5 #include "framebuffer.h"
9 #include "programdata.h"
10 #include "renderable.h"
12 #include "resourcemanager.h"
15 #include "vertexarray.h"
16 #include "vertexsetup.h"
25 state_stack.reserve(16);
26 state_stack.push_back(State());
27 shdata_stack.reserve(32);
28 state = &state_stack.back();
29 add_shader_data(standard_shdata);
37 void Renderer::set_camera(const Camera &c)
40 add_shader_data(c.get_shader_data());
44 void Renderer::set_matrix(const Matrix &matrix)
46 state->model_matrix = matrix;
50 void Renderer::transform(const Matrix &matrix)
52 state->model_matrix *= matrix;
56 void Renderer::set_framebuffer(const Framebuffer *f)
58 state->framebuffer = f;
61 void Renderer::set_viewport(const Rect *v)
66 void Renderer::set_scissor(const Rect *s)
71 void Renderer::set_texture(Tag tag, const Texture *tex, const Sampler *samp)
74 if(ResourceManager *res_mgr = tex->get_manager())
75 res_mgr->resource_used(*tex);
77 if(texture_stack.size()>state->texture_count)
79 BoundTexture &bt = texture_stack[state->texture_count];
80 if(bt.tag==tag && bt.texture==tex && bt.sampler==samp)
82 ++state->texture_count;
89 for(auto i=texture_stack.end(); i!=texture_stack.begin(); )
92 i->replaced = texture_stack.size();
96 texture_stack.push_back(BoundTexture());
97 BoundTexture &bound_tex = texture_stack.back();
99 bound_tex.texture = tex;
100 bound_tex.sampler = samp;
101 state->texture_count = texture_stack.size();
104 void Renderer::flush_textures()
106 for(unsigned i=0; i<state->texture_count; ++i)
107 if(texture_stack[i].replaced>=static_cast<int>(state->texture_count))
108 texture_stack[i].replaced = -1;
110 texture_stack.erase(texture_stack.begin()+state->texture_count, texture_stack.end());
113 void Renderer::set_material(const Material *m)
116 add_shader_data(m->get_shader_data());
119 void Renderer::set_lighting(const Lighting *l)
122 add_shader_data(l->get_shader_data());
125 void Renderer::set_shader_program(const Program *p, const ProgramData *d)
132 void Renderer::add_shader_data(const ProgramData &d)
134 if(state->shdata_count<shdata_stack.size())
136 const BoundProgramData &top = shdata_stack.back();
137 if(top.shdata==&d && top.generation==d.get_generation())
139 ++state->shdata_count;
144 flush_shader_data_();
145 shdata_stack.push_back(&d);
146 state->shdata_count = shdata_stack.size();
147 changed |= SHADER_DATA;
150 void Renderer::flush_shader_data_()
152 if(shdata_stack.size()>state->shdata_count)
153 shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
156 void Renderer::set_vertex_setup(const VertexSetup *vs)
158 state->vertex_setup = vs;
161 void Renderer::set_front_face(FaceWinding winding)
163 state->front_face = winding;
166 void Renderer::set_face_cull(CullMode cull)
168 state->face_cull = cull;
171 void Renderer::set_depth_test(const DepthTest *dt)
173 state->depth_test = dt;
176 void Renderer::set_stencil_test(const StencilTest *st)
178 state->stencil_test = st;
181 void Renderer::set_blend(const Blend *b)
186 void Renderer::set_object_lod_bias(unsigned b)
188 state->object_lod_bias = b;
191 void Renderer::push_state()
193 state_stack.push_back(state_stack.back());
194 state = &state_stack.back();
197 void Renderer::pop_state()
199 if(state_stack.size()==1)
200 throw stack_underflow("Renderer::pop_state");
202 state_stack.pop_back();
203 state = &state_stack.back();
209 if(state_stack.size()>1)
210 throw invalid_operation("Renderer::end");
213 shdata_stack.clear();
214 add_shader_data(standard_shdata);
216 commands.use_pipeline(0);
219 void Renderer::clear(const ClearValue *values)
221 pipeline_state.set_framebuffer(state->framebuffer);
222 pipeline_state.set_viewport(state->viewport);
223 pipeline_state.set_scissor(state->scissor);
224 commands.use_pipeline(&pipeline_state);
225 commands.clear(values);
228 void Renderer::draw(const Batch &batch)
232 commands.use_pipeline(&pipeline_state);
233 commands.draw(batch);
236 void Renderer::draw_instanced(const Batch &batch, unsigned count)
240 commands.use_pipeline(&pipeline_state);
241 commands.draw_instanced(batch, count);
244 void Renderer::resolve_multisample(Framebuffer &target)
246 if(!state->framebuffer)
247 throw invalid_operation("Renderer::resolve_multisample");
249 unsigned width = state->framebuffer->get_width();
250 unsigned height = state->framebuffer->get_height();
251 if(target.get_width()!=width || target.get_height()!=height)
252 throw incompatible_data("Renderer::resolve_multisample");
254 pipeline_state.set_framebuffer(state->framebuffer);
255 commands.use_pipeline(&pipeline_state);
256 commands.resolve_multisample(target);
259 void Renderer::begin_query(const QueryPool &pool, unsigned index)
261 commands.begin_query(pool, index);
264 void Renderer::end_query(const QueryPool &pool, unsigned index)
266 commands.end_query(pool, index);
269 void Renderer::apply_state()
272 throw invalid_operation("Renderer::apply_state");
276 standard_shdata.uniform("world_obj_matrix", state->model_matrix);
277 LinAl::SquareMatrix<float, 3> nm = state->model_matrix.block<3, 3>(0, 0);
278 nm = transpose(invert(nm));
279 standard_shdata.uniform("world_obj_normal_matrix", nm);
283 pipeline_state.set_framebuffer(state->framebuffer);
284 pipeline_state.set_viewport(state->viewport);
285 pipeline_state.set_scissor(state->scissor);
287 bool shprog_changed = (state->shprog!=pipeline_state.get_shader_program());
288 pipeline_state.set_shader_program(state->shprog);
290 if(state->vertex_setup)
292 if(const VertexArray *array = state->vertex_setup->get_vertex_array())
294 if(const VertexArray *array = state->vertex_setup->get_instance_array())
297 pipeline_state.set_vertex_setup(state->vertex_setup);
299 pipeline_state.set_front_face(state->front_face);
300 pipeline_state.set_face_cull(state->face_cull);
302 if(state->texture_count<texture_stack.size())
305 for(const BoundTexture &t: texture_stack)
306 if(t.texture && t.replaced<0)
308 if(t.binding<0 || shprog_changed)
309 t.binding = state->shprog->get_uniform_binding(t.tag);
311 pipeline_state.set_texture(t.binding, t.texture, t.sampler);
314 bool shdata_changed = changed&SHADER_DATA;
315 for(auto i=shdata_stack.begin(); (!shdata_changed && i!=shdata_stack.end()); ++i)
316 shdata_changed = (i->shdata->get_generation()!=i->generation);
317 bool extra_shdata = (shdata_stack.size()>state->shdata_count);
319 if(shdata_changed || shprog_changed || extra_shdata)
322 shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
323 for(const BoundProgramData &d: shdata_stack)
325 d.shdata->apply(*state->shprog, pipeline_state);
326 d.generation = d.shdata->get_generation();
328 changed &= ~SHADER_DATA;
331 pipeline_state.set_depth_test(state->depth_test);
332 pipeline_state.set_stencil_test(state->stencil_test);
333 pipeline_state.set_blend(state->blend);
337 Renderer::BoundProgramData::BoundProgramData(const ProgramData *d):