#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();
+ texture_stack.reserve(32);
+}
+
+void Renderer::begin()
+{
+ if(current_state)
+ throw invalid_operation("Renderer::begin");
+
+ ++frame_index;
+ state_stack.emplace_back();
+ current_state = &state_stack.back();
+
+ RendererBackend::begin();
+
add_shader_data(standard_shdata);
- commands.use_pipeline(pipeline_state);
+ commands.begin_frame(frame_index);
}
-Renderer::~Renderer()
+void Renderer::end()
{
- end();
+ if(!current_state || state_stack.size()>1)
+ throw invalid_operation("Renderer::end");
+
+ RendererBackend::end();
+
+ current_state = 0;
+ state_stack.clear();
+ texture_stack.clear();
+ shdata_stack.clear();
}
-void Renderer::set_camera(const Camera &c)
+void Renderer::push_state()
{
- state->camera = &c;
- add_shader_data(c.get_shader_data());
- set_matrix(Matrix());
+ if(state_stack.empty())
+ throw invalid_operation("Renderer::push_state");
+
+ state_stack.push_back(state_stack.back());
+ current_state = &state_stack.back();
}
-void Renderer::set_matrix(const Matrix &matrix)
+void Renderer::pop_state()
{
- state->model_matrix = matrix;
+ if(state_stack.size()==1)
+ throw stack_underflow("Renderer::pop_state");
+
+ state_stack.pop_back();
+ current_state = &state_stack.back();
changed |= MATRIX;
}
-void Renderer::transform(const Matrix &matrix)
+Renderer::State &Renderer::get_state() const
+{
+#ifdef DEBUG
+ if(!current_state)
+ throw invalid_operation("Renderer::get_state");
+#endif
+ return *current_state;
+}
+
+void Renderer::set_camera(const Camera &c)
+{
+ get_state().camera = &c;
+ add_shader_data(c.get_shader_data());
+ set_matrix(Matrix());
+}
+
+void Renderer::set_matrix(const Matrix &matrix)
{
- state->model_matrix *= matrix;
+ get_state().model_matrix = matrix;
changed |= MATRIX;
}
void Renderer::set_framebuffer(const Framebuffer *f)
{
- state->framebuffer = f;
+ get_state().framebuffer = f;
}
void Renderer::set_viewport(const Rect *v)
{
- state->viewport = v;
+ get_state().viewport = v;
}
void Renderer::set_scissor(const Rect *s)
{
- state->scissor = s;
+ get_state().scissor = s;
+}
+
+void Renderer::set_shader_program(const Program *p, const ProgramData *d)
+{
+ get_state().shprog = p;
+ if(p && d)
+ add_shader_data(*d);
+}
+
+void Renderer::add_shader_data(const ProgramData &d)
+{
+ State &state = get_state();
+
+ 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)
{
+ 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(texture_stack.size()>state->texture_count)
+ if(texture_stack.size()>state.texture_count)
{
- BoundTexture &bt = texture_stack[state->texture_count];
+ BoundTexture &bt = texture_stack[state.texture_count];
if(bt.tag==tag && bt.texture==tex && bt.sampler==samp)
{
- ++state->texture_count;
+ ++state.texture_count;
return;
}
else
break;
}
- texture_stack.push_back(BoundTexture());
+ texture_stack.emplace_back();
BoundTexture &bound_tex = texture_stack.back();
bound_tex.tag = tag;
bound_tex.texture = tex;
bound_tex.sampler = samp;
- state->texture_count = texture_stack.size();
-}
-
-void Renderer::flush_textures()
-{
- 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)
-{
- 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());
+ bound_tex.level = level;
+ state.texture_count = texture_stack.size();
}
-void Renderer::set_clipping(const Clipping *c)
+void Renderer::flush_shader_data()
{
- state->clipping = c;
- if(c)
- add_shader_data(c->get_shader_data());
-}
+ const State &state = get_state();
-void Renderer::set_shader_program(const Program *p, const ProgramData *d)
-{
- state->shprog = p;
- if(p && d)
- add_shader_data(*d);
+ if(shdata_stack.size()>state.shdata_count)
+ shdata_stack.erase(shdata_stack.begin()+state.shdata_count, shdata_stack.end());
}
-void Renderer::add_shader_data(const ProgramData &d)
+void Renderer::flush_textures()
{
- 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;
- }
- }
+ const State &state = get_state();
