X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Frender%2Frenderer.cpp;h=0c5bf77454ed25c32151f2a44ed189723234a192;hb=016f0f0dd51511f98d0bf398d99199d7dec1543c;hp=5610f30a7e4a863c1afb11f043903e0e0314c6d8;hpb=f8bf444f26ce0bb392b96317ef3665be0af110aa;p=libs%2Fgl.git diff --git a/source/render/renderer.cpp b/source/render/renderer.cpp index 5610f30a..0c5bf774 100644 --- a/source/render/renderer.cpp +++ b/source/render/renderer.cpp @@ -1,9 +1,8 @@ #include "batch.h" #include "buffer.h" #include "camera.h" -#include "clipping.h" -#include "deviceinfo.h" #include "error.h" +#include "framebuffer.h" #include "lighting.h" #include "material.h" #include "program.h" @@ -11,6 +10,7 @@ #include "renderable.h" #include "renderer.h" #include "resourcemanager.h" +#include "resources.h" #include "sampler.h" #include "texture.h" #include "vertexarray.h" @@ -22,363 +22,358 @@ namespace Msp { namespace GL { Renderer::Renderer(): - changed(0) + placeholder_texture(Resources::get_global().get("_placeholder.png")) { state_stack.reserve(16); - state_stack.push_back(State()); shdata_stack.reserve(32); - state = &state_stack.back(); + texture_stack.reserve(32); +} + +void Renderer::begin() +{ + if(current_state) + throw invalid_operation("Renderer::begin"); + + ++frame_index; + state_stack.emplace_back(); + current_state = &state_stack.back(); + + RendererBackend::begin(); + add_shader_data(standard_shdata); - commands.use_pipeline(pipeline_state); + commands.begin_frame(frame_index); } -Renderer::~Renderer() +void Renderer::end() { - end(); + if(!current_state || state_stack.size()>1) + throw invalid_operation("Renderer::end"); + + RendererBackend::end(); + + current_state = 0; + state_stack.clear(); + texture_stack.clear(); + shdata_stack.clear(); } -void Renderer::set_camera(const Camera &c) +void Renderer::push_state() { - state->camera = &c; - add_shader_data(c.get_shader_data()); - set_matrix(Matrix()); + if(state_stack.empty()) + throw invalid_operation("Renderer::push_state"); + + state_stack.push_back(state_stack.back()); + current_state = &state_stack.back(); } -void Renderer::set_matrix(const Matrix &matrix) +void Renderer::pop_state() { - state->model_matrix = matrix; + if(state_stack.size()==1) + throw stack_underflow("Renderer::pop_state"); + + state_stack.pop_back(); + current_state = &state_stack.back(); changed |= MATRIX; } -void Renderer::transform(const Matrix &matrix) +Renderer::State &Renderer::get_state() const +{ +#ifdef DEBUG + if(!current_state) + throw invalid_operation("Renderer::get_state"); +#endif + return *current_state; +} + +void Renderer::set_camera(const Camera &c) +{ + get_state().camera = &c; + add_shader_data(c.get_shader_data()); + set_matrix(Matrix()); +} + +void Renderer::set_matrix(const Matrix &matrix) { - state->model_matrix *= matrix; + get_state().model_matrix = matrix; changed |= MATRIX; } void Renderer::set_framebuffer(const Framebuffer *f) { - state->framebuffer = f; + get_state().framebuffer = f; } void Renderer::set_viewport(const Rect *v) { - state->viewport = v; + get_state().viewport = v; } void Renderer::set_scissor(const Rect *s) { - state->scissor = s; + get_state().scissor = s; +} + +void Renderer::set_shader_program(const Program *p, const ProgramData *d) +{ + get_state().shprog = p; + if(p && d) + add_shader_data(*d); +} + +void Renderer::add_shader_data(const ProgramData &d) +{ + State &state = get_state(); + + if(state.shdata_countget_manager()) res_mgr->resource_used(*tex); + if(!tex->is_loaded()) + tex = &placeholder_texture; + } - if(texture_stack.size()>state->texture_count) + if(texture_stack.size()>state.texture_count) { - BoundTexture &bt = texture_stack[state->texture_count]; + BoundTexture &bt = texture_stack[state.texture_count]; if(bt.tag==tag && bt.texture==tex && bt.sampler==samp) { - ++state->texture_count; + ++state.texture_count; return; } else flush_textures(); } - for(vector::iterator i=texture_stack.end(); i!