#include "renderable.h"
#include "renderer.h"
#include "resourcemanager.h"
+#include "resources.h"
#include "sampler.h"
#include "texture.h"
#include "vertexarray.h"
namespace Msp {
namespace GL {
-Renderer::Renderer()
+const Tag Renderer::world_obj_matrix_tag("world_obj_matrix");
+const Tag Renderer::world_obj_normal_matrix_tag("world_obj_normal_matrix");
+
+Renderer::Renderer():
+ placeholder_texture(Resources::get_global().get<Texture>("_placeholder.png"))
{
state_stack.reserve(16);
shdata_stack.reserve(32);
RendererBackend::begin();
- add_shader_data(standard_shdata);
commands.begin_frame(frame_index);
}
if(state_stack.size()==1)
throw stack_underflow("Renderer::pop_state");
+ uintptr_t old_pipeline = current_state->pipeline_key;
+
state_stack.pop_back();
current_state = &state_stack.back();
changed |= MATRIX;
+
+ if(current_state->pipeline_key!=old_pipeline)
+ changed |= PIPELINE_KEY;
}
Renderer::State &Renderer::get_state() const
return *current_state;
}
+void Renderer::set_pipeline_key(uintptr_t key)
+{
+ State &state = get_state();
+ if(key!=state.pipeline_key)
+ {
+ state.pipeline_key = key;
+ changed |= PIPELINE_KEY;
+ }
+}
+
void Renderer::set_camera(const Camera &c)
{
get_state().camera = &c;
- add_shader_data(c.get_shader_data());
set_matrix(Matrix());
}
}
void Renderer::set_texture(Tag tag, const Texture *tex, const Sampler *samp)
+{
+ set_texture(tag, tex, -1, samp);
+}
+
+void Renderer::set_texture(Tag tag, const Texture *tex, int level, const Sampler *samp)
{
State &state = get_state();
if(tex)
+ {
if(ResourceManager *res_mgr = tex->get_manager())
res_mgr->resource_used(*tex);
+ if(!tex->is_loaded())
+ tex = &placeholder_texture;
+ }
if(texture_stack.size()>state.texture_count)
{
bound_tex.tag = tag;
bound_tex.texture = tex;
bound_tex.sampler = samp;
+ bound_tex.level = level;
state.texture_count = texture_stack.size();
}
void Renderer::clear(const ClearValue *values)
{
- const State &state = get_state();
-
- pipeline_state.set_framebuffer(state.framebuffer);
- pipeline_state.set_viewport(state.viewport);
- pipeline_state.set_scissor(state.scissor);
- commands.use_pipeline(&pipeline_state);
+ apply_framebuffer();
+ commands.use_pipeline(&get_pipeline_state());
commands.clear(values);
}
void Renderer::draw(const Batch &batch)
{
apply_state();
- batch.refresh();
- pipeline_state.set_primitive_type(batch.get_type());
- commands.use_pipeline(&pipeline_state);
+ batch.refresh(frame_index);
+ PipelineState &ps = get_pipeline_state();
+ ps.set_primitive_type(batch.get_type());
+ commands.use_pipeline(&ps);
commands.draw(batch);
}
void Renderer::draw_instanced(const Batch &batch, unsigned count)
{
apply_state();
- batch.refresh();
- pipeline_state.set_primitive_type(batch.get_type());
- commands.use_pipeline(&pipeline_state);
+ batch.refresh(frame_index);
+ PipelineState &ps = get_pipeline_state();
+ ps.set_primitive_type(batch.get_type());
+ commands.use_pipeline(&ps);
commands.draw_instanced(batch, count);
}
if(target.get_width()!=width || target.get_height()!=height)
throw incompatible_data("Renderer::resolve_multisample");
- pipeline_state.set_framebuffer(state.framebuffer);
- commands.use_pipeline(&pipeline_state);
+ apply_framebuffer();
+ commands.use_pipeline(&get_pipeline_state());
commands.resolve_multisample(target);
}
commands.end_query(pool, index);
}
+PipelineState &Renderer::get_pipeline_state()
+{
+ if(changed&PIPELINE_KEY)
