namespace GL {
Renderer::Renderer(const Camera *c):
- mtx_stack(*this),
changed(0),
matrices_loaded(false),
shdata_applied(0),
- camera(0),
state_stack(1)
{
state_stack.reserve(16);
shdata_stack.reserve(32);
state = &state_stack.back();
- begin(c);
+ if(c)
+ set_camera(*c);
+ else
+ standard_shdata.uniform("projection_matrix", Matrix());
}
Renderer::~Renderer()
void Renderer::begin(const Camera *c)
{
- if(state_stack.size()>1)
- throw invalid_operation("Renderer::begin");
-
- reset_state();
- excluded.clear();
- camera = c;
+ end();
+ if(c)
+ set_camera(*c);
+}
- if(camera)
- {
- mtx_stack.load(camera->get_matrix());
- standard_shdata.uniform("projection_matrix", camera->get_projection_matrix());
- }
- else
- {
- mtx_stack.load(MatrixStack::modelview().top());
- standard_shdata.uniform("projection_matrix", MatrixStack::projection().top());
- }
+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;
+ set_matrix(state->camera->get_view_matrix());
}
void Renderer::set_matrix(const Matrix &matrix)
{
- mtx_stack.load(matrix);
+ state->modelview_matrix = matrix;
+ changed |= MATRIX;
}
void Renderer::transform(const Matrix &matrix)
{
- mtx_stack *= matrix;
+ state->modelview_matrix *= matrix;
+ changed |= MATRIX;
}
void Renderer::set_texture(const Texture *t)
void Renderer::set_lighting(const Lighting *l)
{
state->lighting = l;
- state->lighting_matrix = mtx_stack.top();
+ state->lighting_matrix = state->modelview_matrix;
if(l)
{
- l->update_shader_data(standard_shdata, mtx_stack.top());
+ l->update_shader_data(standard_shdata, state->lighting_matrix);
changed |= STANDARD_SHDATA;
}
- changed |= LIGHTING;
+ changed |= LEGACY_LIGHTING;
}
void Renderer::set_clipping(const Clipping *c)
{
state->clipping = c;
- state->clipping_matrix = mtx_stack.top();
+ state->clipping_matrix = state->modelview_matrix;
if(c)
- c->update_shader_data(standard_shdata, mtx_stack.top());
- changed |= CLIPPING;
+ {
+ 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_stack.push_back(state_stack.back());
state = &state_stack.back();
- mtx_stack.push();
}
void Renderer::pop_state()
if(state_stack.size()==1)
throw stack_underflow("Renderer::pop_state");
+ const Camera *old_camera = state->camera;
const Lighting *old_lighting = state->lighting;
const Clipping *old_clipping = state->clipping;
state_stack.pop_back();
changed |= SHADER_DATA;
}
shdata_applied = min<unsigned>(shdata_applied, shdata_stack.size());
- mtx_stack.pop();
changed |= MATRIX;
- if(state->lighting!=old_lighting)
+ bool camera_changed = (state->camera!=old_camera);
+ if(camera_changed)
+ {
+ if(state->camera)
+ standard_shdata.uniform("projection_matrix", state->camera->get_projection_matrix());
+ else
+ standard_shdata.uniform("projection_matrix", Matrix());
+ changed |= STANDARD_SHDATA|LEGACY_PROJECTION;
+ }
+ /* This actually should compare the relevant matrices rather than check for
+ camera, but in practice lighting and clipping is set right after the camera
+ and a boolean check is much faster than matrix comparison. */
+ if(state->lighting!=old_lighting || camera_changed)
{
if(state->lighting)
+ {
state->lighting->update_shader_data(standard_shdata, state->lighting_matrix);
- changed |= LIGHTING;
+ changed |= STANDARD_SHDATA;
+ }
+ changed |= LEGACY_LIGHTING;
}
- if(state->clipping!=old_clipping)
+ if(state->clipping!=old_clipping || camera_changed)
{
if(state->clipping)
+ {
state->clipping->update_shader_data(standard_shdata, state->clipping_matrix);
- changed |= CLIPPING;
+ changed |= STANDARD_SHDATA;
+ }
+ changed |= LEGACY_CLIPPING;
}
}
-void Renderer::escape()
-{
- apply_state();
- Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
- matrices_loaded = false;
-}
-
void Renderer::end()
{
if(state_stack.size()>1)
throw invalid_operation("Renderer::end");
- reset_state();
+ *state = State();
+ shdata_stack.clear();
+ excluded.clear();
Mesh::unbind();
Texturing::unbind();
Program::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)
else
Material::unbind();
- if(changed&LIGHTING)
+ if(changed&LEGACY_LIGHTING)
{
if(state->lighting)
{
MatrixStack::modelview() = state->lighting_matrix;
state->lighting->bind();
- changed = (changed&~LIGHTING)|LEGACY_MATRIX;
+ changed = (changed&~LEGACY_LIGHTING)|LEGACY_MATRIX;
}
else
Lighting::unbind();
{
if(legacy_bindings)
{
- if(changed&CLIPPING)
+ if(changed&LEGACY_CLIPPING)
{
MatrixStack::modelview() = state->clipping_matrix;
state->clipping->bind(true);
- changed = (changed&~CLIPPING)|LEGACY_MATRIX;
+ changed = (changed&~LEGACY_CLIPPING)|LEGACY_MATRIX;
}
}
else
{
if(changed&MODERN_MATRIX)
{
- const Matrix &m = mtx_stack.top();
- standard_shdata.uniform("eye_obj_matrix", mtx_stack.top());
- LinAl::SquareMatrix<float, 3> nm = m.block<3, 3>(0, 0);
+ 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(!matrices_loaded)
{
MatrixStack::modelview().push();
- if(camera)
- {
- MatrixStack::projection().push();
- camera->apply();
- }
+ 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() = mtx_stack.top();
+ MatrixStack::modelview() = state->modelview_matrix;
changed &= ~LEGACY_MATRIX;
}
}
}
-void Renderer::reset_state()
-{
- if(!matrices_loaded)
- return;
-
- if(camera)
- MatrixStack::projection().pop();
- MatrixStack::modelview().pop();
- matrices_loaded = false;
- changed |= MATRIX;
-
- *state = State();
-}
-
Renderer::State::State():
+ camera(0),
texture(0),
texturing(0),
lowest_effect_texunit(TexUnit::get_n_units()),
reverse_winding(false)
{ }
-
-Renderer::MtxStack::MtxStack(Renderer &r):
- renderer(r)
-{ }
-
-void Renderer::MtxStack::update()
-{
- renderer.changed |= MATRIX;
-}
-
} // namespace GL
} // namespace Msp