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);
34 void Renderer::begin()
37 throw invalid_operation("Renderer::begin");
39 state_stack.push_back(State());
40 current_state = &state_stack.back();
41 add_shader_data(standard_shdata);
46 if(!current_state || state_stack.size()>1)
47 throw invalid_operation("Renderer::end");
51 texture_stack.clear();
54 commands.use_pipeline(0);
57 void Renderer::push_state()
59 if(state_stack.empty())
60 throw invalid_operation("Renderer::push_state");
62 state_stack.push_back(state_stack.back());
63 current_state = &state_stack.back();
66 void Renderer::pop_state()
68 if(state_stack.size()==1)
69 throw stack_underflow("Renderer::pop_state");
71 state_stack.pop_back();
72 current_state = &state_stack.back();
76 Renderer::State &Renderer::get_state() const
80 throw invalid_operation("Renderer::get_state");
82 return *current_state;
85 void Renderer::set_camera(const Camera &c)
87 get_state().camera = &c;
88 add_shader_data(c.get_shader_data());
92 void Renderer::set_matrix(const Matrix &matrix)
94 get_state().model_matrix = matrix;
98 void Renderer::transform(const Matrix &matrix)
100 get_state().model_matrix *= matrix;
104 void Renderer::set_framebuffer(const Framebuffer *f)
106 get_state().framebuffer = f;
109 void Renderer::set_viewport(const Rect *v)
111 get_state().viewport = v;
114 void Renderer::set_scissor(const Rect *s)
116 get_state().scissor = s;
119 void Renderer::set_shader_program(const Program *p, const ProgramData *d)
121 get_state().shprog = p;
126 void Renderer::add_shader_data(const ProgramData &d)
128 State &state = get_state();
130 if(state.shdata_count<shdata_stack.size())
132 const BoundProgramData &top = shdata_stack.back();
133 if(top.shdata==&d && top.generation==d.get_generation())
135 ++state.shdata_count;
141 shdata_stack.push_back(&d);
142 state.shdata_count = shdata_stack.size();
143 changed |= SHADER_DATA;
146 void Renderer::set_texture(Tag tag, const Texture *tex, 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.push_back(BoundTexture());
174 BoundTexture &bound_tex = texture_stack.back();
176 bound_tex.texture = tex;
177 bound_tex.sampler = samp;
178 state.texture_count = texture_stack.size();
181 void Renderer::flush_shader_data()
183 const State &state = get_state();
185 if(shdata_stack.size()>state.shdata_count)
186 shdata_stack.erase(shdata_stack.begin()+state.shdata_count, shdata_stack.end());
189 void Renderer::flush_textures()
191 const State &state = get_state();
193 for(unsigned i=0; i<state.texture_count; ++i)
194 if(texture_stack[i].replaced>=static_cast<int>(state.texture_count))
195 texture_stack[i].replaced = -1;
197 texture_stack.erase(texture_stack.begin()+state.texture_count, texture_stack.end());
200 void Renderer::set_vertex_setup(const VertexSetup *vs)
202 get_state().vertex_setup = vs;
205 void Renderer::set_front_face(FaceWinding winding)
207 get_state().front_face = winding;
210 void Renderer::set_face_cull(CullMode cull)
212 get_state().face_cull = cull;
215 void Renderer::set_depth_test(const DepthTest *dt)
217 get_state().depth_test = dt;
220 void Renderer::set_stencil_test(const StencilTest *st)
222 get_state().stencil_test = st;
225 void Renderer::set_blend(const Blend *b)
227 get_state().blend = b;
230 void Renderer::set_object_lod_bias(unsigned b)
232 get_state().object_lod_bias = b;
235 void Renderer::clear(const ClearValue *values)
237 const State &state = get_state();
239 pipeline_state.set_framebuffer(state.framebuffer);
240 pipeline_state.set_viewport(state.viewport);
241 pipeline_state.set_scissor(state.scissor);
242 commands.use_pipeline(&pipeline_state);
243 commands.clear(values);
246 void Renderer::draw(const Batch &batch)
250 commands.use_pipeline(&pipeline_state);
251 commands.draw(batch);
254 void Renderer::draw_instanced(const Batch &batch, unsigned count)
258 commands.use_pipeline(&pipeline_state);
259 commands.draw_instanced(batch, count);
262 void Renderer::resolve_multisample(Framebuffer &target)
264 const State &state = get_state();
266 if(!state.framebuffer)
267 throw invalid_operation("Renderer::resolve_multisample");
269 unsigned width = state.framebuffer->get_width();
270 unsigned height = state.framebuffer->get_height();
271 if(target.get_width()!=width || target.get_height()!=height)
272 throw incompatible_data("Renderer::resolve_multisample");
274 pipeline_state.set_framebuffer(state.framebuffer);
275 commands.use_pipeline(&pipeline_state);
276 commands.resolve_multisample(target);
279 void Renderer::begin_query(const QueryPool &pool, unsigned index)
281 commands.begin_query(pool, index);
284 void Renderer::end_query(const QueryPool &pool, unsigned index)
286 commands.end_query(pool, index);
289 void Renderer::apply_state()
291 const State &state = get_state();
294 throw invalid_operation("Renderer::apply_state");
296 pipeline_state.set_framebuffer(state.framebuffer);
297 pipeline_state.set_viewport(state.viewport);
298 pipeline_state.set_scissor(state.scissor);
300 bool shprog_changed = (state.shprog!=pipeline_state.get_shader_program());
301 pipeline_state.set_shader_program(state.shprog);
305 standard_shdata.uniform("world_obj_matrix", state.model_matrix);
306 LinAl::SquareMatrix<float, 3> nm = state.model_matrix.block<3, 3>(0, 0);
307 nm = transpose(invert(nm));
308 standard_shdata.uniform("world_obj_normal_matrix", nm);
312 bool shdata_changed = changed&SHADER_DATA;
313 for(auto i=shdata_stack.begin(); (!shdata_changed && i!=shdata_stack.end()); ++i)
314 shdata_changed = (i->shdata->get_generation()!=i->generation);
315 bool extra_shdata = (shdata_stack.size()>state.shdata_count);
317 if(shdata_changed || shprog_changed || extra_shdata)
320 shdata_stack.erase(shdata_stack.begin()+state.shdata_count, shdata_stack.end());
321 for(const BoundProgramData &d: shdata_stack)
323 d.shdata->apply(*state.shprog, pipeline_state);
324 d.generation = d.shdata->get_generation();
326 changed &= ~SHADER_DATA;
329 if(state.vertex_setup)
331 if(const VertexArray *array = state.vertex_setup->get_vertex_array())
333 if(const VertexArray *array = state.vertex_setup->get_instance_array())
336 pipeline_state.set_vertex_setup(state.vertex_setup);
338 pipeline_state.set_front_face(state.front_face);
339 pipeline_state.set_face_cull(state.face_cull);
341 if(state.texture_count<texture_stack.size())
344 for(const BoundTexture &t: texture_stack)
345 if(t.texture && t.replaced<0)
347 if(t.binding<0 || shprog_changed)
348 t.binding = state.shprog->get_uniform_binding(t.tag);
350 pipeline_state.set_texture(t.binding, t.texture, t.sampler);
353 pipeline_state.set_depth_test(state.depth_test);
354 pipeline_state.set_stencil_test(state.stencil_test);
355 pipeline_state.set_blend(state.blend);
359 Renderer::BoundProgramData::BoundProgramData(const ProgramData *d):