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):
26 matrices_loaded(false),
31 state_stack.reserve(16);
32 shdata_stack.reserve(32);
33 state = &state_stack.back();
43 void Renderer::begin(const Camera *c)
45 if(state_stack.size()>1)
46 throw invalid_operation("Renderer::begin");
54 state->modelview_matrix = camera->get_view_matrix();
55 standard_shdata.uniform("projection_matrix", camera->get_projection_matrix());
59 state->modelview_matrix = MatrixStack::modelview().top();
60 standard_shdata.uniform("projection_matrix", MatrixStack::projection().top());
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;
108 changed |= LEGACY_LIGHTING;
111 void Renderer::set_clipping(const Clipping *c)
114 state->clipping_matrix = state->modelview_matrix;
116 c->update_shader_data(standard_shdata, state->clipping_matrix);
117 changed |= LEGACY_CLIPPING;
120 void Renderer::set_shader_program(const Program *p, const ProgramData *d)
127 void Renderer::add_shader_data(const ProgramData &d)
129 shdata_stack.push_back(&d);
130 state->shdata_count = shdata_stack.size();
131 changed |= SHADER_DATA;
134 void Renderer::set_mesh(const Mesh *m)
139 void Renderer::set_winding_test(const WindingTest *w)
141 state->winding_test = w;
144 void Renderer::set_reverse_winding(bool r)
146 state->reverse_winding = r;
149 void Renderer::push_state()
151 state_stack.push_back(state_stack.back());
152 state = &state_stack.back();
155 void Renderer::pop_state()
157 if(state_stack.size()==1)
158 throw stack_underflow("Renderer::pop_state");
160 const Lighting *old_lighting = state->lighting;
161 const Clipping *old_clipping = state->clipping;
162 state_stack.pop_back();
163 state = &state_stack.back();
164 if(shdata_stack.size()>state->shdata_count)
166 shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
167 changed |= SHADER_DATA;
169 shdata_applied = min<unsigned>(shdata_applied, shdata_stack.size());
171 if(state->lighting!=old_lighting)
174 state->lighting->update_shader_data(standard_shdata, state->lighting_matrix);
175 changed |= LEGACY_LIGHTING;
177 if(state->clipping!=old_clipping)
180 state->clipping->update_shader_data(standard_shdata, state->clipping_matrix);
181 changed |= LEGACY_CLIPPING;
185 void Renderer::escape()
188 Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
189 matrices_loaded = false;
194 if(state_stack.size()>1)
195 throw invalid_operation("Renderer::end");
201 Texture::unbind_from(0);
206 Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
207 WindingTest::unbind();
210 void Renderer::exclude(const Renderable &renderable)
212 excluded.insert(&renderable);
215 void Renderer::include(const Renderable &renderable)
217 excluded.erase(&renderable);
220 void Renderer::render(const Renderable &renderable, const Tag &tag)
222 if(!excluded.count(&renderable))
223 renderable.render(*this, tag);
226 void Renderer::draw(const Batch &batch)
230 bool legacy_bindings = (!state->shprog || state->shprog->uses_legacy_variables());
231 if(state->mesh && legacy_bindings)
233 if(const Buffer *ibuf = state->mesh->get_index_buffer())
234 ibuf->bind_to(ELEMENT_ARRAY_BUFFER);
236 Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
242 void Renderer::apply_state()
244 /* We (mostly) let the objects themselves figure out if the binding has
247 bool legacy_bindings = (!state->shprog || state->shprog->uses_legacy_variables());
250 state->texturing->bind();
255 state->texture->bind_to(0);
257 Texture::unbind_from(0);
263 state->material->bind();
267 if(changed&LEGACY_LIGHTING)
271 MatrixStack::modelview() = state->lighting_matrix;
272 state->lighting->bind();
273 changed = (changed&~LEGACY_LIGHTING)|LEGACY_MATRIX;
284 if(changed&LEGACY_CLIPPING)
286 MatrixStack::modelview() = state->clipping_matrix;
287 state->clipping->bind(true);
288 changed = (changed&~LEGACY_CLIPPING)|LEGACY_MATRIX;
292 state->clipping->bind(false);
299 bool shprog_changed = (state->shprog!=Program::current());
300 state->shprog->bind();
304 if(changed&MODERN_MATRIX)
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&~MODERN_MATRIX)|STANDARD_SHDATA;
313 if(state->material && (changed&MATERIAL_SHDATA))
315 state->material->get_shader_data().apply();
316 changed &= ~MATERIAL_SHDATA;
319 if(changed&STANDARD_SHDATA)
321 standard_shdata.apply();
322 changed &= ~STANDARD_SHDATA;
326 if((changed&SHADER_DATA) || shprog_changed)
328 vector<const ProgramData *>::const_iterator i = shdata_stack.begin();
331 for(; i!=shdata_stack.end(); ++i)
333 changed &= ~SHADER_DATA;
334 shdata_applied = shdata_stack.size();
345 state->mesh->get_vertices().apply();
353 if(state->winding_test)
355 if(state->reverse_winding)
356 state->winding_test->get_reverse().bind();
358 state->winding_test->bind();
361 WindingTest::unbind();
367 MatrixStack::modelview().push();
370 MatrixStack::projection().push();
373 matrices_loaded = true;
376 if(changed&LEGACY_MATRIX)
378 MatrixStack::modelview() = state->modelview_matrix;
379 changed &= ~LEGACY_MATRIX;
384 void Renderer::reset_state()
390 MatrixStack::projection().pop();
391 MatrixStack::modelview().pop();
392 matrices_loaded = false;
399 Renderer::State::State():
402 lowest_effect_texunit(TexUnit::get_n_units()),
410 reverse_winding(false)