9 #include "programdata.h"
10 #include "renderable.h"
13 #include "texturing.h"
15 #include "vertexarray.h"
16 #include "windingtest.h"
23 Renderer::Renderer(const Camera *c):
26 matrices_loaded(false),
32 state_stack.reserve(16);
33 shdata_stack.reserve(32);
34 state = &state_stack.back();
44 void Renderer::begin(const Camera *c)
46 if(state_stack.size()>1)
47 throw invalid_operation("Renderer::begin");
55 mtx_stack.load(camera->get_matrix());
56 standard_shdata.uniform("projection_matrix", camera->get_projection_matrix());
60 mtx_stack.load(MatrixStack::modelview().top());
61 standard_shdata.uniform("projection_matrix", MatrixStack::projection().top());
65 void Renderer::set_texture(const Texture *t)
71 void Renderer::set_texturing(const Texturing *t)
77 unsigned Renderer::allocate_effect_texunit()
79 return --state->lowest_effect_texunit;
82 void Renderer::set_material(const Material *m)
87 void Renderer::set_lighting(const Lighting *l)
90 state->lighting_matrix = mtx_stack.top();
92 l->update_shader_data(standard_shdata, mtx_stack.top());
96 void Renderer::set_shader_program(const Program *p, const ProgramData *d)
103 void Renderer::add_shader_data(const ProgramData &d)
105 shdata_stack.push_back(&d);
106 state->shdata_count = shdata_stack.size();
107 changed |= SHADER_DATA;
110 void Renderer::set_mesh(const Mesh *m)
115 void Renderer::set_element_buffer(const Buffer *b)
120 void Renderer::set_winding_test(const WindingTest *w)
122 state->winding_test = w;
125 void Renderer::set_reverse_winding(bool r)
127 state->reverse_winding = r;
130 void Renderer::push_state()
132 state_stack.push_back(state_stack.back());
133 state = &state_stack.back();
137 void Renderer::pop_state()
139 if(state_stack.size()==1)
140 throw stack_underflow("Renderer::pop_state");
142 const Lighting *old_lighting = state->lighting;
143 state_stack.pop_back();
144 state = &state_stack.back();
145 if(shdata_stack.size()>state->shdata_count)
147 shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
148 changed |= SHADER_DATA;
150 shdata_applied = min<unsigned>(shdata_applied, shdata_stack.size());
153 if(state->lighting!=old_lighting)
156 state->lighting->update_shader_data(standard_shdata, state->lighting_matrix);
161 void Renderer::escape()
164 Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
165 matrices_loaded = false;
170 if(state_stack.size()>1)
171 throw invalid_operation("Renderer::end");
177 Texture::unbind_from(0);
181 Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
182 WindingTest::unbind();
185 void Renderer::exclude(const Renderable &renderable)
187 excluded.insert(&renderable);
190 void Renderer::include(const Renderable &renderable)
192 excluded.erase(&renderable);
195 void Renderer::render(const Renderable &renderable, const Tag &tag)
197 if(!excluded.count(&renderable))
198 renderable.render(*this, tag);
201 void Renderer::draw(const Batch &batch)
205 bool legacy_bindings = (!state->shprog || state->shprog->uses_legacy_variables());
209 element_buffer->bind_to(ELEMENT_ARRAY_BUFFER);
211 Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
217 void Renderer::apply_state()
219 /* We (mostly) let the objects themselves figure out if the binding has
222 bool legacy_bindings = (!state->shprog || state->shprog->uses_legacy_variables());
225 state->texturing->bind();
230 state->texture->bind_to(0);
232 Texture::unbind_from(0);
238 state->material->bind();
246 MatrixStack::modelview() = state->lighting_matrix;
247 state->lighting->bind();
248 changed = (changed&~LIGHTING)|LEGACY_MATRIX;
257 bool shprog_changed = (state->shprog!=Program::current());
258 state->shprog->bind();
262 if(changed&MODERN_MATRIX)
264 const Matrix &m = mtx_stack.top();
265 standard_shdata.uniform("eye_obj_matrix", mtx_stack.top());
266 LinAl::SquareMatrix<float, 3> nm;
267 for(unsigned i=0; i<3; ++i)
268 for(unsigned j=0; j<3; ++j)
270 nm = transpose(invert(nm));
271 standard_shdata.uniform_matrix3("eye_obj_normal_matrix", &nm(0, 0));
272 changed &= ~MODERN_MATRIX;
276 state->material->get_shader_data().apply();
277 standard_shdata.apply();
280 if((changed&SHADER_DATA) || shprog_changed)
282 vector<const ProgramData *>::const_iterator i = shdata_stack.begin();
285 for(; i!=shdata_stack.end(); ++i)
287 changed &= ~SHADER_DATA;
288 shdata_applied = shdata_stack.size();
299 state->mesh->get_vertices().apply();
307 if(state->winding_test)
309 if(state->reverse_winding)
310 state->winding_test->get_reverse().bind();
312 state->winding_test->bind();
315 WindingTest::unbind();
321 MatrixStack::modelview().push();
324 MatrixStack::projection().push();
327 matrices_loaded = true;
330 if(changed&LEGACY_MATRIX)
332 MatrixStack::modelview() = mtx_stack.top();
333 changed &= ~LEGACY_MATRIX;
338 void Renderer::reset_state()
344 MatrixStack::projection().pop();
345 MatrixStack::modelview().pop();
346 matrices_loaded = false;
353 Renderer::State::State():
356 lowest_effect_texunit(TexUnit::get_n_units()),
363 reverse_winding(false)
367 Renderer::MtxStack::MtxStack(Renderer &r):
371 void Renderer::MtxStack::update()
373 renderer.changed |= MATRIX;