#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 "sampler.h"
#include "texture.h"
#include "texturing.h"
#include "texunit.h"
namespace Msp {
namespace GL {
+Renderer::Renderer():
+ default_camera(0)
+{
+ init();
+}
+
Renderer::Renderer(const Camera *c):
- default_camera(c),
- changed(0),
- matrices_loaded(false),
- state_stack(1)
+ default_camera(c)
{
- state_stack.reserve(16);
- shdata_stack.reserve(32);
- state = &state_stack.back();
+ init();
if(c)
set_camera(*c);
- else
- standard_shdata.uniform("projection_matrix", Matrix());
}
-Renderer::~Renderer()
+void Renderer::init()
{
- end();
+ state_stack.reserve(16);
+ state_stack.push_back(State());
+ shdata_stack.reserve(32);
+ state = &state_stack.back();
+
+ standard_shdata.uniform("projection_matrix", Matrix());
+ standard_shdata.uniform("eye_world_matrix", Matrix());
}
-void Renderer::begin(const Camera *c)
+Renderer::~Renderer()
{
end();
- if(c)
- set_camera(*c);
}
void Renderer::set_camera(const Camera &c)
{
state->camera = &c;
standard_shdata.uniform("projection_matrix", state->camera->get_projection_matrix());
- changed |= STANDARD_SHDATA|LEGACY_PROJECTION;
+ standard_shdata.uniform("eye_world_matrix", state->camera->get_view_matrix());
+ changed |= STANDARD_SHDATA;
set_matrix(state->camera->get_view_matrix());
}
changed |= MATRIX;
}
-void Renderer::set_texture(const Texture *t)
+void Renderer::set_texture(const Texture *t, const Sampler *s)
{
state->texture = t;
+ state->sampler = s;
state->texturing = 0;
}
{
state->texturing = t;
state->texture = 0;
+ state->sampler = 0;
}
unsigned Renderer::allocate_effect_texunit()
l->update_shader_data(standard_shdata, state->lighting_matrix);
changed |= STANDARD_SHDATA;
}
- changed |= LEGACY_LIGHTING;
}
void Renderer::set_clipping(const Clipping *c)
c->update_shader_data(standard_shdata, state->clipping_matrix);
changed |= STANDARD_SHDATA;
}
- changed |= LEGACY_CLIPPING;
}
void Renderer::set_shader_program(const Program *p, const ProgramData *d)
++state->shdata_count;
else
{
- if(shdata_stack.size()>state->shdata_count)
- shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
+ flush_shader_data();
shdata_stack.push_back(&d);
state->shdata_count = shdata_stack.size();
changed |= SHADER_DATA;
}
}
-void Renderer::set_mesh(const Mesh *m)
+void Renderer::flush_shader_data()
{
- state->mesh = m;
+ if(shdata_stack.size()>state->shdata_count)
+ shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
}
void Renderer::set_vertex_setup(const VertexSetup *vs)
state->reverse_winding = r;
}
+void Renderer::set_object_lod_bias(unsigned b)
+{
+ state->object_lod_bias = b;
+}
+
void Renderer::push_state()
{
state_stack.push_back(state_stack.back());
if(camera_changed)
{
if(state->camera)
+ {
standard_shdata.uniform("projection_matrix", state->camera->get_projection_matrix());
+ standard_shdata.uniform("eye_world_matrix", state->camera->get_view_matrix());
+ }
else
+ {
standard_shdata.uniform("projection_matrix", Matrix());
- changed |= STANDARD_SHDATA|LEGACY_PROJECTION;
+ standard_shdata.uniform("eye_world_matrix", Matrix());
+ }
+ changed |= STANDARD_SHDATA;
}
/* This actually should compare the relevant matrices rather than check for
camera, but in practice lighting and clipping is set right after the camera
state->lighting->update_shader_data(standard_shdata, state->lighting_matrix);
changed |= STANDARD_SHDATA;
}
- changed |= LEGACY_LIGHTING;
}
if(state->clipping!=old_clipping || camera_changed)
{
state->clipping->update_shader_data(standard_shdata, state->clipping_matrix);
changed |= STANDARD_SHDATA;
}
- changed |= LEGACY_CLIPPING;
}
}
shdata_stack.clear();
excluded.clear();
- Mesh::unbind();
Texturing::unbind();
Texture::unbind_from(0);
- Material::unbind();
- Lighting::unbind();
Clipping::unbind();
Program::unbind();
VertexSetup::unbind();
Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
WindingTest::unbind();
-
- if(matrices_loaded)
- {
- MatrixStack::projection().pop();
- MatrixStack::modelview().pop();
- matrices_loaded = false;
- }
}
void Renderer::exclude(const Renderable &renderable)
{
apply_state();
- bool legacy_bindings = (!state->shprog || state->shprog->uses_legacy_variables());
- if(state->mesh && legacy_bindings)
- {
- if(const Buffer *ibuf = state->mesh->get_index_buffer())
- ibuf->bind_to(ELEMENT_ARRAY_BUFFER);
- else
- Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
- }
-
batch.draw();
}
+void Renderer::draw_instanced(const Batch &batch, unsigned count)
+{
+ apply_state();
+
+ batch.draw_instanced(count);
+}
+
void Renderer::apply_state()
