#include "buffer.h"
#include "camera.h"
#include "error.h"
+#include "lighting.h"
#include "material.h"
+#include "mesh.h"
#include "program.h"
#include "programdata.h"
#include "renderable.h"
#include "renderer.h"
#include "texture.h"
#include "texturing.h"
+#include "texunit.h"
#include "vertexarray.h"
#include "windingtest.h"
Renderer::Renderer(const Camera *c):
mtx_stack(*this),
- mtx_changed(false),
+ mtx_changed(true),
+ matrices_loaded(false),
camera(c),
state_stack(1),
- vertex_array(0),
+ lighting_changed(false),
element_buffer(0)
{
state_stack.reserve(16);
shdata_stack.reserve(32);
state = &state_stack.back();
- MatrixStack::modelview().push();
if(camera)
{
- MatrixStack::projection().push();
- camera->apply();
mtx_stack.load(camera->get_matrix());
+ standard_shdata.uniform("projection_matrix", camera->get_projection_matrix());
}
else
+ {
+ standard_shdata.uniform("projection_matrix", MatrixStack::projection().top());
mtx_stack.load(MatrixStack::modelview().top());
+ }
}
Renderer::~Renderer()
{
- if(camera)
- MatrixStack::projection().pop();
- MatrixStack::modelview().pop();
-
- Texturing::unbind();
- Texture::unbind_from(0);
- Material::unbind();
- Program::unbind();
- Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
- WindingTest::unbind();
+ end();
}
void Renderer::set_texture(const Texture *t)
state->texture = 0;
}
+unsigned Renderer::allocate_effect_texunit()
+{
+ return --state->lowest_effect_texunit;
+}
+
void Renderer::set_material(const Material *m)
{
state->material = m;
}
+void Renderer::set_lighting(const Lighting *l)
+{
+ state->lighting = l;
+ state->lighting_matrix = mtx_stack.top();
+ if(l)
+ l->update_shader_data(standard_shdata, mtx_stack.top());
+ lighting_changed = true;
+}
+
void Renderer::set_shader_program(const Program *p, const ProgramData *d)
{
state->shprog = p;
shdata_changed = true;
}
-void Renderer::set_vertex_array(const VertexArray *a)
+void Renderer::set_mesh(const Mesh *m)
{
- vertex_array = a;
+ state->mesh = m;
}
void Renderer::set_element_buffer(const Buffer *b)
state->winding_test = w;
}
+void Renderer::set_reverse_winding(bool r)
+{
+ state->reverse_winding = r;
+}
+
void Renderer::push_state()
{
state_stack.push_back(state_stack.back());
{
apply_state();
Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
+ matrices_loaded = false;
+}
+
+void Renderer::end()
+{
+ if(state_stack.size()>1)
+ throw invalid_operation("Renderer::end");
+
+ if(matrices_loaded)
+ {
+ if(camera)
+ MatrixStack::projection().pop();
+ MatrixStack::modelview().pop();
+ }
+
+ Mesh::unbind();
+ Texturing::unbind();
+ Texture::unbind_from(0);
+ Material::unbind();
+ Lighting::unbind();
+ Program::unbind();
+ Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
+ WindingTest::unbind();
+
+ *state = State();
}
void Renderer::exclude(const Renderable &renderable)
void Renderer::draw(const Batch &batch)
{
- if(!vertex_array)
- throw invalid_operation("Renderer::draw");
-
apply_state();
- vertex_array->apply();
-
- if(element_buffer)
- element_buffer->bind_to(ELEMENT_ARRAY_BUFFER);
- else
- Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
+ bool legacy_bindings = (!state->shprog || state->shprog->uses_legacy_variables());
+ if(legacy_bindings)
+ {
+ if(element_buffer)
+ element_buffer->bind_to(ELEMENT_ARRAY_BUFFER);
+ else
+ Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
+ }
batch.draw();
}
void Renderer::apply_state()
{
- // We let the objects themselves figure out if the binding has changed
+ /* We (mostly) let the objects themselves figure out if the binding has
+ changed */
+
+ bool legacy_bindings = (!state->shprog || state->shprog->uses_legacy_variables());
if(state->texturing)
state->texturing->bind();
Texture::unbind_from(0);
}
- if(state->material)
- state->material->bind();
- else
- Material::unbind();
+ if(legacy_bindings)
+ {
+ if(state->material)
+ state->material->bind();
+ else
+ Material::unbind();
+
+ if(lighting_changed)
+ {
+ if(state->lighting)
+ {
+ MatrixStack::modelview() = state->lighting_matrix;
+ state->lighting->bind();
+ mtx_changed = true;
+ lighting_changed = false;
+ }
+ else
+ Lighting::unbind();
+ }
+ }
if(state->shprog)
{
state->shprog->bind();
+
+ if(!legacy_bindings)
+ {
+ const Matrix &m = mtx_stack.top();
+ standard_shdata.uniform("eye_obj_matrix", mtx_stack.top());
+ LinAl::SquareMatrix<float, 3> nm;
+ for(unsigned i=0; i<3; ++i)
+ for(unsigned j=0; j<3; ++j)
+ nm(i, j) = m(i, j);
+ nm = transpose(invert(nm));
+ standard_shdata.uniform_matrix3("eye_obj_normal_matrix", &nm(0, 0));
+ if(state->material)
+ state->material->get_shader_data().apply();
+ standard_shdata.apply();
+ }
+
if(shdata_changed)
{
for(vector<const ProgramData *>::const_iterator i=shdata_stack.begin(); i!=shdata_stack.end(); ++i)
else
Program::unbind();
+ if(state->mesh)
+ {
+ if(legacy_bindings)
+ {
+ Mesh::unbind();
+ state->mesh->get_vertices().apply();
+ }
+ else
+ state->mesh->bind();
+ }
+ else
+ Mesh::unbind();
+
if(state->winding_test)
- state->winding_test->bind();
+ {
+ if(state->reverse_winding)
+ state->winding_test->get_reverse().bind();
+ else
+ state->winding_test->bind();
+ }
else
WindingTest::unbind();
- if(mtx_changed)
+ if(legacy_bindings)
{
- MatrixStack::modelview() = mtx_stack.top();
- mtx_changed = false;
+ if(!matrices_loaded)
+ {
+ MatrixStack::modelview().push();
+ if(camera)
+ {
+ MatrixStack::projection().push();
+ camera->apply();
+ }
+ matrices_loaded = true;
+ }
+
+ if(mtx_changed)
+ {
+ MatrixStack::modelview() = mtx_stack.top();
+ mtx_changed = false;
+ }
}
}
Renderer::State::State():
texture(0),
texturing(0),
+ lowest_effect_texunit(TexUnit::get_n_units()),
material(0),
+ lighting(0),
shprog(0),
shdata_count(0),
- winding_test(0)
+ mesh(0),
+ winding_test(0),
+ reverse_winding(false)
{ }