#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"
changed |= MATRIX;
}
+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->scissor = s;
+}
+
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();
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;
*state = State();
shdata_stack.clear();
add_shader_data(standard_shdata);
- excluded.clear();
- PipelineState::clear();
+ commands.use_pipeline(0);
}
-void Renderer::exclude(const Renderable &renderable)
+void Renderer::clear(const ClearValue *values)
{
- excluded.insert(&renderable);
+ pipeline_state.set_framebuffer(state->framebuffer);
+ pipeline_state.set_viewport(state->viewport);
+ pipeline_state.set_scissor(state->scissor);
+ commands.use_pipeline(&pipeline_state);
+ commands.clear(values);
}
-void Renderer::include(const Renderable &renderable)
+void Renderer::draw(const Batch &batch)
{
- excluded.erase(&renderable);
+ apply_state();
+ batch.refresh();
+ commands.use_pipeline(&pipeline_state);
+ commands.draw(batch);
}
-void Renderer::render(const Renderable &renderable, Tag tag)
+void Renderer::draw_instanced(const Batch &batch, unsigned count)
{
- if(!excluded.count(&renderable))
- renderable.render(*this, tag);
+ apply_state();
+ batch.refresh();
+ commands.use_pipeline(&pipeline_state);
+ commands.draw_instanced(batch, count);
}
-void Renderer::draw(const Batch &batch)
+void Renderer::resolve_multisample(Framebuffer &target)
{
- apply_state();
+ if(!state->framebuffer)
+ throw invalid_operation("Renderer::resolve_multisample");
- batch.draw();
+ 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");
+
+ pipeline_state.set_framebuffer(state->framebuffer);
+ commands.use_pipeline(&pipeline_state);
+ commands.resolve_multisample(target);
}
-void Renderer::draw_instanced(const Batch &batch, unsigned count)
+void Renderer::begin_query(const QueryPool &pool, unsigned index)
{
- apply_state();
+ commands.begin_query(pool, index);
+}
- batch.draw_instanced(count);
+void Renderer::end_query(const QueryPool &pool, unsigned index)
+{
+ commands.end_query(pool, index);
}
void Renderer::apply_state()
changed &= ~MATRIX;
}
+ 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);
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)
+ for(const BoundTexture &t: texture_stack)
{
- int unit = (i->tag.id ? state->shprog->get_uniform_binding(i->tag) : i->unit);
+ int unit = (t.tag.id ? state->shprog->get_uniform_binding(t.tag) : t.unit);
if(unit>=0)
- pipeline_state.set_texture(unit, i->texture, i->sampler);
+ pipeline_state.set_texture(unit, t.texture, t.sampler);
}
bool shdata_changed = changed&SHADER_DATA;
- for(vector<BoundProgramData>::const_iterator i=shdata_stack.begin(); (!shdata_changed && i!=shdata_stack.end()); ++i)
+ 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(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 BoundProgramData &d: shdata_stack)
{
- i->shdata->apply(*state->shprog, pipeline_state);
- i->generation = i->shdata->get_generation();
+ d.shdata->apply(*state->shprog, pipeline_state);
+ d.generation = d.shdata->get_generation();
}
changed &= ~SHADER_DATA;
}
pipeline_state.set_depth_test(state->depth_test);
pipeline_state.set_stencil_test(state->stencil_test);
pipeline_state.set_blend(state->blend);
-
- 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_count(0),
- lowest_effect_texunit(Limits::get_global().max_texture_bindings),
- 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