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::set_camera(const Camera &c)
50 standard_shdata.uniform("projection_matrix", state->camera->get_projection_matrix());
51 standard_shdata.uniform("eye_world_matrix", state->camera->get_view_matrix());
52 changed |= STANDARD_SHDATA;
53 set_matrix(state->camera->get_view_matrix());
56 void Renderer::set_matrix(const Matrix &matrix)
58 state->modelview_matrix = matrix;
62 void Renderer::transform(const Matrix &matrix)
64 state->modelview_matrix *= matrix;
68 void Renderer::set_texture(const Texture *t)
74 void Renderer::set_texturing(const Texturing *t)
80 unsigned Renderer::allocate_effect_texunit()
82 return --state->lowest_effect_texunit;
85 void Renderer::set_material(const Material *m)
88 changed |= MATERIAL_SHDATA;
91 void Renderer::set_lighting(const Lighting *l)
94 state->lighting_matrix = state->modelview_matrix;
97 l->update_shader_data(standard_shdata, state->lighting_matrix);
98 changed |= STANDARD_SHDATA;
102 void Renderer::set_clipping(const Clipping *c)
105 state->clipping_matrix = state->modelview_matrix;
108 c->update_shader_data(standard_shdata, state->clipping_matrix);
109 changed |= STANDARD_SHDATA;
113 void Renderer::set_shader_program(const Program *p, const ProgramData *d)
120 void Renderer::add_shader_data(const ProgramData &d)
122 if(state->shdata_count<shdata_stack.size() && shdata_stack[state->shdata_count]==&d)
123 ++state->shdata_count;
127 shdata_stack.push_back(&d);
128 state->shdata_count = shdata_stack.size();
129 changed |= SHADER_DATA;
133 void Renderer::flush_shader_data()
135 if(shdata_stack.size()>state->shdata_count)
136 shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
139 void Renderer::set_vertex_setup(const VertexSetup *vs)
141 state->vertex_setup = vs;
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::set_object_lod_bias(unsigned b)
156 state->object_lod_bias = b;
159 void Renderer::push_state()
161 state_stack.push_back(state_stack.back());
162 state = &state_stack.back();
165 void Renderer::pop_state()
167 if(state_stack.size()==1)
168 throw stack_underflow("Renderer::pop_state");
170 const Camera *old_camera = state->camera;
171 const Lighting *old_lighting = state->lighting;
172 const Clipping *old_clipping = state->clipping;
173 state_stack.pop_back();
174 state = &state_stack.back();
176 bool camera_changed = (state->camera!=old_camera);
181 standard_shdata.uniform("projection_matrix", state->camera->get_projection_matrix());
182 standard_shdata.uniform("eye_world_matrix", state->camera->get_view_matrix());
186 standard_shdata.uniform("projection_matrix", Matrix());
187 standard_shdata.uniform("eye_world_matrix", Matrix());
189 changed |= STANDARD_SHDATA;
191 /* This actually should compare the relevant matrices rather than check for
192 camera, but in practice lighting and clipping is set right after the camera
193 and a boolean check is much faster than matrix comparison. */
194 if(state->lighting!=old_lighting || camera_changed)
198 state->lighting->update_shader_data(standard_shdata, state->lighting_matrix);
199 changed |= STANDARD_SHDATA;
202 if(state->clipping!=old_clipping || camera_changed)
206 state->clipping->update_shader_data(standard_shdata, state->clipping_matrix);
207 changed |= STANDARD_SHDATA;
214 if(state_stack.size()>1)
215 throw invalid_operation("Renderer::end");
219 set_camera(*default_camera);
221 standard_shdata.uniform("projection_matrix", Matrix());
222 shdata_stack.clear();
226 Texture::unbind_from(0);
229 VertexSetup::unbind();
230 Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
231 WindingTest::unbind();
234 void Renderer::exclude(const Renderable &renderable)
236 excluded.insert(&renderable);
239 void Renderer::include(const Renderable &renderable)
241 excluded.erase(&renderable);
244 void Renderer::render(const Renderable &renderable, const Tag &tag)
246 if(!excluded.count(&renderable))
247 renderable.render(*this, tag);
250 void Renderer::draw(const Batch &batch)
257 void Renderer::draw_instanced(const Batch &batch, unsigned count)
261 batch.draw_instanced(count);
264 void Renderer::apply_state()
266 /* We (mostly) let the objects themselves figure out if the binding has
270 state->texturing->bind();
275 state->texture->bind_to(0);
277 Texture::unbind_from(0);
281 state->clipping->bind();
287 bool shprog_changed = (state->shprog!=Program::current());
288 state->shprog->bind();
292 standard_shdata.uniform("eye_obj_matrix", state->modelview_matrix);
293 LinAl::SquareMatrix<float, 3> nm = state->modelview_matrix.block<3, 3>(0, 0);
294 nm = transpose(invert(nm));
295 standard_shdata.uniform_matrix3("eye_obj_normal_matrix", &nm(0, 0));
296 changed = (changed&~MATRIX)|STANDARD_SHDATA;
299 if(state->material && ((changed&MATERIAL_SHDATA) || shprog_changed))
301 state->material->get_shader_data().apply();
302 changed &= ~MATERIAL_SHDATA;
305 if((changed&STANDARD_SHDATA) || shprog_changed)
307 standard_shdata.apply();
308 changed &= ~STANDARD_SHDATA;
311 bool extra_shdata = (shdata_stack.size()>state->shdata_count);
313 if((changed&SHADER_DATA) || shprog_changed || extra_shdata)
316 shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
317 for(vector<const ProgramData *>::const_iterator i=shdata_stack.begin(); i!=shdata_stack.end(); ++i)
319 changed &= ~SHADER_DATA;
325 if(state->vertex_setup)
326 state->vertex_setup->bind();
328 VertexSetup::unbind();
330 if(state->winding_test)
332 if(state->reverse_winding)
333 state->winding_test->get_reverse().bind();
335 state->winding_test->bind();
338 WindingTest::unbind();
342 Renderer::State::State():
346 lowest_effect_texunit(TexUnit::get_n_units()),
354 reverse_winding(false),