X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Frenderer.cpp;h=31d9621ef89195688ed0febaed9e9cbc67d12169;hb=0777840f31274f75cb4ff8e6717c44c373d5e182;hp=71a7dedff1ea09e094fd2b2c9b31ae3246dfadb9;hpb=25c81b4953dd38993250321b9407ce8b0139cbeb;p=libs%2Fgl.git diff --git a/source/renderer.cpp b/source/renderer.cpp index 71a7dedf..31d9621e 100644 --- a/source/renderer.cpp +++ b/source/renderer.cpp @@ -1,21 +1,17 @@ -/* $Id$ - -This file is part of libmspgl -Copyright © 2011 Mikko Rasa, Mikkosoft Productions -Distributed under the LGPL -*/ - -#include #include "batch.h" #include "buffer.h" #include "camera.h" +#include "error.h" +#include "lighting.h" #include "material.h" #include "program.h" #include "programdata.h" +#include "renderable.h" #include "renderer.h" #include "texture.h" #include "texturing.h" #include "vertexarray.h" +#include "windingtest.h" using namespace std; @@ -23,23 +19,26 @@ namespace Msp { namespace GL { Renderer::Renderer(const Camera *c): + mtx_stack(*this), mtx_changed(false), camera(c), state_stack(1), - state(&state_stack.back()), vertex_array(0), - vertex_array_changed(false), element_buffer(0) { + state_stack.reserve(16); + shdata_stack.reserve(32); + state = &state_stack.back(); + MatrixStack::modelview().push(); if(camera) { MatrixStack::projection().push(); camera->apply(); - mtx_stack = camera->get_matrix(); + mtx_stack.load(camera->get_matrix()); } else - mtx_stack = MatrixStack::modelview().top(); + mtx_stack.load(MatrixStack::modelview().top()); } Renderer::~Renderer() @@ -53,12 +52,7 @@ Renderer::~Renderer() Material::unbind(); Program::unbind(); Buffer::unbind_from(ELEMENT_ARRAY_BUFFER); -} - -MatrixStack &Renderer::matrix_stack() -{ - mtx_changed = true; - return mtx_stack; + WindingTest::unbind(); } void Renderer::set_texture(const Texture *t) @@ -78,26 +72,33 @@ void Renderer::set_material(const Material *m) state->material = m; } -void Renderer::set_shader(const Program *p, const ProgramData *d) +void Renderer::set_lighting(const Lighting *l) { - state->shprog = p; - if(d) - state->shdata.assign(1, d); - else - state->shdata.clear(); + state->lighting = l; + state->lighting_matrix = mtx_stack.top(); + lighting_changed = true; } -void Renderer::add_shader_data(const ProgramData *d) +void Renderer::set_shader_program(const Program *p, const ProgramData *d) { - if(!state->shprog) - throw InvalidState("No shader program"); + state->shprog = p; + if(p && d) + add_shader_data(*d); - state->shdata.push_back(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; } void Renderer::set_vertex_array(const VertexArray *a) { - vertex_array_changed = (a!=vertex_array); vertex_array = a; } @@ -106,6 +107,16 @@ void Renderer::set_element_buffer(const Buffer *b) element_buffer = b; } +void Renderer::set_winding_test(const WindingTest *w) +{ + state->winding_test = w; +} + +void Renderer::set_reverse_winding(bool r) +{ + state->reverse_winding = r; +} + void Renderer::push_state() { state_stack.push_back(state_stack.back()); @@ -116,11 +127,15 @@ void Renderer::push_state() void Renderer::pop_state() { if(state_stack.size()==1) - throw InvalidState("Can't pop the last state"); + throw stack_underflow("Renderer::pop_state"); 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; } void Renderer::escape() @@ -129,16 +144,30 @@ void Renderer::escape() Buffer::unbind_from(ELEMENT_ARRAY_BUFFER); } +void Renderer::exclude(const Renderable &renderable) +{ + 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) { if(!vertex_array) - throw InvalidState("Can't draw without a vertex array"); + throw invalid_operation("Renderer::draw"); apply_state(); - // Until VertexArray acquires VAO support and becomes Bindable - if(vertex_array_changed) - vertex_array->apply(); + vertex_array->apply(); if(element_buffer) element_buffer->bind_to(ELEMENT_ARRAY_BUFFER); @@ -150,7 +179,8 @@ void Renderer::draw(const Batch &batch) 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 */ if(state->texturing) state->texturing->bind(); @@ -168,15 +198,42 @@ void Renderer::apply_state() else Material::unbind(); + if(lighting_changed) + { + if(state->lighting) + { + MatrixStack::modelview() = state->lighting_matrix; + state->lighting->bind(); + mtx_changed = true; + lighting_changed = false; + } + else + Lighting::unbind(); + } + if(state->shprog) { state->shprog->bind(); - for(vector::const_iterator i=state->shdata.begin(); i!=state->shdata.end(); ++i) - (*i)->apply(); + if(shdata_changed) + { + for(vector::const_iterator i=shdata_stack.begin(); i!=shdata_stack.end(); ++i) + (*i)->apply(); + shdata_changed = false; + } } else Program::unbind(); + if(state->winding_test) + { + if(state->reverse_winding) + state->winding_test->get_reverse().bind(); + else + state->winding_test->bind(); + } + else + WindingTest::unbind(); + if(mtx_changed) { MatrixStack::modelview() = mtx_stack.top(); @@ -189,8 +246,21 @@ Renderer::State::State(): texture(0), texturing(0), material(0), - shprog(0) + lighting(0), + shprog(0), + shdata_count(0), + winding_test(0) { } + +Renderer::MtxStack::MtxStack(Renderer &r): + renderer(r) +{ } + +void Renderer::MtxStack::update() +{ + renderer.mtx_changed = true; +} + } // namespace GL } // namespace Msp