-#include "batch.h"
-#include "buffer.h"
-#include "camera.h"
-#include "clipping.h"
-#include "error.h"
-#include "lighting.h"
-#include "material.h"
-#include "mesh.h"
-#include "program.h"
-#include "programdata.h"
-#include "renderable.h"
-#include "renderer.h"
-#include "texture.h"
-#include "texturing.h"
-#include "texunit.h"
-#include "vertexarray.h"
-#include "windingtest.h"
-
-using namespace std;
-
-namespace Msp {
-namespace GL {
-
-Renderer::Renderer(const Camera *c):
- mtx_stack(*this),
- 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);
-}
-
-Renderer::~Renderer()
-{
- end();
-}
-
-void Renderer::begin(const Camera *c)
-{
- if(state_stack.size()>1)
- throw invalid_operation("Renderer::begin");
-
- reset_state();
- excluded.clear();
- 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_matrix(const Matrix &matrix)
-{
- mtx_stack.load(matrix);
-}
-
-void Renderer::transform(const Matrix &matrix)
-{
- mtx_stack *= matrix;
-}
-
-void Renderer::set_texture(const Texture *t)
-{
- state->texture = t;
- state->texturing = 0;
-}
-
-void Renderer::set_texturing(const Texturing *t)
-{
- state->texturing = t;
- state->texture = 0;
-}
-
-unsigned Renderer::allocate_effect_texunit()
-{
- return --state->lowest_effect_texunit;
-}
-
-void Renderer::set_material(const Material *m)
-{
- state->material = m;
- changed |= MATERIAL_SHDATA;
-}
-
-void Renderer::set_lighting(const Lighting *l)
-{
- state->lighting = l;
- state->lighting_matrix = mtx_stack.top();
- if(l)
- {
- l->update_shader_data(standard_shdata, mtx_stack.top());
- changed |= STANDARD_SHDATA;
- }
- changed |= LEGACY_LIGHTING;
-}
-
-void Renderer::set_clipping(const Clipping *c)
-{
- state->clipping = c;
- state->clipping_matrix = mtx_stack.top();
- if(c)
- c->update_shader_data(standard_shdata, mtx_stack.top());
- changed |= LEGACY_CLIPPING;
-}
-
-void Renderer::set_shader_program(const Program *p, const ProgramData *d)
-{
- state->shprog = p;
- if(p && d)
- add_shader_data(*d);
-}
-
-void Renderer::add_shader_data(const ProgramData &d)
-{
- 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_winding_test(const WindingTest *w)
-{
- state->winding_test = w;
-}
-
-void Renderer::set_reverse_winding(bool r)
-{
- state->reverse_winding = r;
-}
-
-void Renderer::push_state()
-{
- 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 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)
- {
- shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
- changed |= SHADER_DATA;
- }
- shdata_applied = min<unsigned>(shdata_applied, shdata_stack.size());
- mtx_stack.pop();
- changed |= MATRIX;
- if(state->lighting!=old_lighting)
- {
- if(state->lighting)
- state->lighting->update_shader_data(standard_shdata, state->lighting_matrix);
- changed |= LEGACY_LIGHTING;
- }
- if(state->clipping!=old_clipping)
- {
- if(state->clipping)
- state->clipping->update_shader_data(standard_shdata, state->clipping_matrix);
- 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();
-
- Mesh::unbind();
- Texturing::unbind();
- Texture::unbind_from(0);
- Material::unbind();
- Lighting::unbind();
- Clipping::unbind();
- Program::unbind();
- Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
- WindingTest::unbind();
-}
-
-void Renderer::exclude(const Renderable &renderable)
-{
- excluded.insert(&renderable);
-}
-
-void Renderer::include(const Renderable &renderable)
-{
- excluded.erase(&renderable);
-}
-
-void Renderer::render(const Renderable &renderable, const Tag &tag)
-{
- if(!excluded.count(&renderable))
- renderable.render(*this, tag);
-}
-
-void Renderer::draw(const Batch &batch)
-{
- apply_state();
-
- bool legacy_bindings = (!state->shprog || state->shprog->uses_legacy_variables());
- if(state->mesh && legacy_bindings)
- {
- if(const Buffer *ibuf = state->mesh->get_index_buffer())
- ibuf->bind_to(ELEMENT_ARRAY_BUFFER);
- else
- Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
- }
-
- batch.draw();
-}
-
-void Renderer::apply_state()
-{
- /* We (mostly) let the objects themselves figure out if the binding has
- changed */
-
- bool legacy_bindings = (!state->shprog || state->shprog->uses_legacy_variables());
-
- if(state->texturing)
- state->texturing->bind();
- else
- {
- Texturing::unbind();
- if(state->texture)
- state->texture->bind_to(0);
- else
- Texture::unbind_from(0);
- }
-
- if(legacy_bindings)
- {
- if(state->material)
- state->material->bind();
- else
- Material::unbind();
-
- if(changed&LEGACY_LIGHTING)
- {
- if(state->lighting)
- {
- MatrixStack::modelview() = state->lighting_matrix;
- state->lighting->bind();
- changed = (changed&~LEGACY_LIGHTING)|LEGACY_MATRIX;
- }
- else
- Lighting::unbind();
- }
- }
-
- if(state->clipping)
- {
- if(legacy_bindings)
- {
- if(changed&LEGACY_CLIPPING)
- {
- MatrixStack::modelview() = state->clipping_matrix;
- state->clipping->bind(true);
- changed = (changed&~LEGACY_CLIPPING)|LEGACY_MATRIX;
- }
- }
- else
- state->clipping->bind(false);
- }
- else
- Clipping::unbind();
-
- if(state->shprog)
- {
- bool shprog_changed = (state->shprog!=Program::current());
- state->shprog->bind();
-
- if(!legacy_bindings)
- {
- 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);
- 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))
- {
- state->material->get_shader_data().apply();
- changed &= ~MATERIAL_SHDATA;
- }
-
- if(changed&STANDARD_SHDATA)
- {
- standard_shdata.apply();
- changed &= ~STANDARD_SHDATA;
- }
- }
-
- if((changed&SHADER_DATA) || shprog_changed)
- {
- vector<const ProgramData *>::const_iterator i = shdata_stack.begin();
- if(!shprog_changed)
- i += shdata_applied;
- for(; i!=shdata_stack.end(); ++i)
- (*i)->apply();
- changed &= ~SHADER_DATA;
- shdata_applied = shdata_stack.size();
- }
- }
- else
- Program::unbind();
-
- if(state->mesh)
- {
- if(legacy_bindings)
- {
- Mesh::unbind();
- state->mesh->get_vertices().apply();
- }
- else
- state->mesh->bind();
- }
- else
- Mesh::unbind();
-
- if(state->winding_test)
- {
- if(state->reverse_winding)
- state->winding_test->get_reverse().bind();
- else
- state->winding_test->bind();
- }
- else
- WindingTest::unbind();
-
- if(legacy_bindings)
- {
- if(!matrices_loaded)
- {
- MatrixStack::modelview().push();
- if(camera)
- {
- MatrixStack::projection().push();
- camera->apply();
- }
- matrices_loaded = true;
- }
-
- if(changed&LEGACY_MATRIX)
- {
- MatrixStack::modelview() = mtx_stack.top();
- 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():
- texture(0),
- texturing(0),
- lowest_effect_texunit(TexUnit::get_n_units()),
- material(0),
- lighting(0),
- clipping(0),
- shprog(0),
- shdata_count(0),
- mesh(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