- flush_shader_data_();
- shdata_stack.push_back(&d);
- state->shdata_count = shdata_stack.size();
- changed |= SHADER_DATA;
-}
+ 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;
-void Renderer::flush_shader_data_()
-{
- if(shdata_stack.size()>state->shdata_count)
- shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
+ texture_stack.erase(texture_stack.begin()+state.texture_count, texture_stack.end());
}
void Renderer::set_vertex_setup(const VertexSetup *vs)
{
- state->vertex_setup = vs;
+ get_state().vertex_setup = vs;
}
void Renderer::set_front_face(FaceWinding winding)
{
- state->front_face = winding;
+ get_state().front_face = winding;
}
void Renderer::set_face_cull(CullMode cull)
{
- state->face_cull = cull;
+ get_state().face_cull = cull;
}
void Renderer::set_depth_test(const DepthTest *dt)
{
- state->depth_test = dt;
+ get_state().depth_test = dt;
}
void Renderer::set_stencil_test(const StencilTest *st)
{
- state->stencil_test = st;
+ get_state().stencil_test = st;
}
void Renderer::set_blend(const Blend *b)
{
- state->blend = b;
+ get_state().blend = b;
}
void Renderer::set_object_lod_bias(unsigned b)
{
- 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);
+ get_state().object_lod_bias = b;
}
void Renderer::clear(const ClearValue *values)
{
- pipeline_state.set_framebuffer(state->framebuffer);
+ 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);
commands.clear(values);
}
{
apply_state();
batch.refresh();
+ pipeline_state.set_primitive_type(batch.get_type());
+ commands.use_pipeline(&pipeline_state);
commands.draw(batch);
}
{
apply_state();
batch.refresh();
+ pipeline_state.set_primitive_type(batch.get_type());
+ 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)
+ const State &state = get_state();
+
+ if(!state.framebuffer)
throw invalid_operation("Renderer::resolve_multisample");
- unsigned width = state->framebuffer->get_width();
- unsigned height = state->framebuffer->get_height();
+ 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.resolve_multisample(target, buffers);
+ pipeline_state.set_framebuffer(state.framebuffer);
+ 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)
+ 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);
+
+ 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);
- LinAl::SquareMatrix<float, 3> nm = state->model_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("world_obj_normal_matrix", nm);
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);
-
- if(state->vertex_setup)
- {
- 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_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(const BoundTexture &t: texture_stack)
- {
- int unit = (t.tag.id ? state->shprog->get_uniform_binding(t.tag) : t.unit);
- if(unit>=0)
- pipeline_state.set_texture(unit, t.texture, t.sampler);
- }
-
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 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());
+ 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.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);
-}
+ if(state.vertex_setup)
+ {
+ 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_front_face(state.front_face);
+ pipeline_state.set_face_cull(state.face_cull);
-Renderer::BoundTexture::BoundTexture():
- unit(-1),
- texture(0),
- sampler(0),
- replaced(-1)
-{ }
+ if(state.texture_count<texture_stack.size())
+ flush_textures();
+ for(const BoundTexture &t: texture_stack)
+ if(t.texture && t.replaced<0)
+ {
+ 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.level, t.sampler);
+ }
-Renderer::BoundProgramData::BoundProgramData(const ProgramData *d):
- shdata(d),
- generation(0)
-{ }
+ pipeline_state.set_depth_test(state.depth_test);
+ pipeline_state.set_stencil_test(state.stencil_test);
+ pipeline_state.set_blend(state.blend);
+}
-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)
+Renderer::BoundProgramData::BoundProgramData(const ProgramData *d):
+ shdata(d)
{ }
} // namespace GL