#include "batch.h"
#include "buffer.h"
#include "camera.h"
-#include "clipping.h"
-#include "deviceinfo.h"
#include "error.h"
+#include "framebuffer.h"
#include "lighting.h"
#include "material.h"
#include "program.h"
namespace Msp {
namespace GL {
-Renderer::Renderer():
- changed(0)
+Renderer::Renderer()
{
state_stack.reserve(16);
state_stack.push_back(State());
shdata_stack.reserve(32);
state = &state_stack.back();
add_shader_data(standard_shdata);
- commands.use_pipeline(pipeline_state);
}
Renderer::~Renderer()
end();
}
+void Renderer::end()
+{
+ if(state_stack.size()>1)
+ throw invalid_operation("Renderer::end");
+
+ *state = State();
+ shdata_stack.clear();
+ add_shader_data(standard_shdata);
+
+ commands.use_pipeline(0);
+}
+
+void Renderer::push_state()
+{
+ state_stack.push_back(state_stack.back());
+ state = &state_stack.back();
+}
+
+void Renderer::pop_state()
+{
+ if(state_stack.size()==1)
+ throw stack_underflow("Renderer::pop_state");
+
+ state_stack.pop_back();
+ state = &state_stack.back();
+ changed |= MATRIX;
+}
+
void Renderer::set_camera(const Camera &c)
{
state->camera = &c;
state->scissor = s;
}
+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)
+{
+ if(state->shdata_count<shdata_stack.size())
+ {
+ const BoundProgramData &top = shdata_stack.back();
+ if(top.shdata==&d && top.generation==d.get_generation())
+ {
+ ++state->shdata_count;
+ return;
+ }
+ }
+
+ flush_shader_data();
+ shdata_stack.push_back(&d);
+ state->shdata_count = shdata_stack.size();
+ changed |= SHADER_DATA;
+}
+
void Renderer::set_texture(Tag tag, const Texture *tex, const Sampler *samp)
{
if(tex)
flush_textures();
}
- for(vector<BoundTexture>::iterator i=texture_stack.end(); i!=texture_stack.begin(); )
+ for(auto i=texture_stack.end(); i!=texture_stack.begin(); )
if((--i)->tag==tag)
{
i->replaced = texture_stack.size();
state->texture_count = texture_stack.size();
}
+void Renderer::flush_shader_data()
+{
+ if(shdata_stack.size()>state->shdata_count)
+ shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
+}
+
void Renderer::flush_textures()
{
for(unsigned i=0; i<state->texture_count; ++i)
texture_stack.erase(texture_stack.begin()+state->texture_count, texture_stack.end());
}
-void Renderer::set_material(const Material *m)
-{
- if(m)
- add_shader_data(m->get_shader_data());
-}
-
-void Renderer::set_lighting(const Lighting *l)
-{
- if(l)
- add_shader_data(l->get_shader_data());
-}
-
-void Renderer::set_clipping(const Clipping *c)
-{
- state->clipping = c;
- if(c)
- add_shader_data(c->get_shader_data());
-}
-
-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)
-{
- if(state->shdata_count<shdata_stack.size())
- {
- const BoundProgramData &top = shdata_stack.back();
- if(top.shdata==&d && top.generation==d.get_generation())
- {
- ++state->shdata_count;
- return;
- }
- }
-
- flush_shader_data_();
- shdata_stack.push_back(&d);
- state->shdata_count = shdata_stack.size();
- changed |= SHADER_DATA;
-}
-
-void Renderer::flush_shader_data_()
-{
- if(shdata_stack.size()>state->shdata_count)
- shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
-}
-
void Renderer::set_vertex_setup(const VertexSetup *vs)
{
state->vertex_setup = vs;
state->object_lod_bias = b;
}
-void Renderer::push_state()
-{
- state_stack.push_back(state_stack.back());
- state = &state_stack.back();
-}
-
-void Renderer::pop_state()
-{
- if(state_stack.size()==1)
- throw stack_underflow("Renderer::pop_state");
-
- state_stack.pop_back();
- state = &state_stack.back();
- changed |= MATRIX;
-}
-
-void Renderer::end()
-{
- if(state_stack.size()>1)
- throw invalid_operation("Renderer::end");
-
- *state = State();
- shdata_stack.clear();
- add_shader_data(standard_shdata);
- excluded.clear();
-
- PipelineState::clear();
-}
-
-void Renderer::exclude(const Renderable &renderable)
-{
- excluded.insert(&renderable);
-}
-
-void Renderer::include(const Renderable &renderable)
-{
- excluded.erase(&renderable);
-}
-
-void Renderer::render(const Renderable &renderable, Tag tag)
-{
- if(!excluded.count(&renderable))
- renderable.render(*this, tag);
-}
-
-void Renderer::clear()
-{
- clear(COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT|STENCIL_BUFFER_BIT);
-}
-
-void Renderer::clear(BufferBits buffers)
+void Renderer::clear(const ClearValue *values)
{
pipeline_state.set_framebuffer(state->framebuffer);
- commands.clear(buffers);
+ pipeline_state.set_viewport(state->viewport);
+ pipeline_state.set_scissor(state->scissor);
