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),
29 state_stack.reserve(16);
30 shdata_stack.reserve(32);
31 state = &state_stack.back();
36 standard_shdata.uniform("projection_matrix", Matrix());
44 void Renderer::begin(const Camera *c)
51 void Renderer::set_camera(const Camera &c)
54 standard_shdata.uniform("projection_matrix", state->camera->get_projection_matrix());
55 changed |= STANDARD_SHDATA|LEGACY_PROJECTION;
56 set_matrix(state->camera->get_view_matrix());
59 void Renderer::set_matrix(const Matrix &matrix)
61 state->modelview_matrix = matrix;
65 void Renderer::transform(const Matrix &matrix)
67 state->modelview_matrix *= matrix;
71 void Renderer::set_texture(const Texture *t)
77 void Renderer::set_texturing(const Texturing *t)
83 unsigned Renderer::allocate_effect_texunit()
85 return --state->lowest_effect_texunit;
88 void Renderer::set_material(const Material *m)
91 changed |= MATERIAL_SHDATA;
94 void Renderer::set_lighting(const Lighting *l)
97 state->lighting_matrix = state->modelview_matrix;
100 l->update_shader_data(standard_shdata, state->lighting_matrix);
101 changed |= STANDARD_SHDATA;
103 changed |= LEGACY_LIGHTING;
106 void Renderer::set_clipping(const Clipping *c)
109 state->clipping_matrix = state->modelview_matrix;
112 c->update_shader_data(standard_shdata, state->clipping_matrix);
113 changed |= STANDARD_SHDATA;
115 changed |= LEGACY_CLIPPING;
118 void Renderer::set_shader_program(const Program *p, const ProgramData *d)
125 void Renderer::add_shader_data(const ProgramData &d)
127 if(state->shdata_count<shdata_stack.size() && shdata_stack[state->shdata_count]==&d)
128 ++state->shdata_count;
131 if(shdata_stack.size()>state->shdata_count)
132 shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
133 shdata_stack.push_back(&d);
134 state->shdata_count = shdata_stack.size();
135 changed |= SHADER_DATA;
139 void Renderer::set_mesh(const Mesh *m)
144 void Renderer::set_winding_test(const WindingTest *w)
146 state->winding_test = w;
149 void Renderer::set_reverse_winding(bool r)
151 state->reverse_winding = r;
154 void Renderer::push_state()
156 state_stack.push_back(state_stack.back());
157 state = &state_stack.back();
160 void Renderer::pop_state()
162 if(state_stack.size()==1)
163 throw stack_underflow("Renderer::pop_state");
165 const Camera *old_camera = state->camera;
166 const Lighting *old_lighting = state->lighting;
167 const Clipping *old_clipping = state->clipping;
168 state_stack.pop_back();
169 state = &state_stack.back();
171 bool camera_changed = (state->camera!=old_camera);
175 standard_shdata.uniform("projection_matrix", state->camera->get_projection_matrix());
177 standard_shdata.uniform("projection_matrix", Matrix());
178 changed |= STANDARD_SHDATA|LEGACY_PROJECTION;
180 /* This actually should compare the relevant matrices rather than check for
181 camera, but in practice lighting and clipping is set right after the camera
182 and a boolean check is much faster than matrix comparison. */
183 if(state->lighting!=old_lighting || camera_changed)
187 state->lighting->update_shader_data(standard_shdata, state->lighting_matrix);
188 changed |= STANDARD_SHDATA;
190 changed |= LEGACY_LIGHTING;
192 if(state->clipping!=old_clipping || camera_changed)
196 state->clipping->update_shader_data(standard_shdata, state->clipping_matrix);
197 changed |= STANDARD_SHDATA;
199 changed |= LEGACY_CLIPPING;
205 if(state_stack.size()>1)
