MatrixStack::modelview().pop();
221 matrices_loaded = false;
225 void Renderer::exclude(const Renderable &renderable)
227 excluded.insert(&renderable);
230 void Renderer::include(const Renderable &renderable)
232 excluded.erase(&renderable);
235 void Renderer::render(const Renderable &renderable, const Tag &tag)
237 if(!excluded.count(&renderable))
238 renderable.render(*this, tag);
241 void Renderer::draw(const Batch &batch)
245 bool legacy_bindings = (!state->shprog || state->shprog->uses_legacy_variables());
246 if(state->mesh && legacy_bindings)
248 if(const Buffer *ibuf = state->mesh->get_index_buffer())
249 ibuf->bind_to(ELEMENT_ARRAY_BUFFER);
251 Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
257 void Renderer::apply_state()
259 /* We (mostly) let the objects themselves figure out if the binding has
262 bool legacy_bindings = (!state->shprog || state->shprog->uses_legacy_variables());
265 state->texturing->bind();
270 state->texture->bind_to(0);
272 Texture::unbind_from(0);
278 state->material->bind();
282 if(changed&LEGACY_LIGHTING)
286 MatrixStack::modelview() = state->lighting_matrix;
287 state->lighting->bind();
288 changed = (changed&~LEGACY_LIGHTING)|LEGACY_MATRIX;
299 if(changed&LEGACY_CLIPPING)
301 MatrixStack::modelview() = state->clipping_matrix;
302 state->clipping->bind(true);
303 changed = (changed&~LEGACY_CLIPPING)|LEGACY_MATRIX;
307 state->clipping->bind(false);
314 bool shprog_changed = (state->shprog!=Program::current());
315 state->shprog->bind();
319 if(changed&MODERN_MATRIX)
321 standard_shdata.uniform("eye_obj_matrix", state->modelview_matrix);
322 LinAl::SquareMatrix<float, 3> nm = state->modelview_matrix.block<3, 3>(0, 0);
323 nm = transpose(invert(nm));
324 standard_shdata.uniform_matrix3("eye_obj_normal_matrix", &nm(0, 0));
325 changed = (changed&~MODERN_MATRIX)|STANDARD_SHDATA;
328 if(state->material && (changed&MATERIAL_SHDATA))
330 state->material->get_shader_data().apply();
331 changed &= ~MATERIAL_SHDATA;
334 if(changed&STANDARD_SHDATA)
336 standard_shdata.apply();
337 changed &= ~STANDARD_SHDATA;
341 if((changed&SHADER_DATA) || shprog_changed)
343 vector<const ProgramData *>::const_iterator i = shdata_stack.begin();
346 for(; i!=shdata_stack.end(); ++i)
348 changed &= ~SHADER_DATA;
349 shdata_applied = shdata_stack.size();
360 state->mesh->get_vertices().apply();
368 if(state->winding_test)
370 if(state->reverse_winding)
371 state->winding_test->get_reverse().bind();
373 state->winding_test->bind();
376 WindingTest::unbind();
382 MatrixStack::modelview().push();
383 MatrixStack::projection().push();
384 matrices_loaded = true;
387 if(changed&LEGACY_PROJECTION)
389 MatrixStack::projection() = state->camera->get_projection_matrix();
390 changed &= ~LEGACY_PROJECTION;
393 if(changed&LEGACY_MATRIX)
395 MatrixStack::modelview() = state->modelview_matrix;
396 changed &= ~LEGACY_MATRIX;
402 Renderer::State::State():
406 lowest_effect_texunit(TexUnit::get_n_units()),
414 reverse_winding(false)