+ {
+ RendererBackend::set_pipeline_key(current_state->pipeline_key);
+ changed &= ~PIPELINE_KEY;
+ }
+
+ return RendererBackend::get_pipeline_state();
+}
+
+void Renderer::apply_framebuffer()
+{
+ const State &state = get_state();
+
+ PipelineState &ps = get_pipeline_state();
+
+ ps.set_framebuffer(state.framebuffer);
+ static const Rect default_rect = Rect::max();
+ ps.set_viewport(state.viewport ? *state.viewport : default_rect);
+ ps.set_scissor(state.scissor ? *state.scissor : default_rect);
+}
+
void Renderer::apply_state()
{
const State &state = get_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);
+ apply_framebuffer();
- bool shprog_changed = (state.shprog!=pipeline_state.get_shader_program());
- pipeline_state.set_shader_program(state.shprog);
+ PipelineState &ps = get_pipeline_state();
+ bool pipeline_changed = (&ps!=last_pipeline);
+ last_pipeline = &ps;
- if(changed&MATRIX)
- {
- 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("world_obj_normal_matrix", nm);
- changed &= ~MATRIX;
- }
+ bool shprog_changed = (state.shprog!=ps.get_shader_program());
+ ps.set_shader_program(state.shprog);
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);
- if(shdata_changed || shprog_changed || extra_shdata)
+ if(changed&CAMERA)
+ {
+ shdata_changed = true;
+ changed &= ~CAMERA;
+ }
+
+ if(changed&MATRIX)
+ {
+ standard_shdata.uniform(world_obj_matrix_tag, state.model_matrix);
+ LinAl::Matrix<float, 3, 3> nm = state.model_matrix.block<3, 3>(0, 0);
+ nm = transpose(invert(nm));
+ standard_shdata.uniform(world_obj_normal_matrix_tag, nm);
+ changed &= ~MATRIX;
+ shdata_changed = true;
+ }
+
+ if(shdata_changed || shprog_changed || pipeline_changed || extra_shdata)
{
if(extra_shdata)
shdata_stack.erase(shdata_stack.begin()+state.shdata_count, shdata_stack.end());
+ standard_shdata.apply(*state.shprog, ps, frame_index);
+ if(state.camera)
+ state.camera->get_shader_data().apply(*state.shprog, ps, frame_index);
for(const BoundProgramData &d: shdata_stack)
{
- d.shdata->apply(*state.shprog, pipeline_state);
+ d.shdata->apply(*state.shprog, ps, frame_index);
d.generation = d.shdata->get_generation();
}
changed &= ~SHADER_DATA;
if(state.vertex_setup)
{
if(const VertexArray *array = state.vertex_setup->get_vertex_array())
- array->refresh();
+ array->refresh(frame_index);
if(const VertexArray *array = state.vertex_setup->get_instance_array())
- array->refresh();
+ array->refresh(frame_index);
}
- pipeline_state.set_vertex_setup(state.vertex_setup);
+ ps.set_vertex_setup(state.vertex_setup);
- pipeline_state.set_front_face(state.front_face);
- pipeline_state.set_face_cull(state.face_cull);
+ ps.set_front_face(state.front_face);
+ ps.set_face_cull(state.face_cull);
if(state.texture_count<texture_stack.size())
flush_textures();
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);
+ ps.set_texture(t.binding, t.texture, t.level, t.sampler);
}
- pipeline_state.set_depth_test(state.depth_test);
- pipeline_state.set_stencil_test(state.stencil_test);
- pipeline_state.set_blend(state.blend);
+ static const DepthTest default_depth_test;
+ ps.set_depth_test(state.depth_test ? *state.depth_test : default_depth_test);
+ static const StencilTest default_stencil_test;
+ ps.set_stencil_test(state.stencil_test ? *state.stencil_test : default_stencil_test);
+ static const Blend default_blend;
+ ps.set_blend(state.blend ? *state.blend : default_blend);
}