=texture_stack.begin(); ) + for(auto i=texture_stack.end(); i!=texture_stack.begin(); ) if((--i)->tag==tag) { i->replaced = texture_stack.size(); break; } - texture_stack.push_back(BoundTexture()); + texture_stack.emplace_back(); BoundTexture &bound_tex = texture_stack.back(); bound_tex.tag = tag; bound_tex.texture = tex; bound_tex.sampler = samp; - state->texture_count = texture_stack.size(); + bound_tex.level = level; + state.texture_count = texture_stack.size(); } -void Renderer::flush_textures() -{ - for(unsigned i=0; itexture_count; ++i) - if(texture_stack[i].replaced>=static_cast(state->texture_count)) - texture_stack[i].replaced = -1; - - texture_stack.erase(texture_stack.begin()+state->texture_count, texture_stack.end()); -} - -void Renderer::set_material(const Material *m) +void Renderer::flush_shader_data() { - if(m) - add_shader_data(m->get_shader_data()); -} + const State &state = get_state(); -void Renderer::set_lighting(const Lighting *l) -{ - if(l) - add_shader_data(l->get_shader_data()); + if(shdata_stack.size()>state.shdata_count) + shdata_stack.erase(shdata_stack.begin()+state.shdata_count, shdata_stack.end()); } -void Renderer::set_clipping(const Clipping *c) -{ - state->clipping = c; - if(c) - add_shader_data(c->get_shader_data()); -} - -void Renderer::set_shader_program(const Program *p, const ProgramData *d) -{ - state->shprog = p; - if(p && d) - add_shader_data(*d); -} - -void Renderer::add_shader_data(const ProgramData &d) +void Renderer::flush_textures() { - if(state->shdata_countshdata_count; - return; - } - } + const State &state = get_state(); - flush_shader_data_(); - shdata_stack.push_back(&d); - state->shdata_count = shdata_stack.size(); - changed |= SHADER_DATA; -} + for(unsigned i=0; i=static_cast(state.texture_count)) + texture_stack[i].replaced = -1; -void Renderer::flush_shader_data_() -{ - if(shdata_stack.size()>state->shdata_count) - shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end()); + texture_stack.erase(texture_stack.begin()+state.texture_count, texture_stack.end()); } void Renderer::set_vertex_setup(const VertexSetup *vs) { - state->vertex_setup = vs; + get_state().vertex_setup = vs; } void Renderer::set_front_face(FaceWinding winding) { - state->front_face = winding; + get_state().front_face = winding; } void Renderer::set_face_cull(CullMode cull) { - state->face_cull = cull; + get_state().face_cull = cull; } void Renderer::set_depth_test(const DepthTest *dt) { - state->depth_test = dt; + get_state().depth_test = dt; } void Renderer::set_stencil_test(const StencilTest *st) { - state->stencil_test = st; + get_state().stencil_test = st; } void Renderer::set_blend(const Blend *b) { - state->blend = b; + get_state().blend = b; } void Renderer::set_object_lod_bias(unsigned b) { - state->object_lod_bias = b; -} - -void Renderer::push_state() -{ - state_stack.push_back(state_stack.back()); - state = &state_stack.back(); + get_state().object_lod_bias = b; } -void Renderer::pop_state() +void Renderer::clear(const ClearValue *values) { - if(state_stack.size()==1) - throw stack_underflow("Renderer::pop_state"); - - state_stack.pop_back(); - state = &state_stack.back(); - changed |= MATRIX; + apply_framebuffer(); + commands.use_pipeline(&pipeline_state); + commands.clear(values); } -void Renderer::end() +void Renderer::draw(const Batch &batch) { - if(state_stack.size()>1) - throw invalid_operation("Renderer::end"); - - *state = State(); - shdata_stack.clear(); - add_shader_data(standard_shdata); - excluded.clear(); - - PipelineState::clear(); + apply_state(); + batch.refresh(frame_index); + pipeline_state.set_primitive_type(batch.get_type()); + commands.use_pipeline(&pipeline_state); + commands.draw(batch); } -void Renderer::exclude(const Renderable &renderable) +void Renderer::draw_instanced(const Batch &batch, unsigned count) { - excluded.insert(&renderable); + apply_state(); + batch.refresh(frame_index); + pipeline_state.set_primitive_type(batch.get_type()); + commands.use_pipeline(&pipeline_state); + commands.draw_instanced(batch, count); } -void Renderer::include(const Renderable &renderable) +void Renderer::resolve_multisample(Framebuffer &target) { - excluded.erase(&renderable); -} + const State &state = get_state(); -void Renderer::render(const Renderable &renderable, Tag tag) -{ - if(!excluded.count(&renderable)) - renderable.render(*this, tag); -} + if(!state.framebuffer) + throw invalid_operation("Renderer::resolve_multisample"); -void Renderer::clear() -{ - clear(COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT|STENCIL_BUFFER_BIT); -} + unsigned width = state.framebuffer->get_width(); + unsigned height = state.framebuffer->get_height(); + if(target.get_width()!=width || target.get_height()!=height) + throw incompatible_data("Renderer::resolve_multisample"); -void Renderer::clear(BufferBits buffers) -{ - pipeline_state.set_framebuffer(state->framebuffer); - commands.clear(buffers); + pipeline_state.set_framebuffer(state.framebuffer); + commands.use_pipeline(&pipeline_state); + commands.resolve_multisample(target); } -void Renderer::draw(const Batch &batch) +void Renderer::begin_query(const QueryPool &pool, unsigned index) { - apply_state(); - batch.refresh(); - commands.draw(batch); + commands.begin_query(pool, index); } -void Renderer::draw_instanced(const Batch &batch, unsigned count) +void Renderer::end_query(const QueryPool &pool, unsigned index) { - apply_state(); - batch.refresh(); - commands.draw_instanced(batch, count); + commands.end_query(pool, index); } -void Renderer::resolve_multisample(Framebuffer &target, BufferBits buffers) +void Renderer::apply_framebuffer() { - if(!state->framebuffer) - throw invalid_operation("Renderer::resolve_multisample"); + const State &state = get_state(); - unsigned width = state->framebuffer->get_width(); - unsigned height = state->framebuffer->get_height(); - if(target.get_width()!=width || target.get_height()!=height) - throw incompatible_data("Renderer::resolve_multisample"); - - pipeline_state.set_framebuffer(state->framebuffer); - commands.resolve_multisample(target, buffers); + pipeline_state.set_framebuffer(state.framebuffer); + static const Rect default_rect = Rect::max(); + pipeline_state.set_viewport(state.viewport ? *state.viewport : default_rect); + pipeline_state.set_scissor(state.scissor ? *state.scissor : default_rect); } void Renderer::apply_state() { - if(!state->shprog) + const State &state = get_state(); + + if(!state.shprog) throw invalid_operation("Renderer::apply_state"); + apply_framebuffer(); + + bool shprog_changed = (state.shprog!=pipeline_state.get_shader_program()); + pipeline_state.set_shader_program(state.shprog); + if(changed&MATRIX) { - standard_shdata.uniform("world_obj_matrix", state->model_matrix); - LinAl::SquareMatrix nm = state->model_matrix.block<3, 3>(0, 0); + standard_shdata.uniform("world_obj_matrix", state.model_matrix); + LinAl::SquareMatrix nm = state.model_matrix.block<3, 3>(0, 0); nm = transpose(invert(nm)); standard_shdata.uniform("world_obj_normal_matrix", nm); changed &= ~MATRIX; } - pipeline_state.set_framebuffer(state->framebuffer); - pipeline_state.set_viewport(state->viewport); - pipeline_state.set_scissor(state->scissor); - - bool shprog_changed = (state->shprog!