5 #include "deviceinfo.h"
10 #include "programdata.h"
11 #include "renderable.h"
13 #include "resourcemanager.h"
16 #include "vertexarray.h"
17 #include "vertexsetup.h"
27 state_stack.reserve(16);
28 state_stack.push_back(State());
29 shdata_stack.reserve(32);
30 state = &state_stack.back();
31 add_shader_data(standard_shdata);
32 commands.use_pipeline(pipeline_state);
40 void Renderer::set_camera(const Camera &c)
43 add_shader_data(c.get_shader_data());
47 void Renderer::set_matrix(const Matrix &matrix)
49 state->model_matrix = matrix;
53 void Renderer::transform(const Matrix &matrix)
55 state->model_matrix *= matrix;
59 void Renderer::set_framebuffer(const Framebuffer *f)
61 state->framebuffer = f;
64 void Renderer::set_viewport(const Rect *v)
69 void Renderer::set_scissor(const Rect *s)
74 void Renderer::set_texture(Tag tag, const Texture *tex, const Sampler *samp)
77 if(ResourceManager *res_mgr = tex->get_manager())
78 res_mgr->resource_used(*tex);
80 if(texture_stack.size()>state->texture_count)
82 BoundTexture &bt = texture_stack[state->texture_count];
83 if(bt.tag==tag && bt.texture==tex && bt.sampler==samp)
85 ++state->texture_count;
92 for(auto i=texture_stack.end(); i!=texture_stack.begin(); )
95 i->replaced = texture_stack.size();
99 texture_stack.push_back(BoundTexture());
100 BoundTexture &bound_tex = texture_stack.back();
102 bound_tex.texture = tex;
103 bound_tex.sampler = samp;
104 state->texture_count = texture_stack.size();
107 void Renderer::flush_textures()
109 for(unsigned i=0; i<state->texture_count; ++i)
110 if(texture_stack[i].replaced>=static_cast<int>(state->texture_count))
111 texture_stack[i].replaced = -1;
113 texture_stack.erase(texture_stack.begin()+state->texture_count, texture_stack.end());
116 void Renderer::set_material(const Material *m)
119 add_shader_data(m->get_shader_data());
122 void Renderer::set_lighting(const Lighting *l)
125 add_shader_data(l->get_shader_data());
128 void Renderer::set_clipping(const Clipping *c)
132 add_shader_data(c->get_shader_data());
135 void Renderer::set_shader_program(const Program *p, const ProgramData *d)
142 void Renderer::add_shader_data(const ProgramData &d)
144 if(state->shdata_count<shdata_stack.size())
146 const BoundProgramData &top = shdata_stack.back();
147 if(top.shdata==&d && top.generation==d.get_generation())
149 ++state->shdata_count;
154 flush_shader_data_();
155 shdata_stack.push_back(&d);
156 state->shdata_count = shdata_stack.size();
157 changed |= SHADER_DATA;
160 void Renderer::flush_shader_data_()
162 if(shdata_stack.size()>state->shdata_count)
163 shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
166 void Renderer::set_vertex_setup(const VertexSetup *vs)
168 state->vertex_setup = vs;
171 void Renderer::set_front_face(FaceWinding winding)
173 state->front_face = winding;
176 void Renderer::set_face_cull(CullMode cull)
178 state->face_cull = cull;
181 void Renderer::set_depth_test(const DepthTest *dt)
183 state->depth_test = dt;
186 void Renderer::set_stencil_test(const StencilTest *st)
188 state->stencil_test = st;
191 void Renderer::set_blend(const Blend *b)
196 void Renderer::set_object_lod_bias(unsigned b)
198 state->object_lod_bias = b;
201 void Renderer::push_state()
203 state_stack.push_back(state_stack.back());
204 state = &state_stack.back();
207 void Renderer::pop_state()
209 if(state_stack.size()==1)
210 throw stack_underflow("Renderer::pop_state");
212 state_stack.pop_back();
213 state = &state_stack.back();
