#include "buffer.h"
#include "camera.h"
#include "clipping.h"
+#include "deviceinfo.h"
#include "error.h"
#include "lighting.h"
#include "material.h"
#include "programdata.h"
#include "renderable.h"
#include "renderer.h"
+#include "resourcemanager.h"
#include "sampler.h"
#include "texture.h"
-#include "texturing.h"
-#include "texunit.h"
#include "vertexarray.h"
#include "vertexsetup.h"
#include "windingtest.h"
namespace Msp {
namespace GL {
-Renderer::Renderer():
- default_camera(0)
-{
- init();
-}
-
-Renderer::Renderer(const Camera *c):
- default_camera(c)
-{
- init();
-
- if(c)
- set_camera(*c);
-}
-
-void Renderer::init()
+Renderer::Renderer()
{
state_stack.reserve(16);
state_stack.push_back(State());
shdata_stack.reserve(32);
state = &state_stack.back();
-
- standard_shdata.uniform("projection_matrix", Matrix());
- standard_shdata.uniform("eye_world_matrix", Matrix());
+ add_shader_data(standard_shdata);
}
Renderer::~Renderer()
void Renderer::set_camera(const Camera &c)
{
state->camera = &c;
- standard_shdata.uniform("projection_matrix", state->camera->get_projection_matrix());
- standard_shdata.uniform("eye_world_matrix", state->camera->get_view_matrix());
- changed |= STANDARD_SHDATA;
- set_matrix(state->camera->get_view_matrix());
+ add_shader_data(c.get_shader_data());
+ set_matrix(Matrix());
}
void Renderer::set_matrix(const Matrix &matrix)
{
- state->modelview_matrix = matrix;
+ state->model_matrix = matrix;
changed |= MATRIX;
}
void Renderer::transform(const Matrix &matrix)
{
- state->modelview_matrix *= matrix;
+ state->model_matrix *= matrix;
changed |= MATRIX;
}
void Renderer::set_texture(Tag tag, const Texture *tex, const Sampler *samp)
{
- set_texture(tag, -1, tex, samp);
-}
+ if(tex)
+ if(ResourceManager *res_mgr = tex->get_manager())
+ res_mgr->resource_used(*tex);
-void Renderer::set_texture(Tag tag, int unit, const Texture *tex, const Sampler *samp)
-{
if(texture_stack.size()>state->texture_count)
{
BoundTexture &bt = texture_stack[state->texture_count];
- if((!tag.id || bt.tag==tag) && (unit<0 || bt.unit==unit) && bt.texture==tex && bt.sampler==samp)
+ if(bt.tag==tag && bt.texture==tex && bt.sampler==samp)
{
++state->texture_count;
return;
}
for(vector<BoundTexture>::iterator i=texture_stack.end(); i!=texture_stack.begin(); )
- if((--i)->tag==tag && i->unit==unit)
+ if((--i)->tag==tag)
{
i->replaced = texture_stack.size();
break;
texture_stack.push_back(BoundTexture());
BoundTexture &bound_tex = texture_stack.back();
bound_tex.tag = tag;
- bound_tex.unit = unit;
bound_tex.texture = tex;
bound_tex.sampler = samp;
state->texture_count = texture_stack.size();
}
-void Renderer::set_texture(const Texture *t, const Sampler *s)
-{
- set_texture(Tag(), 0, t, s);
-}
-
void Renderer::flush_textures()
{
- for(unsigned i=0; i<texture_stack.size(); ++i)
- {
- BoundTexture &bt = texture_stack[i];
- if(i>=state->texture_count && bt.unit>=0)
- {
- Texture::unbind_from(bt.unit);
- Sampler::unbind_from(bt.unit);
- }
- else if(bt.replaced>=static_cast<int>(state->texture_count))
- bt.replaced = -1;
- }
+ for(unsigned i=0; i<state->texture_count; ++i)
+ if(texture_stack[i].replaced>=static_cast<int>(state->texture_count))
+ texture_stack[i].replaced = -1;
texture_stack.erase(texture_stack.begin()+state->texture_count, texture_stack.end());
}
-#pragma GCC diagnostic push
-#pragma GCC diagnostic ignored "-Wdeprecated-declarations"
-void Renderer::set_texturing(const Texturing *t)
-{
- if(t)
- {
- unsigned n_units = TexUnit::get_n_units();
- for(unsigned i=0; i<n_units; ++i)
- if(const Texture *tex = t->get_attached_texture(i))
- set_texture(Tag(), i, tex, t->get_attached_sampler(i));
- }
-}
-#pragma GCC diagnostic pop
-
-unsigned Renderer::allocate_effect_texunit()
-{
- return --state->lowest_effect_texunit;
-}
-
void Renderer::set_material(const Material *m)
{
- state->material = m;
- changed |= MATERIAL_SHDATA;
+ if(m)
+ add_shader_data(m->get_shader_data());
}
void Renderer::set_lighting(const Lighting *l)
{
- state->lighting = l;
- state->lighting_matrix = state->modelview_matrix;
if(l)
- {
- l->update_shader_data(standard_shdata, state->lighting_matrix);
- changed |= STANDARD_SHDATA;
- }
+ add_shader_data(l->get_shader_data());
}
void Renderer::set_clipping(const Clipping *c)
{
state->clipping = c;
- state->clipping_matrix = state->modelview_matrix;
if(c)
- {
- c->update_shader_data(standard_shdata, state->clipping_matrix);
- changed |= STANDARD_SHDATA;
- }
+ add_shader_data(c->get_shader_data());
}
void Renderer::set_shader_program(const Program *p, const ProgramData *d)