{
+ if(!state->shprog)
+ throw invalid_operation("Renderer::apply_state");
+
/* We (mostly) let the objects themselves figure out if the binding has
changed */
- bool legacy_bindings = (!state->shprog || state->shprog->uses_legacy_variables());
- bool legacy_textures = !state->shprog;
-
if(state->texturing)
- state->texturing->bind(legacy_textures);
+ state->texturing->bind();
else
{
Texturing::unbind();
if(state->texture)
- state->texture->bind_to(0, legacy_textures);
- else
- Texture::unbind_from(0);
- }
-
- if(legacy_bindings)
- {
- if(state->material)
- state->material->bind();
- else
- Material::unbind();
-
- if(changed&LEGACY_LIGHTING)
{
- if(state->lighting)
- {
- MatrixStack::modelview() = state->lighting_matrix;
- state->lighting->bind();
- changed = (changed&~LEGACY_LIGHTING)|LEGACY_MATRIX;
- }
+ if(state->sampler)
+ state->sampler->bind_to(0);
else
- Lighting::unbind();
+ Sampler::unbind_from(0);
+ state->texture->bind_to(0);
}
+ else
+ Texture::unbind_from(0);
}
if(state->clipping)
- {
- if(legacy_bindings)
- {
- if(changed&LEGACY_CLIPPING)
- {
- MatrixStack::modelview() = state->clipping_matrix;
- state->clipping->bind(true);
- changed = (changed&~LEGACY_CLIPPING)|LEGACY_MATRIX;
- }
- }
- else
- state->clipping->bind(false);
- }
+ state->clipping->bind();
else
Clipping::unbind();
- if(state->shprog)
- {
- bool shprog_changed = (state->shprog!=Program::current());
- state->shprog->bind();
-
- if(!legacy_bindings)
- {
- if(changed&MODERN_MATRIX)
- {
- standard_shdata.uniform("eye_obj_matrix", state->modelview_matrix);
- LinAl::SquareMatrix<float, 3> nm = state->modelview_matrix.block<3, 3>(0, 0);
- nm = transpose(invert(nm));
- standard_shdata.uniform_matrix3("eye_obj_normal_matrix", &nm(0, 0));
- changed = (changed&~MODERN_MATRIX)|STANDARD_SHDATA;
- }
-
- if(state->material && ((changed&MATERIAL_SHDATA) || shprog_changed))
- {
- state->material->get_shader_data().apply();
- changed &= ~MATERIAL_SHDATA;
- }
-
- if((changed&STANDARD_SHDATA) || shprog_changed)
- {
- standard_shdata.apply();
- changed &= ~STANDARD_SHDATA;
- }
- }
-
- bool extra_shdata = (shdata_stack.size()>state->shdata_count);
+ bool shprog_changed = (state->shprog!=Program::current());
+ state->shprog->bind();
- if((changed&SHADER_DATA) || shprog_changed || extra_shdata)
- {
- if(extra_shdata)
- shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
- for(vector<const ProgramData *>::const_iterator i=shdata_stack.begin(); i!=shdata_stack.end(); ++i)
- (*i)->apply();
- changed &= ~SHADER_DATA;
- }
+ if(changed&MATRIX)
+ {
+ standard_shdata.uniform("eye_obj_matrix", state->modelview_matrix);
+ LinAl::SquareMatrix<float, 3> nm = state->modelview_matrix.block<3, 3>(0, 0);
+ nm = transpose(invert(nm));
+ standard_shdata.uniform_matrix3("eye_obj_normal_matrix", &nm(0, 0));
+ changed = (changed&~MATRIX)|STANDARD_SHDATA;
}
- else
- Program::unbind();
- if(state->mesh)
+ if(state->material && ((changed&MATERIAL_SHDATA) || shprog_changed))
{
- if(legacy_bindings)
- {
- Mesh::unbind();
- state->mesh->get_vertices().apply();
- }
- else
- state->mesh->bind();
+ state->material->get_shader_data().apply();
+ changed &= ~MATERIAL_SHDATA;
}
- else
+
+ if((changed&STANDARD_SHDATA) || shprog_changed)
{
- Mesh::unbind();
+ standard_shdata.apply();
+ changed &= ~STANDARD_SHDATA;
+ }
- if(state->vertex_setup)
- state->vertex_setup->bind();
- else
- VertexSetup::unbind();
+ bool extra_shdata = (shdata_stack.size()>state->shdata_count);
+
+ if((changed&SHADER_DATA) || shprog_changed || extra_shdata)
+ {
+ if(extra_shdata)
+ shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
+ for(vector<const ProgramData *>::const_iterator i=shdata_stack.begin(); i!=shdata_stack.end(); ++i)
+ (*i)->apply();
+ changed &= ~SHADER_DATA;
}
+ if(state->vertex_setup)
+ state->vertex_setup->bind();
+ else
+ VertexSetup::unbind();
+
if(state->winding_test)
{
if(state->reverse_winding)
}
else
WindingTest::unbind();
-
- if(legacy_bindings)
- {
- if(!matrices_loaded)
- {
- MatrixStack::modelview().push();
- MatrixStack::projection().push();
- matrices_loaded = true;
- }
-
- if(changed&LEGACY_PROJECTION)
- {
- MatrixStack::projection() = state->camera->get_projection_matrix();
- changed &= ~LEGACY_PROJECTION;
- }
-
- if(changed&LEGACY_MATRIX)
- {
- MatrixStack::modelview() = state->modelview_matrix;
- changed &= ~LEGACY_MATRIX;
- }
- }
}
clipping(0),
shprog(0),
shdata_count(0),
- mesh(0),
vertex_setup(0),
winding_test(0),
- reverse_winding(false)
+ reverse_winding(false),
+ object_lod_bias(0)
{ }
} // namespace GL