#include "texturing.h"
#include "texunit.h"
#include "vertexarray.h"
+#include "vertexsetup.h"
#include "windingtest.h"
using namespace std;
namespace GL {
Renderer::Renderer(const Camera *c):
- mtx_stack(*this),
+ default_camera(c),
changed(0),
matrices_loaded(false),
- shdata_applied(0),
- camera(0),
state_stack(1)
{
state_stack.reserve(16);
shdata_stack.reserve(32);
state = &state_stack.back();
- begin(c);
+ if(c)
+ set_camera(*c);
+ else
+ standard_shdata.uniform("projection_matrix", Matrix());
}
Renderer::~Renderer()
void Renderer::begin(const Camera *c)
{
- if(state_stack.size()>1)
- throw invalid_operation("Renderer::begin");
-
- reset_state();
- excluded.clear();
- camera = c;
+ end();
+ if(c)
+ set_camera(*c);
+}
- if(camera)
- {
- mtx_stack.load(camera->get_matrix());
- standard_shdata.uniform("projection_matrix", camera->get_projection_matrix());
- }
- else
- {
- mtx_stack.load(MatrixStack::modelview().top());
- standard_shdata.uniform("projection_matrix", MatrixStack::projection().top());
- }
+void Renderer::set_camera(const Camera &c)
+{
+ state->camera = &c;
+ standard_shdata.uniform("projection_matrix", state->camera->get_projection_matrix());
+ changed |= STANDARD_SHDATA|LEGACY_PROJECTION;
+ set_matrix(state->camera->get_view_matrix());
}
void Renderer::set_matrix(const Matrix &matrix)
{
- mtx_stack.load(matrix);
+ state->modelview_matrix = matrix;
+ changed |= MATRIX;
}
void Renderer::transform(const Matrix &matrix)
{
- mtx_stack *= matrix;
+ state->modelview_matrix *= matrix;
+ changed |= MATRIX;
}
void Renderer::set_texture(const Texture *t)
void Renderer::set_lighting(const Lighting *l)
{
state->lighting = l;
- state->lighting_matrix = mtx_stack.top();
+ state->lighting_matrix = state->modelview_matrix;
if(l)
{
- l->update_shader_data(standard_shdata, mtx_stack.top());
+ l->update_shader_data(standard_shdata, state->lighting_matrix);
changed |= STANDARD_SHDATA;
}
changed |= LEGACY_LIGHTING;
void Renderer::set_clipping(const Clipping *c)
{
state->clipping = c;
- state->clipping_matrix = mtx_stack.top();
+ state->clipping_matrix = state->modelview_matrix;
if(c)
- c->update_shader_data(standard_shdata, mtx_stack.top());
+ {
+ c->update_shader_data(standard_shdata, state->clipping_matrix);
+ changed |= STANDARD_SHDATA;
+ }
changed |= LEGACY_CLIPPING;
}
void Renderer::add_shader_data(const ProgramData &d)
{
- shdata_stack.push_back(&d);
- state->shdata_count = shdata_stack.size();
- changed |= SHADER_DATA;
+ if(state->shdata_count<shdata_stack.size() && shdata_stack[state->shdata_count]==&d)
+ ++state->shdata_count;
+ else
+ {
+ if(shdata_stack.size()>state->shdata_count)
+ shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
+ shdata_stack.push_back(&d);
+ state->shdata_count = shdata_stack.size();
+ changed |= SHADER_DATA;
+ }
}
void Renderer::set_mesh(const Mesh *m)
state->mesh = m;
}
+void Renderer::set_vertex_setup(const VertexSetup *vs)
+{
+ state->vertex_setup = vs;
+}
+
void Renderer::set_winding_test(const WindingTest *w)
{
state->winding_test = w;
{
state_stack.push_back(state_stack.back());
state = &state_stack.back();
- mtx_stack.push();
}
void Renderer::pop_state()
if(state_stack.size()==1)
throw stack_underflow("Renderer::pop_state");
+ const Camera *old_camera = state->camera;
const Lighting *old_lighting = state->lighting;
const Clipping *old_clipping = state->clipping;
state_stack.pop_back();
state = &state_stack.back();
- if(shdata_stack.size()>state->shdata_count)
+ changed |= MATRIX;
+ bool camera_changed = (state->camera!=old_camera);
+ if(camera_changed)
{
- shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
- changed |= SHADER_DATA;
+ if(state->camera)
+ standard_shdata.uniform("projection_matrix", state->camera->get_projection_matrix());
+ else
+ standard_shdata.uniform("projection_matrix", Matrix());
+ changed |= STANDARD_SHDATA|LEGACY_PROJECTION;
}
- shdata_applied = min<unsigned>(shdata_applied, shdata_stack.size());
- mtx_stack.pop();
- changed |= MATRIX;
- if(state->lighting!=old_lighting)
+ /* This actually should compare the relevant matrices rather than check for
+ camera, but in practice lighting and clipping is set right after the camera
+ and a boolean check is much faster than matrix comparison. */
+ if(state->lighting!=old_lighting || camera_changed)
{
if(state->lighting)
+ {
