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 shdata_stack.reserve(32);
27 texture_stack.reserve(32);
30 void Renderer::begin()
33 throw invalid_operation("Renderer::begin");
36 state_stack.emplace_back();
37 current_state = &state_stack.back();
39 RendererBackend::begin();
41 add_shader_data(standard_shdata);
42 commands.begin_frame(frame_index);
47 if(!current_state || state_stack.size()>1)
48 throw invalid_operation("Renderer::end");
50 RendererBackend::end();
54 texture_stack.clear();
58 void Renderer::push_state()
60 if(state_stack.empty())
61 throw invalid_operation("Renderer::push_state");
63 state_stack.push_back(state_stack.back());
64 current_state = &state_stack.back();
67 void Renderer::pop_state()
69 if(state_stack.size()==1)
70 throw stack_underflow("Renderer::pop_state");
72 state_stack.pop_back();
73 current_state = &state_stack.back();
77 Renderer::State &Renderer::get_state() const
81 throw invalid_operation("Renderer::get_state");
83 return *current_state;
86 void Renderer::set_camera(const Camera &c)
88 get_state().camera = &c;
89 add_shader_data(c.get_shader_data());
93 void Renderer::set_matrix(const Matrix &matrix)
95 get_state().model_matrix = matrix;
99 void Renderer::set_framebuffer(const Framebuffer *f)
101 get_state().framebuffer = f;
104 void Renderer::set_viewport(const Rect *v)
106 get_state().viewport = v;
109 void Renderer::set_scissor(const Rect *s)
111 get_state().scissor = s;
114 void Renderer::set_shader_program(const Program *p, const ProgramData *d)
116 get_state().shprog = p;
121 void Renderer::add_shader_data(const ProgramData &d)
123 State &state = get_state();
125 if(state.shdata_count<shdata_stack.size())
127 const BoundProgramData &top = shdata_stack.back();
128 if(top.shdata==&d && top.generation==d.get_generation())
130 ++state.shdata_count;
136 shdata_stack.push_back(&d);
137 state.shdata_count = shdata_stack.size();
138 changed |= SHADER_DATA;
141 void Renderer::set_texture(Tag tag, const Texture *tex, const Sampler *samp)
143 set_texture(tag, tex, -1, samp);
146 void Renderer::set_texture(Tag tag, const Texture *tex, int level, const Sampler *samp)
148 State &state = get_state();
151 if(ResourceManager *res_mgr = tex->get_manager())
152 res_mgr->resource_used(*tex);
154 if(texture_stack.size()>state.texture_count)
156 BoundTexture &bt = texture_stack[state.texture_count];
157 if(bt.tag==tag && bt.texture==tex && bt.sampler==samp)
159 ++state.texture_count;
166 for(auto i=texture_stack.end(); i!=texture_stack.begin(); )
169 i->replaced = texture_stack.size();
173 texture_stack.emplace_back();
174 BoundTexture &bound_tex = texture_stack.back();
176 bound_tex.texture = tex;
177 bound_tex.sampler = samp;
178 bound_tex.level = level;
179 state.texture_count = texture_stack.size();
182 void Renderer::flush_shader_data()
184 const State &state = get_state();
186 if(shdata_stack.size()>state.shdata_count)
187 shdata_stack.erase(shdata_stack.begin()+state.shdata_count, shdata_stack.end());
190 void Renderer::flush_textures()
192 const State &state = get_state();
194 for(unsigned i=0; i<state.texture_count; ++i)
195 if(texture_stack[i].replaced>=static_cast<int>(state.texture_count))
196 texture_stack[i].replaced = -1;
198 texture_stack.erase(texture_stack.begin()+state.texture_count, texture_stack.end());
201 void Renderer::set_vertex_setup(const VertexSetup *vs)
203 get_state().vertex_setup = vs;
206 void Renderer::set_front_face(FaceWinding winding)
208 get_state().front_face = winding;
211 void Renderer::set_face_cull(CullMode cull)
213 get_state().face_cull = cull;
216 void Renderer::set_depth_test(const DepthTest *dt)
218 get_state().depth_test = dt;
221 void Renderer::set_stencil_test(const StencilTest *st)
