X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Frender%2Frenderer.cpp;h=336b631aaf91c467dbca5577abd81f2b79ebaebe;hb=ab9b22356f16aea822527c06186641d3121e1355;hp=ad7ba5a78e173bbfe7d13a62cfa87d3b66e01a42;hpb=233dff2a6c552e08da832496aecd88ef4f8948f1;p=libs%2Fgl.git diff --git a/source/render/renderer.cpp b/source/render/renderer.cpp index ad7ba5a7..336b631a 100644 --- a/source/render/renderer.cpp +++ b/source/render/renderer.cpp @@ -1,21 +1,20 @@ #include "batch.h" #include "buffer.h" #include "camera.h" -#include "clipping.h" #include "error.h" +#include "framebuffer.h" #include "lighting.h" #include "material.h" #include "program.h" #include "programdata.h" #include "renderable.h" #include "renderer.h" +#include "resourcemanager.h" +#include "resources.h" #include "sampler.h" #include "texture.h" -#include "texturing.h" -#include "texunit.h" #include "vertexarray.h" #include "vertexsetup.h" -#include "windingtest.h" using namespace std; @@ -23,351 +22,392 @@ namespace Msp { namespace GL { Renderer::Renderer(): - default_camera(0) + placeholder_texture(Resources::get_global().get("_placeholder.png")) { - init(); + state_stack.reserve(16); + shdata_stack.reserve(32); + texture_stack.reserve(32); } -Renderer::Renderer(const Camera *c): - default_camera(c) +void Renderer::begin() { - init(); + if(current_state) + throw invalid_operation("Renderer::begin"); - if(c) - set_camera(*c); -} + ++frame_index; + state_stack.emplace_back(); + current_state = &state_stack.back(); -void Renderer::init() -{ - state_stack.reserve(16); - state_stack.push_back(State()); - shdata_stack.reserve(32); - state = &state_stack.back(); + RendererBackend::begin(); - standard_shdata.uniform("projection_matrix", Matrix()); - standard_shdata.uniform("eye_world_matrix", Matrix()); + add_shader_data(standard_shdata); + 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; - standard_shdata.uniform("projection_matrix", state->camera->get_projection_matrix()); - standard_shdata.uniform("eye_world_matrix", state->camera->get_view_matrix()); - changed |= STANDARD_SHDATA; - set_matrix(state->camera->get_view_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->modelview_matrix = matrix; + if(state_stack.size()==1) + throw stack_underflow("Renderer::pop_state"); + + uintptr_t old_pipeline = current_state->pipeline_key; + + state_stack.pop_back(); + current_state = &state_stack.back(); changed |= MATRIX; + + if(current_state->pipeline_key!=old_pipeline) + changed |= PIPELINE_KEY; } -void Renderer::transform(const Matrix &matrix) +Renderer::State &Renderer::get_state() const { - state->modelview_matrix *= matrix; - changed |= MATRIX; +#ifdef DEBUG + if(!current_state) + throw invalid_operation("Renderer::get_state"); +#endif + return *current_state; } -void Renderer::set_texture(const Texture *t, const Sampler *s) +void Renderer::set_pipeline_key(uintptr_t key) { - state->texture = t; - state->sampler = s; - state->texturing = 0; + State &state = get_state(); + if(key!=state.pipeline_key) + { + state.pipeline_key = key; + changed |= PIPELINE_KEY; + } } -void Renderer::set_texturing(const Texturing *t) +void Renderer::set_camera(const Camera &c) { - state->texturing = t; - state->texture = 0; - state->sampler = 0; + get_state().camera = &c; + add_shader_data(c.get_shader_data()); + set_matrix(Matrix()); } -unsigned Renderer::allocate_effect_texunit() +void Renderer::set_matrix(const Matrix &matrix) { - return --state->lowest_effect_texunit; + get_state().model_matrix = matrix; + changed |= MATRIX; } -void Renderer::set_material(const Material *m) +void Renderer::set_framebuffer(const Framebuffer *f) { - state->material = m; - changed |= MATERIAL_SHDATA; + get_state().framebuffer = f; } -void Renderer::set_lighting(const Lighting *l) +void Renderer::set_viewport(const Rect *v) { - state->lighting = l; - state->lighting_matrix = state->modelview_matrix; - if(l) - { - l->update_shader_data(standard_shdata, state->lighting_matrix); - changed |= STANDARD_SHDATA; - } + get_state().viewport = v; } -void Renderer::set_clipping(const Clipping *c) +void Renderer::set_scissor(const Rect *s) { - state->clipping = c; - state->clipping_matrix = state->modelview_matrix; - if(c) - { - c->update_shader_data(standard_shdata, state->clipping_matrix); - changed |= STANDARD_SHDATA; - } + get_state().scissor = s; } void Renderer::set_shader_program(const Program *p, const ProgramData *d) { - state->shprog = p; + get_state().shprog = p; if(p && d) add_shader_data(*d); } void Renderer::add_shader_data(const ProgramData &d) { - if(state->shdata_countshdata_count]==&d) - ++state->shdata_count; - else + State &state = get_state(); + + if(state.shdata_countshdata_count = shdata_stack.size(); - changed |= SHADER_DATA; + const BoundProgramData &top = shdata_stack.back(); + if(top.shdata==&d && top.generation==d.get_generation()) + { + ++state.shdata_count; + return; + } } + + flush_shader_data(); + shdata_stack.push_back(&d); + state.shdata_count = shdata_stack.size(); + changed |= SHADER_DATA; } -void Renderer::flush_shader_data() +void Renderer::set_texture(Tag tag, const Texture *tex, const Sampler *samp) { - if(shdata_stack.size()>state->shdata_count) - shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end()); + set_texture(tag, tex, -1, samp); } -void Renderer::set_vertex_setup(const VertexSetup *vs) +void Renderer::set_texture(Tag tag, const Texture *tex, int level, const Sampler *samp) { - state->vertex_setup = vs; + State &state = get_state(); + + if(tex) + { + if(ResourceManager *res_mgr = tex->get_manager()) + res_mgr->resource_used(*tex); + if(!tex->is_loaded()) + tex = &placeholder_texture; + } + + if(texture_stack.size()>state.texture_count) + { + BoundTexture &bt = texture_stack[state.texture_count]; + if(bt.tag==tag && bt.texture==tex && bt.sampler==samp) + { + ++state.texture_count; + return; + } + else + flush_textures(); + } + + for(auto i=texture_stack.end(); i!=texture_stack.begin(); ) + if((--i)->tag==tag) + { + i->replaced = texture_stack.size(); + break; + } + + texture_stack.emplace_back(); + BoundTexture &bound_tex = texture_stack.back(); + bound_tex.tag = tag; + bound_tex.texture = tex; + bound_tex.sampler = samp; + bound_tex.level = level; + state.texture_count = texture_stack.size(); } -void Renderer::set_winding_test(const WindingTest *w) +void Renderer::flush_shader_data() { - state->winding_test = w; + const State &state = get_state(); + + if(shdata_stack.size()>state.shdata_count) + shdata_stack.erase(shdata_stack.begin()+state.shdata_count, shdata_stack.end()); } -void Renderer::set_reverse_winding(bool r) +void Renderer::flush_textures() { - state->reverse_winding = r; + const State &state = get_state(); + + for(unsigned i=0; i=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_object_lod_bias(unsigned b) +void Renderer::set_vertex_setup(const VertexSetup *vs) { - state->object_lod_bias = b; + get_state().vertex_setup = vs; } -void Renderer::push_state() +void Renderer::set_front_face(FaceWinding winding) { - state_stack.push_back(state_stack.back()); - state = &state_stack.back(); + get_state().front_face = winding; } -void Renderer::pop_state() +void Renderer::set_face_cull(CullMode cull) { - 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(); - changed |= MATRIX; - bool camera_changed = (state->camera!