state->lighting->update_shader_data(standard_shdata, state->lighting_matrix);
+ changed |= STANDARD_SHDATA;
+ }
changed |= LEGACY_LIGHTING;
}
- if(state->clipping!=old_clipping)
+ if(state->clipping!=old_clipping || camera_changed)
{
if(state->clipping)
+ {
state->clipping->update_shader_data(standard_shdata, state->clipping_matrix);
+ changed |= STANDARD_SHDATA;
+ }
changed |= LEGACY_CLIPPING;
}
}
-void Renderer::escape()
-{
- apply_state();
- Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
- matrices_loaded = false;
-}
-
void Renderer::end()
{
if(state_stack.size()>1)
throw invalid_operation("Renderer::end");
- reset_state();
+ *state = State();
+ if(default_camera)
+ set_camera(*default_camera);
+ else
+ standard_shdata.uniform("projection_matrix", Matrix());
+ shdata_stack.clear();
+ excluded.clear();
Mesh::unbind();
Texturing::unbind();
Lighting::unbind();
Clipping::unbind();
Program::unbind();
+ VertexSetup::unbind();
Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
WindingTest::unbind();
+
+ if(matrices_loaded)
+ {
+ MatrixStack::projection().pop();
+ MatrixStack::modelview().pop();
+ matrices_loaded = false;
+ }
}
void Renderer::exclude(const Renderable &renderable)
changed */
bool legacy_bindings = (!state->shprog || state->shprog->uses_legacy_variables());
+ bool legacy_textures = !state->shprog;
if(state->texturing)
- state->texturing->bind();
+ state->texturing->bind(legacy_textures);
else
{
Texturing::unbind();
if(state->texture)
- state->texture->bind_to(0);
+ state->texture->bind_to(0, legacy_textures);
else
Texture::unbind_from(0);
}
{
if(changed&MODERN_MATRIX)
{
- const Matrix &m = mtx_stack.top();
- standard_shdata.uniform("eye_obj_matrix", mtx_stack.top());
- LinAl::SquareMatrix<float, 3> nm = m.block<3, 3>(0, 0);
+ standard_shdata.uniform("eye_obj_matrix", state->modelview_matrix);
+ LinAl::SquareMatrix<float, 3> nm = state->modelview_matrix.block<3, 3>(0, 0);
nm = transpose(invert(nm));
standard_shdata.uniform_matrix3("eye_obj_normal_matrix", &nm(0, 0));
changed = (changed&~MODERN_MATRIX)|STANDARD_SHDATA;
}
- if(state->material && (changed&MATERIAL_SHDATA))
+ if(state->material && ((changed&MATERIAL_SHDATA) || shprog_changed))
{
state->material->get_shader_data().apply();
changed &= ~MATERIAL_SHDATA;
}
- if(changed&STANDARD_SHDATA)
+ if((changed&STANDARD_SHDATA) || shprog_changed)
{
standard_shdata.apply();
changed &= ~STANDARD_SHDATA;
}
}
- if((changed&SHADER_DATA) || shprog_changed)
+ bool extra_shdata = (shdata_stack.size()>state->shdata_count);
+
+ if((changed&SHADER_DATA) || shprog_changed || extra_shdata)
{
- vector<const ProgramData *>::const_iterator i = shdata_stack.begin();
- if(!shprog_changed)
- i += shdata_applied;
- for(; i!=shdata_stack.end(); ++i)
+ if(extra_shdata)
+ shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
+ for(vector<const ProgramData *>::const_iterator i=shdata_stack.begin(); i!=shdata_stack.end(); ++i)
(*i)->apply();
changed &= ~SHADER_DATA;
- shdata_applied = shdata_stack.size();
}
}
else
state->mesh->bind();
}
else
+ {
Mesh::unbind();
+ if(state->vertex_setup)
+ state->vertex_setup->bind();
+ else
+ VertexSetup::unbind();
+ }
+
if(state->winding_test)
{
if(state->reverse_winding)
if(!matrices_loaded)
{
MatrixStack::modelview().push();
- if(camera)
- {
- MatrixStack::projection().push();
- camera->apply();
- }
+ MatrixStack::projection().push();
matrices_loaded = true;
}
+ if(changed&LEGACY_PROJECTION)
+ {
+ MatrixStack::projection() = state->camera->get_projection_matrix();
+ changed &= ~LEGACY_PROJECTION;
+ }
+
if(changed&LEGACY_MATRIX)
{
- MatrixStack::modelview() = mtx_stack.top();
+ MatrixStack::modelview() = state->modelview_matrix;
changed &= ~LEGACY_MATRIX;
}
}
}
-void Renderer::reset_state()
-{
- if(!matrices_loaded)
- return;
-
- if(camera)
- MatrixStack::projection().pop();
- MatrixStack::modelview().pop();
- matrices_loaded = false;
- changed |= MATRIX;
-
- *state = State();
-}
-
Renderer::State::State():
+ camera(0),
texture(0),
texturing(0),
lowest_effect_texunit(TexUnit::get_n_units()),
shprog(0),
shdata_count(0),
mesh(0),
+ vertex_setup(0),
winding_test(0),
reverse_winding(false)
{ }
-
-Renderer::MtxStack::MtxStack(Renderer &r):
- renderer(r)
-{ }
-
-void Renderer::MtxStack::update()
-{
- renderer.changed |= MATRIX;
-}
-
} // namespace GL
} // namespace Msp