10 #include "programdata.h"
11 #include "renderable.h"
14 #include "texturing.h"
16 #include "vertexarray.h"
17 #include "windingtest.h"
24 Renderer::Renderer(const Camera *c):
27 matrices_loaded(false),
30 state_stack.reserve(16);
31 shdata_stack.reserve(32);
32 state = &state_stack.back();
37 standard_shdata.uniform("projection_matrix", Matrix());
45 void Renderer::begin(const Camera *c)
52 void Renderer::set_camera(const Camera &c)
55 standard_shdata.uniform("projection_matrix", state->camera->get_projection_matrix());
56 changed |= STANDARD_SHDATA|LEGACY_PROJECTION;
57 set_matrix(state->camera->get_view_matrix());
60 void Renderer::set_matrix(const Matrix &matrix)
62 state->modelview_matrix = matrix;
66 void Renderer::transform(const Matrix &matrix)
68 state->modelview_matrix *= matrix;
72 void Renderer::set_texture(const Texture *t)
78 void Renderer::set_texturing(const Texturing *t)
84 unsigned Renderer::allocate_effect_texunit()
86 return --state->lowest_effect_texunit;
89 void Renderer::set_material(const Material *m)
92 changed |= MATERIAL_SHDATA;
95 void Renderer::set_lighting(const Lighting *l)
98 state->lighting_matrix = state->modelview_matrix;
101 l->update_shader_data(standard_shdata, state->lighting_matrix);
102 changed |= STANDARD_SHDATA;
104 changed |= LEGACY_LIGHTING;
107 void Renderer::set_clipping(const Clipping *c)
110 state->clipping_matrix = state->modelview_matrix;
113 c->update_shader_data(standard_shdata, state->clipping_matrix);
114 changed |= STANDARD_SHDATA;
116 changed |= LEGACY_CLIPPING;
119 void Renderer::set_shader_program(const Program *p, const ProgramData *d)
126 void Renderer::add_shader_data(const ProgramData &d)
128 if(state->shdata_count<shdata_stack.size() && shdata_stack[state->shdata_count]==&d)
129 ++state->shdata_count;
132 if(shdata_stack.size()>state->shdata_count)
133 shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
134 shdata_stack.push_back(&d);
135 state->shdata_count = shdata_stack.size();
136 changed |= SHADER_DATA;
140 void Renderer::set_mesh(const Mesh *m)
145 void Renderer::set_winding_test(const WindingTest *w)
147 state->winding_test = w;
150 void Renderer::set_reverse_winding(bool r)
152 state->reverse_winding = r;
155 void Renderer::push_state()
157 state_stack.push_back(state_stack.back());
158 state = &state_stack.back();
161 void Renderer::pop_state()
163 if(state_stack.size()==1)
164 throw stack_underflow("Renderer::pop_state");
166 const Camera *old_camera = state->camera;
167 const Lighting *old_lighting = state->lighting;
168 const Clipping *old_clipping = state->clipping;
169 state_stack.pop_back();
170 state = &state_stack.back();
172 bool camera_changed = (state->camera!=old_camera);
176 standard_shdata.uniform("projection_matrix", state->camera->get_projection_matrix());
178 standard_shdata.uniform("projection_matrix", Matrix());
179 changed |= STANDARD_SHDATA|LEGACY_PROJECTION;
181 /* This actually should compare the relevant matrices rather than check for
182 camera, but in practice lighting and clipping is set right after the camera
183 and a boolean check is much faster than matrix comparison. */
184 if(state->lighting!=old_lighting || camera_changed)
188 state->lighting->update_shader_data(standard_shdata, state->lighting_matrix);
189 changed |= STANDARD_SHDATA;
191 changed |= LEGACY_LIGHTING;
193 if(state->clipping!=old_clipping || camera_changed)
197 state->clipping->update_shader_data(standard_shdata, state->clipping_matrix);
198 changed |= STANDARD_SHDATA;
200 changed |= LEGACY_CLIPPING;