206 throw invalid_operation("Renderer::end");
209 shdata_stack.clear();
214 Texture::unbind_from(0);
219 Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
220 WindingTest::unbind();
224 MatrixStack::projection().pop();
225 MatrixStack::modelview().pop();
226 matrices_loaded = false;
230 void Renderer::exclude(const Renderable &renderable)
232 excluded.insert(&renderable);
235 void Renderer::include(const Renderable &renderable)
237 excluded.erase(&renderable);
240 void Renderer::render(const Renderable &renderable, const Tag &tag)
242 if(!excluded.count(&renderable))
243 renderable.render(*this, tag);
246 void Renderer::draw(const Batch &batch)
250 bool legacy_bindings = (!state->shprog || state->shprog->uses_legacy_variables());
251 if(state->mesh && legacy_bindings)
253 if(const Buffer *ibuf = state->mesh->get_index_buffer())
254 ibuf->bind_to(ELEMENT_ARRAY_BUFFER);
256 Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
262 void Renderer::apply_state()
264 /* We (mostly) let the objects themselves figure out if the binding has
267 bool legacy_bindings = (!state->shprog || state->shprog->uses_legacy_variables());
268 bool legacy_textures = !state->shprog;
271 state->texturing->bind(legacy_textures);
276 state->texture->bind_to(0, legacy_textures);
278 Texture::unbind_from(0);
284 state->material->bind();
288 if(changed&LEGACY_LIGHTING)
292 MatrixStack::modelview() = state->lighting_matrix;
293 state->lighting->bind();
294 changed = (changed&~LEGACY_LIGHTING)|LEGACY_MATRIX;
305 if(changed&LEGACY_CLIPPING)
307 MatrixStack::modelview() = state->clipping_matrix;
308 state->clipping->bind(true);
309 changed = (changed&~LEGACY_CLIPPING)|LEGACY_MATRIX;
313 state->clipping->bind(false);
320 bool shprog_changed = (state->shprog!=Program::current());
321 state->shprog->bind();
325 if(changed&MODERN_MATRIX)
327 standard_shdata.uniform("eye_obj_matrix", state->modelview_matrix);
328 LinAl::SquareMatrix<float, 3> nm = state->modelview_matrix.block<3, 3>(0, 0);
329 nm = transpose(invert(nm));
330 standard_shdata.uniform_matrix3("eye_obj_normal_matrix", &nm(0, 0));
331 changed = (changed&~MODERN_MATRIX)|STANDARD_SHDATA;
334 if(state->material && ((changed&MATERIAL_SHDATA) || shprog_changed))
336 state->material->get_shader_data().apply();
337 changed &= ~MATERIAL_SHDATA;
340 if((changed&STANDARD_SHDATA) || shprog_changed)
342 standard_shdata.apply();
343 changed &= ~STANDARD_SHDATA;
347 bool extra_shdata = (shdata_stack.size()>state->shdata_count);
349 if((changed&SHADER_DATA) || shprog_changed || extra_shdata)
352 shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
353 for(vector<const ProgramData *>::const_iterator i=shdata_stack.begin(); i!=shdata_stack.end(); ++i)
355 changed &= ~SHADER_DATA;
366 state->mesh->get_vertices().apply();
374 if(state->winding_test)
376 if(state->reverse_winding)
377 state->winding_test->get_reverse().bind();
379 state->winding_test->bind();
382 WindingTest::unbind();
388 MatrixStack::modelview().push();
389 MatrixStack::projection().push();
390 matrices_loaded = true;
393 if(changed&LEGACY_PROJECTION)
395 MatrixStack::projection() = state->camera->get_projection_matrix();
396 changed &= ~LEGACY_PROJECTION;
399 if(changed&LEGACY_MATRIX)
401 MatrixStack::modelview() = state->modelview_matrix;
402 changed &= ~LEGACY_MATRIX;
408 Renderer::State::State():
412 lowest_effect_texunit(TexUnit::get_n_units()),
420 reverse_winding(false)