=pipeline_state.get_shader_program()); - pipeline_state.set_shader_program(state->shprog); - - if(state->vertex_setup) - { - if(const VertexArray *array = state->vertex_setup->get_vertex_array()) - array->refresh(); - if(const VertexArray *array = state->vertex_setup->get_instance_array()) - array->refresh(); - } - pipeline_state.set_vertex_setup(state->vertex_setup); - - pipeline_state.set_front_face(state->front_face); - pipeline_state.set_face_cull(state->face_cull); - pipeline_state.set_enabled_clip_planes(state->clipping ? (1<clipping->get_n_planes())-1 : 0); - - if(state->texture_count::const_iterator i=texture_stack.begin(); i!=texture_stack.end(); ++i) - { - int unit = (i->tag.id ? state->shprog->get_uniform_binding(i->tag) : i->unit); - if(unit>=0) - pipeline_state.set_texture(unit, i->texture, i->sampler); - } - bool shdata_changed = changed&SHADER_DATA; - for(vector::const_iterator i=shdata_stack.begin(); (!shdata_changed && i!=shdata_stack.end()); ++i) + for(auto i=shdata_stack.begin(); (!shdata_changed && i!=shdata_stack.end()); ++i) shdata_changed = (i->shdata->get_generation()!=i->generation); - bool extra_shdata = (shdata_stack.size()>state->shdata_count); + bool extra_shdata = (shdata_stack.size()>state.shdata_count); if(shdata_changed || shprog_changed || extra_shdata) { if(extra_shdata) - shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end()); - for(vector::const_iterator i=shdata_stack.begin(); i!=shdata_stack.end(); ++i) + shdata_stack.erase(shdata_stack.begin()+state.shdata_count, shdata_stack.end()); + for(const BoundProgramData &d: shdata_stack) { - i->shdata->apply(*state->shprog, pipeline_state); - i->generation = i->shdata->get_generation(); + d.shdata->apply(*state.shprog, pipeline_state, frame_index); + d.generation = d.shdata->get_generation(); } changed &= ~SHADER_DATA; } - pipeline_state.set_depth_test(state->depth_test); - pipeline_state.set_stencil_test(state->stencil_test); - pipeline_state.set_blend(state->blend); -} + if(state.vertex_setup) + { + if(const VertexArray *array = state.vertex_setup->get_vertex_array()) + array->refresh(frame_index); + if(const VertexArray *array = state.vertex_setup->get_instance_array()) + array->refresh(frame_index); + } + pipeline_state.set_vertex_setup(state.vertex_setup); + pipeline_state.set_front_face(state.front_face); + pipeline_state.set_face_cull(state.face_cull); -Renderer::BoundTexture::BoundTexture(): - unit(-1), - texture(0), - sampler(0), - replaced(-1) -{ } + if(state.texture_countget_uniform_binding(t.tag); + if(t.binding>=0) + pipeline_state.set_texture(t.binding, t.texture, t.level, t.sampler); + } -Renderer::BoundProgramData::BoundProgramData(const ProgramData *d): - shdata(d), - generation(0) -{ } + static const DepthTest default_depth_test; + pipeline_state.set_depth_test(state.depth_test ? *state.depth_test : default_depth_test); + static const StencilTest default_stencil_test; + pipeline_state.set_stencil_test(state.stencil_test ? *state.stencil_test : default_stencil_test); + static const Blend default_blend; + pipeline_state.set_blend(state.blend ? *state.blend : default_blend); +} -Renderer::State::State(): - camera(0), - framebuffer(0), - viewport(0), - scissor(0), - texture_count(0), - clipping(0), - shprog(0), - shdata_count(0), - vertex_setup(0), - front_face(NON_MANIFOLD), - face_cull(NO_CULL), - depth_test(0), - stencil_test(0), - blend(0), - object_lod_bias(0) +Renderer::BoundProgramData::BoundProgramData(const ProgramData *d): + shdata(d) { } } // namespace GL