223 get_state().stencil_test = st;
226 void Renderer::set_blend(const Blend *b)
228 get_state().blend = b;
231 void Renderer::set_object_lod_bias(unsigned b)
233 get_state().object_lod_bias = b;
236 void Renderer::clear(const ClearValue *values)
238 const State &state = get_state();
240 pipeline_state.set_framebuffer(state.framebuffer);
241 pipeline_state.set_viewport(state.viewport);
242 pipeline_state.set_scissor(state.scissor);
243 commands.use_pipeline(&pipeline_state);
244 commands.clear(values);
247 void Renderer::draw(const Batch &batch)
250 batch.refresh(frame_index);
251 pipeline_state.set_primitive_type(batch.get_type());
252 commands.use_pipeline(&pipeline_state);
253 commands.draw(batch);
256 void Renderer::draw_instanced(const Batch &batch, unsigned count)
259 batch.refresh(frame_index);
260 pipeline_state.set_primitive_type(batch.get_type());
261 commands.use_pipeline(&pipeline_state);
262 commands.draw_instanced(batch, count);
265 void Renderer::resolve_multisample(Framebuffer &target)
267 const State &state = get_state();
269 if(!state.framebuffer)
270 throw invalid_operation("Renderer::resolve_multisample");
272 unsigned width = state.framebuffer->get_width();
273 unsigned height = state.framebuffer->get_height();
274 if(target.get_width()!=width || target.get_height()!=height)
275 throw incompatible_data("Renderer::resolve_multisample");
277 pipeline_state.set_framebuffer(state.framebuffer);
278 commands.use_pipeline(&pipeline_state);
279 commands.resolve_multisample(target);
282 void Renderer::begin_query(const QueryPool &pool, unsigned index)
284 commands.begin_query(pool, index);
287 void Renderer::end_query(const QueryPool &pool, unsigned index)
289 commands.end_query(pool, index);
292 void Renderer::apply_state()
294 const State &state = get_state();
297 throw invalid_operation("Renderer::apply_state");
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);
308 standard_shdata.uniform("world_obj_matrix", state.model_matrix);
309 LinAl::SquareMatrix<float, 3> nm = state.model_matrix.block<3, 3>(0, 0);
310 nm = transpose(invert(nm));
311 standard_shdata.uniform("world_obj_normal_matrix", nm);
315 bool shdata_changed = changed&SHADER_DATA;
316 for(auto i=shdata_stack.begin(); (!shdata_changed && i!=shdata_stack.end()); ++i)
317 shdata_changed = (i->shdata->get_generation()!=i->generation);
318 bool extra_shdata = (shdata_stack.size()>state.shdata_count);
320 if(shdata_changed || shprog_changed || extra_shdata)
323 shdata_stack.erase(shdata_stack.begin()+state.shdata_count, shdata_stack.end());
324 for(const BoundProgramData &d: shdata_stack)
326 d.shdata->apply(*state.shprog, pipeline_state, frame_index);
327 d.generation = d.shdata->get_generation();
329 changed &= ~SHADER_DATA;
332 if(state.vertex_setup)
334 if(const VertexArray *array = state.vertex_setup->get_vertex_array())
335 array->refresh(frame_index);
336 if(const VertexArray *array = state.vertex_setup->get_instance_array())
337 array->refresh(frame_index);
339 pipeline_state.set_vertex_setup(state.vertex_setup);
341 pipeline_state.set_front_face(state.front_face);
342 pipeline_state.set_face_cull(state.face_cull);
344 if(state.texture_count<texture_stack.size())
347 for(const BoundTexture &t: texture_stack)
348 if(t.texture && t.replaced<0)
350 if(t.binding<0 || shprog_changed)
351 t.binding = state.shprog->get_uniform_binding(t.tag);
353 pipeline_state.set_texture(t.binding, t.texture, t.level, t.sampler);
356 pipeline_state.set_depth_test(state.depth_test);
357 pipeline_state.set_stencil_test(state.stencil_test);
358 pipeline_state.set_blend(state.blend);
362 Renderer::BoundProgramData::BoundProgramData(const ProgramData *d):