#include "batch.h"
#include "buffer.h"
#include "camera.h"
+#include "clipping.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"
namespace GL {
Renderer::Renderer(const Camera *c):
- mtx_stack(*this),
- mtx_changed(false),
- camera(c),
- state_stack(1),
- vertex_array(0),
- vertex_array_changed(false),
- element_buffer(0)
+ changed(0),
+ matrices_loaded(false),
+ shdata_applied(0),
+ state_stack(1)
{
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());
- }
- else
- mtx_stack.load(MatrixStack::modelview().top());
+ if(c)
+ set_camera(*c);
}
Renderer::~Renderer()
{
- if(camera)
- MatrixStack::projection().pop();
- MatrixStack::modelview().pop();
+ end();
+}
- Texturing::unbind();
- Texture::unbind_from(0);
- Material::unbind();
- Program::unbind();
- Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
- WindingTest::unbind();
+void Renderer::begin(const Camera *c)
+{
+ 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;
+ set_matrix(state->camera->get_view_matrix());
+}
+
+void Renderer::set_matrix(const Matrix &matrix)
+{
+ state->modelview_matrix = matrix;
+ changed |= MATRIX;
+}
+
+void Renderer::transform(const Matrix &matrix)
+{
+ state->modelview_matrix *= matrix;
+ changed |= MATRIX;
}
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;
+ changed |= MATERIAL_SHDATA;
+}
+
+void Renderer::set_lighting(const Lighting *l)
+{
+ state->lighting = l;
+ state->lighting_matrix = state->modelview_matrix;
+ if(l)
+ {
+ l->update_shader_data(standard_shdata, state->lighting_matrix);
+ changed |= STANDARD_SHDATA;
+ }
+ changed |= LEGACY_LIGHTING;
+}
+
+void Renderer::set_clipping(const Clipping *c)
+{
+ state->clipping = c;
+ state->clipping_matrix = state->modelview_matrix;
+ if(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->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)
{
shdata_stack.push_back(&d);
state->shdata_count = shdata_stack.size();
- shdata_changed = true;
+ changed |= SHADER_DATA;
}
-void Renderer::set_vertex_array(const VertexArray *a)
+void Renderer::set_mesh(const Mesh *m)
{
- vertex_array_changed = (a!=vertex_array);
- vertex_array = a;
+ state->mesh = m;
}
-void Renderer::set_element_buffer(const Buffer *b)
+void Renderer::set_winding_test(const WindingTest *w)
{
- element_buffer = b;
+ state->winding_test = w;
}
-void Renderer::set_winding_test(const WindingTest *w)
+void Renderer::set_reverse_winding(bool r)
{
- state->winding_test = w;
+ state->reverse_winding = r;
}
void Renderer::push_state()
{
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();
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;
+ changed |= SHADER_DATA;
+ }
+ shdata_applied = min<unsigned>(shdata_applied, shdata_stack.size());
+ changed |= MATRIX;
+ if(state->camera!=old_camera)
+ {
+ standard_shdata.uniform("projection_matrix", state->camera->get_projection_matrix());
+ changed |= STANDARD_SHDATA|LEGACY_PROJECTION;
+ }
+ if(state->lighting!=old_lighting)
+ {
+ if(state->lighting)
+ {
+ state->lighting->update_shader_data(standard_shdata, state->lighting_matrix);
+ changed |= STANDARD_SHDATA;
+ }
+ changed |= LEGACY_LIGHTING;
+ }
+ if(state->clipping!=old_clipping)
+ {
+ if(state->clipping)
+ {
+ state->clipping->update_shader_data(standard_shdata, state->clipping_matrix);
+ changed |= STANDARD_SHDATA;
+ }
+ changed |= LEGACY_CLIPPING;
+ }
}
-void Renderer::escape()
+void Renderer::end()
{
- apply_state();
+ if(state_stack.size()>1)
+ throw invalid_operation("Renderer::end");
+
+ *state = State();
+ shdata_stack.clear();
+ excluded.clear();
+
+ Mesh::unbind();
+ Texturing::unbind();
+ Texture::unbind_from(0);
+ Material::unbind();
+ Lighting::unbind();
+ Clipping::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::draw(const Batch &batch)
+void Renderer::exclude(const Renderable &renderable)
{
- if(!vertex_array)
- throw invalid_operation("Renderer::draw");
+ 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)
+{
apply_state();
- // Until VertexArray acquires VAO support and becomes Bindable
- if(vertex_array_changed)
+ bool legacy_bindings = (!state->shprog || state->shprog->uses_legacy_variables());
+ if(state->mesh && legacy_bindings)
{
- vertex_array->apply();
- vertex_array_changed = false;
+ if(const Buffer *ibuf = state->mesh->get_index_buffer())
+ ibuf->bind_to(ELEMENT_ARRAY_BUFFER);
+ else
+ Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
}
- 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();
+ 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;
+ }
+ else
+ Lighting::unbind();
+ }
+ }
+
+ 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);
+ }
else
- Material::unbind();
+ Clipping::unbind();
if(state->shprog)
{
+ bool shprog_changed = (state->shprog!=Program::current());
state->shprog->bind();
- if(shdata_changed)
+
+ 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))
+ {
+ state->material->get_shader_data().apply();
+ changed &= ~MATERIAL_SHDATA;
+ }
+
+ if(changed&STANDARD_SHDATA)
+ {
+ standard_shdata.apply();
+ changed &= ~STANDARD_SHDATA;
+ }
+ }
+
+ if((changed&SHADER_DATA) || shprog_changed)
{
- for(vector<const ProgramData *>::const_iterator i=shdata_stack.begin(); i!=shdata_stack.end(); ++i)
+ vector<const ProgramData *>::const_iterator i = shdata_stack.begin();
+ if(!shprog_changed)
+ i += shdata_applied;
+ for(; i!=shdata_stack.end(); ++i)
(*i)->apply();
- shdata_changed = false;
+ changed &= ~SHADER_DATA;
+ shdata_applied = shdata_stack.size();
}
}
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();
+ 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;
+ }
}
}
Renderer::State::State():
+ camera(0),
texture(0),
texturing(0),
+ lowest_effect_texunit(TexUnit::get_n_units()),
material(0),
+ lighting(0),
+ clipping(0),
shprog(0),
- winding_test(0)
-{ }
-
-
-Renderer::MtxStack::MtxStack(Renderer &r):
- renderer(r)
+ shdata_count(0),
+ mesh(0),
+ winding_test(0),
+ reverse_winding(false)
{ }
-void Renderer::MtxStack::update()
-{
- renderer.mtx_changed = true;
-}
-
} // namespace GL
} // namespace Msp