10 #include "programdata.h"
11 #include "renderable.h"
14 #include "texturing.h"
16 #include "vertexarray.h"
17 #include "vertexsetup.h"
18 #include "windingtest.h"
25 Renderer::Renderer(const Camera *c):
30 state_stack.reserve(16);
31 shdata_stack.reserve(32);
32 state = &state_stack.back();
38 standard_shdata.uniform("projection_matrix", Matrix());
39 standard_shdata.uniform("eye_world_matrix", Matrix());
48 void Renderer::begin(const Camera *c)
55 void Renderer::set_camera(const Camera &c)
58 standard_shdata.uniform("projection_matrix", state->camera->get_projection_matrix());
59 standard_shdata.uniform("eye_world_matrix", state->camera->get_view_matrix());
60 changed |= STANDARD_SHDATA;
61 set_matrix(state->camera->get_view_matrix());
64 void Renderer::set_matrix(const Matrix &matrix)
66 state->modelview_matrix = matrix;
70 void Renderer::transform(const Matrix &matrix)
72 state->modelview_matrix *= matrix;
76 void Renderer::set_texture(const Texture *t)
82 void Renderer::set_texturing(const Texturing *t)
88 unsigned Renderer::allocate_effect_texunit()
90 return --state->lowest_effect_texunit;
93 void Renderer::set_material(const Material *m)
96 changed |= MATERIAL_SHDATA;
99 void Renderer::set_lighting(const Lighting *l)
102 state->lighting_matrix = state->modelview_matrix;
105 l->update_shader_data(standard_shdata, state->lighting_matrix);
106 changed |= STANDARD_SHDATA;
110 void Renderer::set_clipping(const Clipping *c)
113 state->clipping_matrix = state->modelview_matrix;
116 c->update_shader_data(standard_shdata, state->clipping_matrix);
117 changed |= STANDARD_SHDATA;
121 void Renderer::set_shader_program(const Program *p, const ProgramData *d)
128 void Renderer::add_shader_data(const ProgramData &d)
130 if(state->shdata_count<shdata_stack.size() && shdata_stack[state->shdata_count]==&d)
131 ++state->shdata_count;
135 shdata_stack.push_back(&d);
136 state->shdata_count = shdata_stack.size();
137 changed |= SHADER_DATA;
141 void Renderer::flush_shader_data()
143 if(shdata_stack.size()>state->shdata_count)
144 shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
147 void Renderer::set_mesh(const Mesh *m)
152 void Renderer::set_vertex_setup(const VertexSetup *vs)
154 state->vertex_setup = vs;
157 void Renderer::set_winding_test(const WindingTest *w)
159 state->winding_test = w;
162 void Renderer::set_reverse_winding(bool r)
164 state->reverse_winding = r;
167 void Renderer::set_object_lod_bias(unsigned b)
169 state->object_lod_bias = b;
172 void Renderer::push_state()
174 state_stack.push_back(state_stack.back());
175 state = &state_stack.back();
178 void Renderer::pop_state()
180 if(state_stack.size()==1)
181 throw stack_underflow("Renderer::pop_state");
183 const Camera *old_camera = state->camera;
184 const Lighting *old_lighting = state->lighting;
185 const Clipping *old_clipping = state->clipping;
186 state_stack.pop_back();
187 state = &state_stack.back();
189 bool camera_changed = (state->camera!=old_camera);
194 standard_shdata.uniform("projection_matrix", state->camera->get_projection_matrix());
195 standard_shdata.uniform("eye_world_matrix", state->camera->get_view_matrix());
199 standard_shdata.uniform("projection_matrix", Matrix());
200 standard_shdata.uniform("eye_world_matrix", Matrix());
202 changed |= STANDARD_SHDATA;
204 /* This actually should compare the relevant matrices rather than check for
205 camera, but in practice lighting and clipping is set right after the camera
206 and a boolean check is much faster than matrix comparison. */
207 if(state->lighting!=old_lighting || camera_changed)
211 state->lighting->update_shader_data(standard_shdata, state->lighting_matrix);
212 changed |= STANDARD_SHDATA;
215 if(state->clipping!=old_clipping || camera_changed)
219 state->clipping->update_shader_data(standard_shdata, state->clipping_matrix);
220 changed |= STANDARD_SHDATA;
227 if(state_stack.size()>1)
228 throw invalid_operation("Renderer::end");
232 set_camera(*default_camera);
234 standard_shdata.uniform("projection_matrix", Matrix());
235 shdata_stack.clear();
240 Texture::unbind_from(0);
243 VertexSetup::unbind();
244 Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
245 WindingTest::unbind();
248 void Renderer::exclude(const Renderable &renderable)
250 excluded.insert(&renderable);
253 void Renderer::include(const Renderable &renderable)
255 excluded.erase(&renderable);
258 void Renderer::render(const Renderable &renderable, const Tag &tag)
260 if(!excluded.count(&renderable))
261 renderable.render(*this, tag);
264 void Renderer::draw(const Batch &batch)
271 void Renderer::draw_instanced(const Batch &batch, unsigned count)
275 batch.draw_instanced(count);
278 void Renderer::apply_state()
280 /* We (mostly) let the objects themselves figure out if the binding has
284 state->texturing->bind();
289 state->texture->bind_to(0);
291 Texture::unbind_from(0);
295 state->clipping->bind();
301 bool shprog_changed = (state->shprog!=Program::current());
302 state->shprog->bind();
306 standard_shdata.uniform("eye_obj_matrix", state->modelview_matrix);
307 LinAl::SquareMatrix<float, 3> nm = state->modelview_matrix.block<3, 3>(0, 0);
308 nm = transpose(invert(nm));
309 standard_shdata.uniform_matrix3("eye_obj_normal_matrix", &nm(0, 0));
310 changed = (changed&~MATRIX)|STANDARD_SHDATA;
313 if(state->material && ((changed&MATERIAL_SHDATA) || shprog_changed))
315 state->material->get_shader_data().apply();
316 changed &= ~MATERIAL_SHDATA;
319 if((changed&STANDARD_SHDATA) || shprog_changed)
321 standard_shdata.apply();
322 changed &= ~STANDARD_SHDATA;
325 bool extra_shdata = (shdata_stack.size()>state->shdata_count);
327 if((changed&SHADER_DATA) || shprog_changed || extra_shdata)
330 shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
331 for(vector<const ProgramData *>::const_iterator i=shdata_stack.begin(); i!=shdata_stack.end(); ++i)
333 changed &= ~SHADER_DATA;
345 if(state->vertex_setup)
346 state->vertex_setup->bind();
348 VertexSetup::unbind();
351 if(state->winding_test)
353 if(state->reverse_winding)
354 state->winding_test->get_reverse().bind();
356 state->winding_test->bind();
359 WindingTest::unbind();
363 Renderer::State::State():
367 lowest_effect_texunit(TexUnit::get_n_units()),
376 reverse_winding(false),