9 #include "programdata.h"
10 #include "renderable.h"
14 #include "texturing.h"
16 #include "vertexarray.h"
17 #include "vertexsetup.h"
18 #include "windingtest.h"
31 Renderer::Renderer(const Camera *c):
42 state_stack.reserve(16);
43 state_stack.push_back(State());
44 shdata_stack.reserve(32);
45 state = &state_stack.back();
47 standard_shdata.uniform("projection_matrix", Matrix());
48 standard_shdata.uniform("eye_world_matrix", Matrix());
56 void Renderer::set_camera(const Camera &c)
59 standard_shdata.uniform("projection_matrix", state->camera->get_projection_matrix());
60 standard_shdata.uniform("eye_world_matrix", state->camera->get_view_matrix());
61 changed |= STANDARD_SHDATA;
62 set_matrix(state->camera->get_view_matrix());
65 void Renderer::set_matrix(const Matrix &matrix)
67 state->modelview_matrix = matrix;
71 void Renderer::transform(const Matrix &matrix)
73 state->modelview_matrix *= matrix;
77 void Renderer::set_texture(Tag tag, const Texture *tex, const Sampler *samp)
79 set_texture(tag, -1, tex, samp);
82 void Renderer::set_texture(Tag tag, int unit, const Texture *tex, const Sampler *samp)
84 if(texture_stack.size()>state->texture_count)
86 BoundTexture &bt = texture_stack[state->texture_count];
87 if((!tag.id || bt.tag==tag) && (unit<0 || bt.unit==unit) && bt.texture==tex && bt.sampler==samp)
89 ++state->texture_count;
96 for(vector<BoundTexture>::iterator i=texture_stack.end(); i!=texture_stack.begin(); )
97 if((--i)->tag==tag && i->unit==unit)
99 i->replaced = texture_stack.size();
103 texture_stack.push_back(BoundTexture());
104 BoundTexture &bound_tex = texture_stack.back();
106 bound_tex.unit = unit;
107 bound_tex.texture = tex;
108 bound_tex.sampler = samp;
109 state->texture_count = texture_stack.size();
112 void Renderer::set_texture(const Texture *t, const Sampler *s)
114 set_texture(Tag(), 0, t, s);
117 void Renderer::flush_textures()
119 for(unsigned i=0; i<texture_stack.size(); ++i)
121 BoundTexture &bt = texture_stack[i];
122 if(i>=state->texture_count && bt.unit>=0)
124 Texture::unbind_from(bt.unit);
125 Sampler::unbind_from(bt.unit);
127 else if(bt.replaced>=static_cast<int>(state->texture_count))
131 texture_stack.erase(texture_stack.begin()+state->texture_count, texture_stack.end());
134 #pragma GCC diagnostic push
135 #pragma GCC diagnostic ignored "-Wdeprecated-declarations"
136 void Renderer::set_texturing(const Texturing *t)
140 unsigned n_units = TexUnit::get_n_units();
141 for(unsigned i=0; i<n_units; ++i)
142 if(const Texture *tex = t->get_attached_texture(i))
143 set_texture(Tag(), i, tex, t->get_attached_sampler(i));
146 #pragma GCC diagnostic pop
148 unsigned Renderer::allocate_effect_texunit()
150 return --state->lowest_effect_texunit;
153 void Renderer::set_material(const Material *m)
156 changed |= MATERIAL_SHDATA;
159 void Renderer::set_lighting(const Lighting *l)
162 state->lighting_matrix = state->modelview_matrix;
165 l->update_shader_data(standard_shdata, state->lighting_matrix);
166 changed |= STANDARD_SHDATA;
170 void Renderer::set_clipping(const Clipping *c)
173 state->clipping_matrix = state->modelview_matrix;
176 c->update_shader_data(standard_shdata, state->clipping_matrix);
177 changed |= STANDARD_SHDATA;
181 void Renderer::set_shader_program(const Program *p, const ProgramData *d)
188 void Renderer::add_shader_data(const ProgramData &d)
190 if(state->shdata_count<shdata_stack.size() && shdata_stack[state->shdata_count]==&d)
191 ++state->shdata_count;
195 shdata_stack.push_back(&d);
196 state->shdata_count = shdata_stack.size();
197 changed |= SHADER_DATA;
201 void Renderer::flush_shader_data()
203 if(shdata_stack.size()>state->shdata_count)
204 shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
207 void Renderer::set_vertex_setup(const VertexSetup *vs)
209 state->vertex_setup = vs;
212 void Renderer::set_winding_test(const WindingTest *w)
214 state->winding_test = w;
217 void Renderer::set_reverse_winding(bool r)
219 state->reverse_winding = r;
222 void Renderer::set_object_lod_bias(unsigned b)
224 state->object_lod_bias = b;
227 void Renderer::push_state()
229 state_stack.push_back(state_stack.back());
