9 #include "programdata.h"
10 #include "renderable.h"
13 #include "texturing.h"
15 #include "vertexarray.h"
16 #include "vertexsetup.h"
17 #include "windingtest.h"
24 Renderer::Renderer(const Camera *c):
29 state_stack.reserve(16);
30 shdata_stack.reserve(32);
31 state = &state_stack.back();
37 standard_shdata.uniform("projection_matrix", Matrix());
38 standard_shdata.uniform("eye_world_matrix", Matrix());
47 void Renderer::begin(const Camera *c)
54 void Renderer::set_camera(const Camera &c)
57 standard_shdata.uniform("projection_matrix", state->camera->get_projection_matrix());
58 standard_shdata.uniform("eye_world_matrix", state->camera->get_view_matrix());
59 changed |= STANDARD_SHDATA;
60 set_matrix(state->camera->get_view_matrix());
63 void Renderer::set_matrix(const Matrix &matrix)
65 state->modelview_matrix = matrix;
69 void Renderer::transform(const Matrix &matrix)
71 state->modelview_matrix *= matrix;
75 void Renderer::set_texture(const Texture *t)
81 void Renderer::set_texturing(const Texturing *t)
87 unsigned Renderer::allocate_effect_texunit()
89 return --state->lowest_effect_texunit;
92 void Renderer::set_material(const Material *m)
95 changed |= MATERIAL_SHDATA;
98 void Renderer::set_lighting(const Lighting *l)
101 state->lighting_matrix = state->modelview_matrix;
104 l->update_shader_data(standard_shdata, state->lighting_matrix);
105 changed |= STANDARD_SHDATA;
109 void Renderer::set_clipping(const Clipping *c)
112 state->clipping_matrix = state->modelview_matrix;
115 c->update_shader_data(standard_shdata, state->clipping_matrix);
116 changed |= STANDARD_SHDATA;
120 void Renderer::set_shader_program(const Program *p, const ProgramData *d)
127 void Renderer::add_shader_data(const ProgramData &d)
129 if(state->shdata_count<shdata_stack.size() && shdata_stack[state->shdata_count]==&d)
130 ++state->shdata_count;
134 shdata_stack.push_back(&d);
135 state->shdata_count = shdata_stack.size();
136 changed |= SHADER_DATA;
140 void Renderer::flush_shader_data()
142 if(shdata_stack.size()>state->shdata_count)
143 shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
146 void Renderer::set_vertex_setup(const VertexSetup *vs)
148 state->vertex_setup = vs;
151 void Renderer::set_winding_test(const WindingTest *w)
153 state->winding_test = w;
156 void Renderer::set_reverse_winding(bool r)
158 state->reverse_winding = r;
161 void Renderer::set_object_lod_bias(unsigned b)
163 state->object_lod_bias = b;
166 void Renderer::push_state()
168 state_stack.push_back(state_stack.back());
169 state = &state_stack.back();
172 void Renderer::pop_state()
174 if(state_stack.size()==1)
175 throw stack_underflow("Renderer::pop_state");
177 const Camera *old_camera = state->camera;
178 const Lighting *old_lighting = state->lighting;
179 const Clipping *old_clipping = state->clipping;
180 state_stack.pop_back();
181 state = &state_stack.back();
183 bool camera_changed = (state->camera!=old_camera);
188 standard_shdata.uniform("projection_matrix", state->camera->get_projection_matrix());
189 standard_shdata.uniform("eye_world_matrix", state->camera->get_view_matrix());
193 standard_shdata.uniform("projection_matrix", Matrix());
194 standard_shdata.uniform("eye_world_matrix", Matrix());
196 changed |= STANDARD_SHDATA;
198 /* This actually should compare the relevant matrices rather than check for
199 camera, but in practice lighting and clipping is set right after the camera
200 and a boolean check is much faster than matrix comparison. */
201 if(state->lighting!=old_lighting || camera_changed)
205 state->lighting->update_shader_data(standard_shdata, state->lighting_matrix);
206 changed |= STANDARD_SHDATA;
209 if(state->clipping!=old_clipping || camera_changed)
213 state->clipping->update_shader_data(standard_shdata, state->clipping_matrix);
214 changed |= STANDARD_SHDATA;
221 if(state_stack.size()>1)
222 throw invalid_operation("Renderer::end");
226 set_camera(*default_camera);
228 standard_shdata.uniform("projection_matrix", Matrix());
229 shdata_stack.clear();
233 Texture::unbind_from(0);
236 VertexSetup::unbind();
237 Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
238 WindingTest::unbind();
241 void Renderer::exclude(const Renderable &renderable)
243 excluded.insert(&renderable);
246 void Renderer::include(const Renderable &renderable)
248 excluded.erase(&renderable);
251 void Renderer::render(const Renderable &renderable, const Tag &tag)
253 if(!excluded.count(&renderable))
254 renderable.render(*this, tag);
257 void Renderer::draw(const Batch &batch)
264 void Renderer::draw_instanced(const Batch &batch, unsigned count)
268 batch.draw_instanced(count);
271 void Renderer::apply_state()
273 /* We (mostly) let the objects themselves figure out if the binding has
277 state->texturing->bind();
282 state->texture->bind_to(0);
284 Texture::unbind_from(0);
288 state->clipping->bind();
294 bool shprog_changed = (state->shprog!=Program::current());
295 state->shprog->bind();
299 standard_shdata.uniform("eye_obj_matrix", state->modelview_matrix);
300 LinAl::SquareMatrix<float, 3> nm = state->modelview_matrix.block<3, 3>(0, 0);
301 nm = transpose(invert(nm));
302 standard_shdata.uniform_matrix3("eye_obj_normal_matrix", &nm(0, 0));
303 changed = (changed&~MATRIX)|STANDARD_SHDATA;
306 if(state->material && ((changed&MATERIAL_SHDATA) || shprog_changed))
308 state->material->get_shader_data().apply();
309 changed &= ~MATERIAL_SHDATA;
312 if((changed&STANDARD_SHDATA) || shprog_changed)
314 standard_shdata.apply();
315 changed &= ~STANDARD_SHDATA;
318 bool extra_shdata = (shdata_stack.size()>state->shdata_count);
320 if((changed&SHADER_DATA) || shprog_changed || extra_shdata)
323 shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
324 for(vector<const ProgramData *>::const_iterator i=shdata_stack.begin(); i!=shdata_stack.end(); ++i)
326 changed &= ~SHADER_DATA;
332 if(state->vertex_setup)
333 state->vertex_setup->bind();
335 VertexSetup::unbind();
337 if(state->winding_test)
339 if(state->reverse_winding)
340 state->winding_test->get_reverse().bind();
342 state->winding_test->bind();
345 WindingTest::unbind();
349 Renderer::State::State():
353 lowest_effect_texunit(TexUnit::get_n_units()),
361 reverse_winding(false),