}
}
- flush_shader_data();
+ flush_shader_data_();
shdata_stack.push_back(&d);
state->shdata_count = shdata_stack.size();
changed |= SHADER_DATA;
}
-void Renderer::flush_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());
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();
changed |= MATRIX;
- bool camera_changed = (state->camera!=old_camera);
- if(camera_changed)
- {
- if(state->camera)
- {
- standard_shdata.uniform("projection_matrix", state->camera->get_projection_matrix());
- standard_shdata.uniform("eye_world_matrix", state->camera->get_view_matrix());
- }
- else
- {
- standard_shdata.uniform("projection_matrix", Matrix());
- standard_shdata.uniform("eye_world_matrix", Matrix());
- }
- changed |= STANDARD_SHDATA;
- }
- /* 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;
- }
- }
- if(state->clipping!=old_clipping || camera_changed)
- {
- if(state->clipping)
- {
- state->clipping->update_shader_data(standard_shdata, state->clipping_matrix);
- changed |= STANDARD_SHDATA;
- }
- }
}
void Renderer::end()
throw invalid_operation("Renderer::end");
*state = State();
- if(default_camera)
- set_camera(*default_camera);
- else
- standard_shdata.uniform("projection_matrix", Matrix());
shdata_stack.clear();
+ add_shader_data(standard_shdata);
excluded.clear();
- for(vector<BoundTexture>::iterator i=texture_stack.begin(); i!=texture_stack.end(); ++i)
- if(i->unit>=0)
- {
- Texture::unbind_from(i->unit);
- Sampler::unbind_from(i->unit);
- }
- Clipping::unbind();
- Program::unbind();
- VertexSetup::unbind();
- Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
- WindingTest::unbind();
+ PipelineState::clear();
}
void Renderer::exclude(const Renderable &renderable)
if(!state->shprog)
throw invalid_operation("Renderer::apply_state");
- /* We (mostly) let the objects themselves figure out if the binding has
- changed */
-
- 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)
- {
- if(i->texture)
- i->texture->bind_to(unit);
- if(i->sampler)
- i->sampler->bind_to(unit);
- i->unit = unit;
- }
- }
-
- if(state->clipping)
- state->clipping->bind();
- else
- Clipping::unbind();
-
- bool shprog_changed = (state->shprog!=Program::current());
- state->shprog->bind();
-
if(changed&MATRIX)
{
- standard_shdata.uniform("eye_obj_matrix", state->modelview_matrix);
- LinAl::SquareMatrix<float, 3> nm = state->modelview_matrix.block<3, 3>(0, 0);
+ standard_shdata.uniform("world_obj_matrix", state->model_matrix);
+ LinAl::SquareMatrix<float, 3> nm = state->model_matrix.block<3, 3>(0, 0);
nm = transpose(invert(nm));
- standard_shdata.uniform("eye_obj_normal_matrix", nm);
- changed = (changed&~MATRIX)|STANDARD_SHDATA;
+ standard_shdata.uniform("world_obj_normal_matrix", nm);
+ changed &= ~MATRIX;
}
- if(state->material && ((changed&MATERIAL_SHDATA) || shprog_changed))
+ bool shprog_changed = (state->shprog!=pipeline_state.get_shader_program());
+ pipeline_state.set_shader_program(state->shprog);
+
+ if(state->vertex_setup)
{
- state->material->get_shader_data().apply();
- changed &= ~MATERIAL_SHDATA;
+ if(const VertexArray *array = state->vertex_setup->get_vertex_array())
+ array->refresh();
+ if(const VertexArray *array = state->vertex_setup->get_instance_array())
+ array->refresh();
}
+ pipeline_state.set_vertex_setup(state->vertex_setup);
+
+ pipeline_state.set_winding_test((state->winding_test && state->reverse_winding) ? &state->winding_test->get_reverse() : state->winding_test);
+ 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();
- if((changed&STANDARD_SHDATA) || shprog_changed)
+ for(vector<BoundTexture>::const_iterator i=texture_stack.begin(); i!=texture_stack.end(); ++i)
{
- standard_shdata.apply();
- changed &= ~STANDARD_SHDATA;
+ 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;
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)
{
- i->shdata->apply();
+ i->shdata->apply(*state->shprog, pipeline_state);
i->generation = i->shdata->get_generation();
}
changed &= ~SHADER_DATA;
}
- if(state->vertex_setup)
- state->vertex_setup->bind();
- else
- VertexSetup::unbind();
-
- if(state->winding_test)
- {
- if(state->reverse_winding)
- state->winding_test->get_reverse().bind();
- else
- state->winding_test->bind();
- }
- else
- WindingTest::unbind();
+ pipeline_state.apply();
}
Renderer::State::State():
camera(0),
texture_count(0),
- lowest_effect_texunit(TexUnit::get_n_units()),
- material(0),
- lighting(0),
+ lowest_effect_texunit(Limits::get_global().max_texture_bindings),
clipping(0),
shprog(0),
shdata_count(0),