=old_camera); - 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()); - 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 - 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 |= STANDARD_SHDATA; - } - } - if(state->clipping!=old_clipping || camera_changed) - { - if(state->clipping) - { - state->clipping->update_shader_data(standard_shdata, state->clipping_matrix); - changed |= STANDARD_SHDATA; - } - } + get_state().face_cull = cull; } -void Renderer::end() +void Renderer::set_depth_test(const DepthTest *dt) { - if(state_stack.size()>1) - throw invalid_operation("Renderer::end"); - - *state = State(); - if(default_camera) - set_camera(*default_camera); - else - standard_shdata.uniform("projection_matrix", Matrix()); - shdata_stack.clear(); - excluded.clear(); + get_state().depth_test = dt; +} - Texturing::unbind(); - Texture::unbind_from(0); - Clipping::unbind(); - Program::unbind(); - VertexSetup::unbind(); - Buffer::unbind_from(ELEMENT_ARRAY_BUFFER); - WindingTest::unbind(); +void Renderer::set_stencil_test(const StencilTest *st) +{ + get_state().stencil_test = st; } -void Renderer::exclude(const Renderable &renderable) +void Renderer::set_blend(const Blend *b) { - excluded.insert(&renderable); + get_state().blend = b; } -void Renderer::include(const Renderable &renderable) +void Renderer::set_object_lod_bias(unsigned b) { - excluded.erase(&renderable); + get_state().object_lod_bias = b; } -void Renderer::render(const Renderable &renderable, Tag tag) +void Renderer::clear(const ClearValue *values) { - if(!excluded.count(&renderable)) - renderable.render(*this, tag); + apply_framebuffer(); + commands.use_pipeline(&get_pipeline_state()); + commands.clear(values); } void Renderer::draw(const Batch &batch) { apply_state(); - - batch.draw(); + batch.refresh(frame_index); + PipelineState &ps = get_pipeline_state(); + ps.set_primitive_type(batch.get_type()); + commands.use_pipeline(&ps); + commands.draw(batch); } void Renderer::draw_instanced(const Batch &batch, unsigned count) { apply_state(); + batch.refresh(frame_index); + PipelineState &ps = get_pipeline_state(); + ps.set_primitive_type(batch.get_type()); + commands.use_pipeline(&ps); + commands.draw_instanced(batch, count); +} + +void Renderer::resolve_multisample(Framebuffer &target) +{ + const State &state = get_state(); - batch.draw_instanced(count); + if(!state.framebuffer) + throw invalid_operation("Renderer::resolve_multisample"); + + 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"); + + apply_framebuffer(); + commands.use_pipeline(&get_pipeline_state()); + commands.resolve_multisample(target); } -void Renderer::apply_state() +void Renderer::begin_query(const QueryPool &pool, unsigned index) { - if(!state->shprog) - throw invalid_operation("Renderer::apply_state"); + commands.begin_query(pool, index); +} - /* We (mostly) let the objects themselves figure out if the binding has - changed */ +void Renderer::end_query(const QueryPool &pool, unsigned index) +{ + commands.end_query(pool, index); +} - if(state->texturing) - state->texturing->bind(); - else +PipelineState &Renderer::get_pipeline_state() +{ + if(changed&PIPELINE_KEY) { - Texturing::unbind(); - if(state->texture) - { - if(state->sampler) - state->sampler->bind_to(0); - else - Sampler::unbind_from(0); - state->texture->bind_to(0); - } - else - Texture::unbind_from(0); + RendererBackend::set_pipeline_key(current_state->pipeline_key); + changed &= ~PIPELINE_KEY; } - if(state->clipping) - state->clipping->bind(); - else - Clipping::unbind(); + return RendererBackend::get_pipeline_state(); +} - bool shprog_changed = (state->shprog!