]> git.tdb.fi Git - libs/gl.git/blobdiff - source/renderer.cpp
Final touches of OS X support
[libs/gl.git] / source / renderer.cpp
index c751b0e3629d77b8bd93fee9aa4049f3a75cc57f..36685b4742ce699d8d7a4ab5d99254443464cc48 100644 (file)
@@ -2,9 +2,11 @@
 #include "buffer.h"
 #include "camera.h"
 #include "error.h"
+#include "lighting.h"
 #include "material.h"
 #include "program.h"
 #include "programdata.h"
+#include "renderable.h"
 #include "renderer.h"
 #include "texture.h"
 #include "texturing.h"
@@ -21,11 +23,14 @@ Renderer::Renderer(const Camera *c):
        mtx_changed(false),
        camera(c),
        state_stack(1),
-       state(&state_stack.back()),
+       lighting_changed(false),
        vertex_array(0),
-       vertex_array_changed(false),
        element_buffer(0)
 {
+       state_stack.reserve(16);
+       shdata_stack.reserve(32);
+       state = &state_stack.back();
+
        MatrixStack::modelview().push();
        if(camera)
        {
@@ -68,23 +73,33 @@ 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();
+       lighting_changed = true;
+}
+
 void Renderer::set_shader_program(const Program *p, const ProgramData *d)
 {
        state->shprog = p;
        if(p && d)
                add_shader_data(*d);
+
+       /* Even if we have no new shdata, the existing ones need to be re-applied
+       to the new program */
        shdata_changed = true;
 }
 
 void Renderer::add_shader_data(const ProgramData &d)
 {
-       state->shdata.push_back(&d);
+       shdata_stack.push_back(&d);
+       state->shdata_count = shdata_stack.size();
        shdata_changed = true;
 }
 
 void Renderer::set_vertex_array(const VertexArray *a)
 {
-       vertex_array_changed = (a!=vertex_array);
        vertex_array = a;
 }
 
@@ -98,6 +113,11 @@ void Renderer::set_winding_test(const WindingTest *w)
        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());
@@ -112,6 +132,8 @@ void Renderer::pop_state()
 
        state_stack.pop_back();
        state = &state_stack.back();
+       if(shdata_stack.size()>state->shdata_count)
+               shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
        mtx_stack.pop();
        mtx_changed = true;
        shdata_changed = true;
@@ -123,6 +145,22 @@ void Renderer::escape()
        Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
 }
 
+void Renderer::exclude(const Renderable &renderable)
+{
+       excluded.insert(&renderable);
+}
+
+void Renderer::include(const Renderable &renderable)
+{
+       excluded.erase(&renderable);
+}
+
+void Renderer::render(const Renderable &renderable, const Tag &tag)
+{
+       if(!excluded.count(&renderable))
+               renderable.render(*this, tag);
+}
+
 void Renderer::draw(const Batch &batch)
 {
        if(!vertex_array)
@@ -130,12 +168,7 @@ void Renderer::draw(const Batch &batch)
 
        apply_state();
 
-       // Until VertexArray acquires VAO support and becomes Bindable
-       if(vertex_array_changed)
-       {
-               vertex_array->apply();
-               vertex_array_changed = false;
-       }
+       vertex_array->apply();
 
        if(element_buffer)
                element_buffer->bind_to(ELEMENT_ARRAY_BUFFER);
@@ -147,7 +180,8 @@ void Renderer::draw(const Batch &batch)
 
 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 */
 
        if(state->texturing)
                state->texturing->bind();
@@ -165,12 +199,25 @@ void Renderer::apply_state()
        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(shdata_changed)
                {
-                       for(vector<const ProgramData *>::const_iterator i=state->shdata.begin(); i!=state->shdata.end(); ++i)
+                       for(vector<const ProgramData *>::const_iterator i=shdata_stack.begin(); i!=shdata_stack.end(); ++i)
                                (*i)->apply();
                        shdata_changed = false;
                }
@@ -179,7 +226,12 @@ void Renderer::apply_state()
                Program::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();
 
@@ -195,7 +247,9 @@ Renderer::State::State():
        texture(0),
        texturing(0),
        material(0),
+       lighting(0),
        shprog(0),
+       shdata_count(0),
        winding_test(0)
 { }