+ commands.use_pipeline(&pipeline_state);
+ commands.clear(values);
}
void Renderer::draw(const Batch &batch)
{
apply_state();
batch.refresh();
+ commands.use_pipeline(&pipeline_state);
commands.draw(batch);
}
{
apply_state();
batch.refresh();
+ commands.use_pipeline(&pipeline_state);
commands.draw_instanced(batch, count);
}
-void Renderer::resolve_multisample(Framebuffer &target, BufferBits buffers)
+void Renderer::resolve_multisample(Framebuffer &target)
{
if(!state->framebuffer)
throw invalid_operation("Renderer::resolve_multisample");
throw incompatible_data("Renderer::resolve_multisample");
pipeline_state.set_framebuffer(state->framebuffer);
- commands.resolve_multisample(target, buffers);
+ commands.use_pipeline(&pipeline_state);
+ commands.resolve_multisample(target);
+}
+
+void Renderer::begin_query(const QueryPool &pool, unsigned index)
+{
+ commands.begin_query(pool, index);
+}
+
+void Renderer::end_query(const QueryPool &pool, unsigned index)
+{
+ commands.end_query(pool, index);
}
void Renderer::apply_state()
if(!state->shprog)
throw invalid_operation("Renderer::apply_state");
+ pipeline_state.set_framebuffer(state->framebuffer);
+ pipeline_state.set_viewport(state->viewport);
+ pipeline_state.set_scissor(state->scissor);
+
+ bool shprog_changed = (state->shprog!=pipeline_state.get_shader_program());
+ pipeline_state.set_shader_program(state->shprog);
+
if(changed&MATRIX)
{
standard_shdata.uniform("world_obj_matrix", state->model_matrix);
changed &= ~MATRIX;
}
- pipeline_state.set_framebuffer(state->framebuffer);
- pipeline_state.set_viewport(state->viewport);
- pipeline_state.set_scissor(state->scissor);
+ bool shdata_changed = changed&SHADER_DATA;
+ for(auto i=shdata_stack.begin(); (!shdata_changed && i!=shdata_stack.end()); ++i)
+ shdata_changed = (i->shdata->get_generation()!=i->generation);
+ bool extra_shdata = (shdata_stack.size()>state->shdata_count);
- bool shprog_changed = (state->shprog!=pipeline_state.get_shader_program());
- pipeline_state.set_shader_program(state->shprog);
+ if(shdata_changed || shprog_changed || extra_shdata)
+ {
+ if(extra_shdata)
+ shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
+ for(const BoundProgramData &d: shdata_stack)
+ {
+ d.shdata->apply(*state->shprog, pipeline_state);
+ d.generation = d.shdata->get_generation();
+ }
+ changed &= ~SHADER_DATA;
+ }
if(state->vertex_setup)
{
pipeline_state.set_front_face(state->front_face);
pipeline_state.set_face_cull(state->face_cull);
- pipeline_state.set_enabled_clip_planes(state->clipping ? (1<<state->clipping->get_n_planes())-1 : 0);
if(state->texture_count<texture_stack.size())
flush_textures();
- for(vector<BoundTexture>::const_iterator i=texture_stack.begin(); i!=texture_stack.end(); ++i)
- {
- int unit = (i->tag.id ? state->shprog->get_uniform_binding(i->tag) : i->unit);
- if(unit>=0)
- pipeline_state.set_texture(unit, i->texture, i->sampler);
- }
-
- bool shdata_changed = changed&SHADER_DATA;
- for(vector<BoundProgramData>::const_iterator i=shdata_stack.begin(); (!shdata_changed && i!=shdata_stack.end()); ++i)
- shdata_changed = (i->shdata->get_generation()!=i->generation);
- bool extra_shdata = (shdata_stack.size()>state->shdata_count);
-
- if(shdata_changed || shprog_changed || extra_shdata)
- {
- if(extra_shdata)
- shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
- for(vector<BoundProgramData>::const_iterator i=shdata_stack.begin(); i!=shdata_stack.end(); ++i)
+ for(const BoundTexture &t: texture_stack)
+ if(t.texture && t.replaced<0)
{
- i->shdata->apply(*state->shprog, pipeline_state);
- i->generation = i->shdata->get_generation();
+ if(t.binding<0 || shprog_changed)
+ t.binding = state->shprog->get_uniform_binding(t.tag);
+ if(t.binding>=0)
+ pipeline_state.set_texture(t.binding, t.texture, t.sampler);
}
- changed &= ~SHADER_DATA;
- }
pipeline_state.set_depth_test(state->depth_test);
pipeline_state.set_stencil_test(state->stencil_test);
}
-Renderer::BoundTexture::BoundTexture():
- unit(-1),
- texture(0),
- sampler(0),
- replaced(-1)
-{ }
-
-
Renderer::BoundProgramData::BoundProgramData(const ProgramData *d):
- shdata(d),
- generation(0)
-{ }
-
-
-Renderer::State::State():
- camera(0),
- framebuffer(0),
- viewport(0),
- scissor(0),
- texture_count(0),
- clipping(0),
- shprog(0),
- shdata_count(0),
- vertex_setup(0),
- front_face(NON_MANIFOLD),
- face_cull(NO_CULL),
- depth_test(0),
- stencil_test(0),
- blend(0),
- object_lod_bias(0)
+ shdata(d)
{ }
} // namespace GL