230 state = &state_stack.back();
233 void Renderer::pop_state()
235 if(state_stack.size()==1)
236 throw stack_underflow("Renderer::pop_state");
238 const Camera *old_camera = state->camera;
239 const Lighting *old_lighting = state->lighting;
240 const Clipping *old_clipping = state->clipping;
241 state_stack.pop_back();
242 state = &state_stack.back();
244 bool camera_changed = (state->camera!=old_camera);
249 standard_shdata.uniform("projection_matrix", state->camera->get_projection_matrix());
250 standard_shdata.uniform("eye_world_matrix", state->camera->get_view_matrix());
254 standard_shdata.uniform("projection_matrix", Matrix());
255 standard_shdata.uniform("eye_world_matrix", Matrix());
257 changed |= STANDARD_SHDATA;
259 /* This actually should compare the relevant matrices rather than check for
260 camera, but in practice lighting and clipping is set right after the camera
261 and a boolean check is much faster than matrix comparison. */
262 if(state->lighting!=old_lighting || camera_changed)
266 state->lighting->update_shader_data(standard_shdata, state->lighting_matrix);
267 changed |= STANDARD_SHDATA;
270 if(state->clipping!=old_clipping || camera_changed)
274 state->clipping->update_shader_data(standard_shdata, state->clipping_matrix);
275 changed |= STANDARD_SHDATA;
282 if(state_stack.size()>1)
283 throw invalid_operation("Renderer::end");
287 set_camera(*default_camera);
289 standard_shdata.uniform("projection_matrix", Matrix());
290 shdata_stack.clear();
293 for(vector<BoundTexture>::iterator i=texture_stack.begin(); i!=texture_stack.end(); ++i)
296 Texture::unbind_from(i->unit);
297 Sampler::unbind_from(i->unit);
301 VertexSetup::unbind();
302 Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
303 WindingTest::unbind();
306 void Renderer::exclude(const Renderable &renderable)
308 excluded.insert(&renderable);
311 void Renderer::include(const Renderable &renderable)
313 excluded.erase(&renderable);
316 void Renderer::render(const Renderable &renderable, Tag tag)
318 if(!excluded.count(&renderable))
319 renderable.render(*this, tag);
322 void Renderer::draw(const Batch &batch)
329 void Renderer::draw_instanced(const Batch &batch, unsigned count)
333 batch.draw_instanced(count);
336 void Renderer::apply_state()
339 throw invalid_operation("Renderer::apply_state");
341 /* We (mostly) let the objects themselves figure out if the binding has
344 if(state->texture_count<texture_stack.size())
347 for(vector<BoundTexture>::const_iterator i=texture_stack.begin(); i!=texture_stack.end(); ++i)
349 int unit = (i->tag.id ? state->shprog->get_uniform_binding(i->tag) : i->unit);
353 i->texture->bind_to(unit);
355 i->sampler->bind_to(unit);
361 state->clipping->bind();
365 bool shprog_changed = (state->shprog!=Program::current());
366 state->shprog->bind();
370 standard_shdata.uniform("eye_obj_matrix", state->modelview_matrix);
371 LinAl::SquareMatrix<float, 3> nm = state->modelview_matrix.block<3, 3>(0, 0);
372 nm = transpose(invert(nm));
373 standard_shdata.uniform_matrix3("eye_obj_normal_matrix", &nm(0, 0));
374 changed = (changed&~MATRIX)|STANDARD_SHDATA;
377 if(state->material && ((changed&MATERIAL_SHDATA) || shprog_changed))
379 state->material->get_shader_data().apply();
380 changed &= ~MATERIAL_SHDATA;
383 if((changed&STANDARD_SHDATA) || shprog_changed)
385 standard_shdata.apply();
386 changed &= ~STANDARD_SHDATA;
389 bool extra_shdata = (shdata_stack.size()>state->shdata_count);
391 if((changed&SHADER_DATA) || shprog_changed || extra_shdata)
394 shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
395 for(vector<const ProgramData *>::const_iterator i=shdata_stack.begin(); i!=shdata_stack.end(); ++i)
397 changed &= ~SHADER_DATA;
400 if(state->vertex_setup)
401 state->vertex_setup->bind();
403 VertexSetup::unbind();
405 if(state->winding_test)
407 if(state->reverse_winding)
408 state->winding_test->get_reverse().bind();
410 state->winding_test->bind();
413 WindingTest::unbind();
417 Renderer::BoundTexture::BoundTexture():
425 Renderer::State::State():
428 lowest_effect_texunit(TexUnit::get_n_units()),
436 reverse_winding(false),