=Program::current()); - state->shprog->bind(); +void Renderer::apply_framebuffer() +{ + const State &state = get_state(); + + PipelineState &ps = get_pipeline_state(); + + ps.set_framebuffer(state.framebuffer); + static const Rect default_rect = Rect::max(); + ps.set_viewport(state.viewport ? *state.viewport : default_rect); + ps.set_scissor(state.scissor ? *state.scissor : default_rect); +} + +void Renderer::apply_state() +{ + const State &state = get_state(); + + if(!state.shprog) + throw invalid_operation("Renderer::apply_state"); + + apply_framebuffer(); + + PipelineState &ps = get_pipeline_state(); + bool pipeline_changed = (&ps!=last_pipeline); + last_pipeline = &ps; + + bool shprog_changed = (state.shprog!=ps.get_shader_program()); + ps.set_shader_program(state.shprog); if(changed&MATRIX) { - standard_shdata.uniform("eye_obj_matrix", state->modelview_matrix); - LinAl::SquareMatrix nm = state->modelview_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_matrix3("eye_obj_normal_matrix", &nm(0, 0)); - changed = (changed&~MATRIX)|STANDARD_SHDATA; + standard_shdata.uniform("world_obj_normal_matrix", nm); + changed &= ~MATRIX; } - if(state->material && ((changed&MATERIAL_SHDATA) || shprog_changed)) + bool shdata_changed = changed&SHADER_DATA; + 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); + + if(shdata_changed || shprog_changed || pipeline_changed || extra_shdata) { - state->material->get_shader_data().apply(); - changed &= ~MATERIAL_SHDATA; + if(extra_shdata) + shdata_stack.erase(shdata_stack.begin()+state.shdata_count, shdata_stack.end()); + for(const BoundProgramData &d: shdata_stack) + { + d.shdata->apply(*state.shprog, ps, frame_index); + d.generation = d.shdata->get_generation(); + } + changed &= ~SHADER_DATA; } - if((changed&STANDARD_SHDATA) || shprog_changed) + if(state.vertex_setup) { - standard_shdata.apply(); - changed &= ~STANDARD_SHDATA; + 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); } + ps.set_vertex_setup(state.vertex_setup); - bool extra_shdata = (shdata_stack.size()>state->shdata_count); + ps.set_front_face(state.front_face); + ps.set_face_cull(state.face_cull); - 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_iterator i=shdata_stack.begin(); i!=shdata_stack.end(); ++i) - (*i)->apply(); - changed &= ~SHADER_DATA; - } + if(state.texture_countvertex_setup) - state->vertex_setup->bind(); - else - VertexSetup::unbind(); + for(const BoundTexture &t: texture_stack) + if(t.texture && t.replaced<0) + { + if(t.binding<0 || shprog_changed) + t.binding = state.shprog->get_uniform_binding(t.tag); + if(t.binding>=0) + ps.set_texture(t.binding, t.texture, t.level, t.sampler); + } - if(state->winding_test) - { - if(state->reverse_winding) - state->winding_test->get_reverse().bind(); - else - state->winding_test->bind(); - } - else - WindingTest::unbind(); -} - - -Renderer::State::State(): - camera(0), - texture(0), - texturing(0), - lowest_effect_texunit(TexUnit::get_n_units()), - material(0), - lighting(0), - clipping(0), - shprog(0), - shdata_count(0), - vertex_setup(0), - winding_test(0), - reverse_winding(false), - object_lod_bias(0) + static const DepthTest default_depth_test; + ps.set_depth_test(state.depth_test ? *state.depth_test : default_depth_test); + static const StencilTest default_stencil_test; + ps.set_stencil_test(state.stencil_test ? *state.stencil_test : default_stencil_test); + static const Blend default_blend; + ps.set_blend(state.blend ? *state.blend : default_blend); +} + + +Renderer::BoundProgramData::BoundProgramData(const ProgramData *d): + shdata(d) { } } // namespace GL