206 if(state_stack.size()>1)
207 throw invalid_operation("Renderer::end");
211 set_camera(*default_camera);
213 standard_shdata.uniform("projection_matrix", Matrix());
214 shdata_stack.clear();
219 Texture::unbind_from(0);
224 Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
225 WindingTest::unbind();
229 MatrixStack::projection().pop();
230 MatrixStack::modelview().pop();
231 matrices_loaded = false;
235 void Renderer::exclude(const Renderable &renderable)
237 excluded.insert(&renderable);
240 void Renderer::include(const Renderable &renderable)
242 excluded.erase(&renderable);
245 void Renderer::render(const Renderable &renderable, const Tag &tag)
247 if(!excluded.count(&renderable))
248 renderable.render(*this, tag);
251 void Renderer::draw(const Batch &batch)
255 bool legacy_bindings = (!state->shprog || state->shprog->uses_legacy_variables());
256 if(state->mesh && legacy_bindings)
258 if(const Buffer *ibuf = state->mesh->get_index_buffer())
259 ibuf->bind_to(ELEMENT_ARRAY_BUFFER);
261 Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
267 void Renderer::apply_state()
269 /* We (mostly) let the objects themselves figure out if the binding has
272 bool legacy_bindings = (!state->shprog || state->shprog->uses_legacy_variables());
273 bool legacy_textures = !state->shprog;
276 state->texturing->bind(legacy_textures);
281 state->texture->bind_to(0, legacy_textures);
283 Texture::unbind_from(0);
289 state->material->bind();
293 if(changed&LEGACY_LIGHTING)
297 MatrixStack::modelview() = state->lighting_matrix;
298 state->lighting->bind();
299 changed = (changed&~LEGACY_LIGHTING)|LEGACY_MATRIX;
310 if(changed&LEGACY_CLIPPING)
312 MatrixStack::modelview() = state->clipping_matrix;
313 state->clipping->bind(true);
314 changed = (changed&~LEGACY_CLIPPING)|LEGACY_MATRIX;
318 state->clipping->bind(false);
325 bool shprog_changed = (state->shprog!=Program::current());
326 state->shprog->bind();
330 if(changed&MODERN_MATRIX)
332 standard_shdata.uniform("eye_obj_matrix", state->modelview_matrix);
333 LinAl::SquareMatrix<float, 3> nm = state->modelview_matrix.block<3, 3>(0, 0);
334 nm = transpose(invert(nm));
335 standard_shdata.uniform_matrix3("eye_obj_normal_matrix", &nm(0, 0));
336 changed = (changed&~MODERN_MATRIX)|STANDARD_SHDATA;
339 if(state->material && ((changed&MATERIAL_SHDATA) || shprog_changed))
341 state->material->get_shader_data().apply();
342 changed &= ~MATERIAL_SHDATA;
345 if((changed&STANDARD_SHDATA) || shprog_changed)
347 standard_shdata.apply();
348 changed &= ~STANDARD_SHDATA;
352 bool extra_shdata = (shdata_stack.size()>state->shdata_count);
354 if((changed&SHADER_DATA) || shprog_changed || extra_shdata)
357 shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
358 for(vector<const ProgramData *>::const_iterator i=shdata_stack.begin(); i!=shdata_stack.end(); ++i)
360 changed &= ~SHADER_DATA;
371 state->mesh->get_vertices().apply();
379 if(state->winding_test)
381 if(state->reverse_winding)
382 state->winding_test->get_reverse().bind();
384 state->winding_test->bind();
387 WindingTest::unbind();
393 MatrixStack::modelview().push();
394 MatrixStack::projection().push();
395 matrices_loaded = true;
398 if(changed&LEGACY_PROJECTION)
400 MatrixStack::projection() = state->camera->get_projection_matrix();
401 changed &= ~LEGACY_PROJECTION;
404 if(changed&LEGACY_MATRIX)
406 MatrixStack::modelview() = state->modelview_matrix;
407 changed &= ~LEGACY_MATRIX;
413 Renderer::State::State():
417 lowest_effect_texunit(TexUnit::get_n_units()),
425 reverse_winding(false)