+#include <msp/gl/extensions/arb_direct_state_access.h>
+#include <msp/gl/extensions/ext_framebuffer_blit.h>
+#include <msp/gl/extensions/ext_framebuffer_object.h>
#include "batch.h"
#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"
using namespace std;
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(const Texture *t, const Sampler *s)
+void Renderer::set_framebuffer(const Framebuffer *f)
+{
+ state->framebuffer = f;
+}
+
+void Renderer::set_viewport(const Rect *v)
+{
+ state->viewport = v;
+}
+
+void Renderer::set_scissor(const Rect *s)
{
- state->texture = t;
- state->sampler = s;
- state->texturing = 0;
+ state->scissor = s;
}
-void Renderer::set_texturing(const Texturing *t)
+void Renderer::set_texture(Tag tag, const Texture *tex, const Sampler *samp)
{
- state->texturing = t;
- state->texture = 0;
- state->sampler = 0;
+ if(tex)
+ if(ResourceManager *res_mgr = tex->get_manager())
+ res_mgr->resource_used(*tex);
+
+ if(texture_stack.size()>state->texture_count)
+ {
+ BoundTexture &bt = texture_stack[state->texture_count];
+ if(bt.tag==tag && bt.texture==tex && bt.sampler==samp)
+ {
+ ++state->texture_count;
+ return;
+ }
+ else
+ flush_textures();
+ }
+
+ for(vector<BoundTexture>::iterator i=texture_stack.end(); i!=texture_stack.begin(); )
+ 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.texture = tex;
+ bound_tex.sampler = samp;
+ state->texture_count = texture_stack.size();
}
-unsigned Renderer::allocate_effect_texunit()
+void Renderer::flush_textures()
{
- return --state->lowest_effect_texunit;
+ 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());
}
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)
void Renderer::add_shader_data(const ProgramData &d)
{
- if(state->shdata_count<shdata_stack.size() && shdata_stack[state->shdata_count]==&d)
- ++state->shdata_count;
- else
+ if(state->shdata_count<shdata_stack.size())
{
- flush_shader_data();
- shdata_stack.push_back(&d);
- state->shdata_count = shdata_stack.size();
- changed |= SHADER_DATA;
+ 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()
+void Renderer::flush_shader_data_()
{
if(shdata_stack.size()>state->shdata_count)
shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
state->vertex_setup = vs;
}
-void Renderer::set_winding_test(const WindingTest *w)
+void Renderer::set_front_face(FaceWinding winding)
+{
+ state->front_face = winding;
+}
+
+void Renderer::set_face_cull(CullMode cull)
{
- state->winding_test = w;
+ state->face_cull = cull;
}
-void Renderer::set_reverse_winding(bool r)
+void Renderer::set_depth_test(const DepthTest *dt)
{
- state->reverse_winding = r;
+ state->depth_test = dt;
+}
+
+void Renderer::set_stencil_test(const StencilTest *st)
+{
+ state->stencil_test = st;
+}
+
+void Renderer::set_blend(const Blend *b)
+{
+ state->blend = b;
}
void Renderer::set_object_lod_bias(unsigned b)
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();
- Texturing::unbind();
- Texture::unbind_from(0);
- Clipping::unbind();
- Program::unbind();
- VertexSetup::unbind();
- Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
- WindingTest::unbind();
+ PipelineState::clear();
}
void Renderer::exclude(const Renderable &renderable)
renderable.render(*this, tag);
}
+void Renderer::clear()
+{
+ clear(COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT|STENCIL_BUFFER_BIT);
+}
+
+void Renderer::clear(BufferBits buffers)
+{
+ pipeline_state.set_framebuffer(state->framebuffer);
+ pipeline_state.apply();
+ glClear(buffers);
+}
+
void Renderer::draw(const Batch &batch)
{
apply_state();
batch.draw_instanced(count);
}
-void Renderer::apply_state()
+void Renderer::resolve_multisample(Framebuffer &target, BufferBits buffers)
{
- if(!state->shprog)
- throw invalid_operation("Renderer::apply_state");
+ if(!state->framebuffer)
+ throw invalid_operation("Renderer::resolve_multisample");
- /* We (mostly) let the objects themselves figure out if the binding has
- changed */
+ unsigned width = state->framebuffer->get_width();
+ unsigned height = state->framebuffer->get_height();
+ if(target.get_width()!=width || target.get_height()!=height)
+ throw incompatible_data("Renderer::resolve_multisample");
- if(state->texturing)
- state->texturing->bind();
+ if(ARB_direct_state_access)
+ glBlitNamedFramebuffer(state->framebuffer->get_id(), target.get_id(), 0, 0, width, height, 0, 0, width, height, buffers, GL_NEAREST);
else
{
- Texturing::unbind();
- if(state->texture)
- {
- if(state->sampler)
- state->sampler->bind_to(0);
- else
- Sampler::unbind_from(0);
- state->texture->bind_to(0);
- }
- else
- Texture::unbind_from(0);
- }
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, state->framebuffer->get_id());
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, target.get_id());
- if(state->clipping)
- state->clipping->bind();
- else
- Clipping::unbind();
+ target.refresh();
+
+ glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, buffers, GL_NEAREST);
- bool shprog_changed = (state->shprog!=Program::current());
- state->shprog->bind();
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ pipeline_state.set_framebuffer(0);
+ }
+}
+
+void Renderer::apply_state()
+{
+ if(!state->shprog)
+ throw invalid_operation("Renderer::apply_state");
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_matrix3("eye_obj_normal_matrix", &nm(0, 0));
- changed = (changed&~MATRIX)|STANDARD_SHDATA;
+ standard_shdata.uniform("world_obj_normal_matrix", nm);
+ changed &= ~MATRIX;
}
- if(state->material && ((changed&MATERIAL_SHDATA) || shprog_changed))
+ 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(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);
- if((changed&STANDARD_SHDATA) || shprog_changed)
+ 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)
{
- 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;
+ 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((changed&SHADER_DATA) || shprog_changed || extra_shdata)
+ if(shdata_changed || shprog_changed || extra_shdata)
{
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();
+ for(vector<BoundProgramData>::const_iterator i=shdata_stack.begin(); i!=shdata_stack.end(); ++i)
+ {
+ 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();
+ pipeline_state.set_depth_test(state->depth_test);
+ pipeline_state.set_stencil_test(state->stencil_test);
+ pipeline_state.set_blend(state->blend);
- 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::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),
- texture(0),
- texturing(0),
- lowest_effect_texunit(TexUnit::get_n_units()),
- material(0),
- lighting(0),
+ framebuffer(0),
+ viewport(0),
+ scissor(0),
+ texture_count(0),
+ lowest_effect_texunit(Limits::get_global().max_texture_bindings),
clipping(0),
shprog(0),
shdata_count(0),
vertex_setup(0),
- winding_test(0),
- reverse_winding(false),
+ front_face(NON_MANIFOLD),
+ face_cull(NO_CULL),
+ depth_test(0),
+ stencil_test(0),
+ blend(0),
object_lod_bias(0)
{ }