219 if(state_stack.size()>1)
220 throw invalid_operation("Renderer::end");
223 shdata_stack.clear();
224 add_shader_data(standard_shdata);
227 PipelineState::clear();
230 void Renderer::exclude(const Renderable &renderable)
232 excluded.insert(&renderable);
235 void Renderer::include(const Renderable &renderable)
237 excluded.erase(&renderable);
240 void Renderer::render(const Renderable &renderable, Tag tag)
242 if(!excluded.count(&renderable))
243 renderable.render(*this, tag);
246 void Renderer::clear()
248 clear(COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT|STENCIL_BUFFER_BIT);
251 void Renderer::clear(BufferBits buffers)
253 pipeline_state.set_framebuffer(state->framebuffer);
254 commands.clear(buffers);
257 void Renderer::draw(const Batch &batch)
261 commands.draw(batch);
264 void Renderer::draw_instanced(const Batch &batch, unsigned count)
268 commands.draw_instanced(batch, count);
271 void Renderer::resolve_multisample(Framebuffer &target, BufferBits buffers)
273 if(!state->framebuffer)
274 throw invalid_operation("Renderer::resolve_multisample");
276 unsigned width = state->framebuffer->get_width();
277 unsigned height = state->framebuffer->get_height();
278 if(target.get_width()!=width || target.get_height()!=height)
279 throw incompatible_data("Renderer::resolve_multisample");
281 pipeline_state.set_framebuffer(state->framebuffer);
282 commands.resolve_multisample(target, buffers);
285 void Renderer::apply_state()
288 throw invalid_operation("Renderer::apply_state");
292 standard_shdata.uniform("world_obj_matrix", state->model_matrix);
293 LinAl::SquareMatrix<float, 3> nm = state->model_matrix.block<3, 3>(0, 0);
294 nm = transpose(invert(nm));
295 standard_shdata.uniform("world_obj_normal_matrix", nm);
299 pipeline_state.set_framebuffer(state->framebuffer);
300 pipeline_state.set_viewport(state->viewport);
301 pipeline_state.set_scissor(state->scissor);
303 bool shprog_changed = (state->shprog!=pipeline_state.get_shader_program());
304 pipeline_state.set_shader_program(state->shprog);
306 if(state->vertex_setup)
308 if(const VertexArray *array = state->vertex_setup->get_vertex_array())
310 if(const VertexArray *array = state->vertex_setup->get_instance_array())
313 pipeline_state.set_vertex_setup(state->vertex_setup);
315 pipeline_state.set_front_face(state->front_face);
316 pipeline_state.set_face_cull(state->face_cull);
317 pipeline_state.set_enabled_clip_planes(state->clipping ? (1<<state->clipping->get_n_planes())-1 : 0);
319 if(state->texture_count<texture_stack.size())
322 for(const BoundTexture &t: texture_stack)
324 int unit = (t.tag.id ? state->shprog->get_uniform_binding(t.tag) : t.unit);
326 pipeline_state.set_texture(unit, t.texture, t.sampler);
329 bool shdata_changed = changed&SHADER_DATA;
330 for(auto i=shdata_stack.begin(); (!shdata_changed && i!=shdata_stack.end()); ++i)
331 shdata_changed = (i->shdata->get_generation()!=i->generation);
332 bool extra_shdata = (shdata_stack.size()>state->shdata_count);
334 if(shdata_changed || shprog_changed || extra_shdata)
337 shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
338 for(const BoundProgramData &d: shdata_stack)
340 d.shdata->apply(*state->shprog, pipeline_state);
341 d.generation = d.shdata->get_generation();
343 changed &= ~SHADER_DATA;
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::BoundTexture::BoundTexture():
360 Renderer::BoundProgramData::BoundProgramData(const ProgramData *d):
366 Renderer::State::State():
376 front_face(NON_MANIFOLD),