X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Frenderer.cpp;h=606dd341336fcbc8668bc8724e38898f9fe084bb;hb=ce657d3b7783db9f3450162fbf07210ea1c8c661;hp=c56216edf0fe88950a251949ea0ace70664429c6;hpb=1fd01d88c69f7814b2d3e1b12cf0d257fffa6db7;p=libs%2Fgl.git diff --git a/source/renderer.cpp b/source/renderer.cpp index c56216ed..606dd341 100644 --- a/source/renderer.cpp +++ b/source/renderer.cpp @@ -4,12 +4,14 @@ #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" @@ -24,7 +26,6 @@ Renderer::Renderer(const Camera *c): camera(c), state_stack(1), lighting_changed(false), - vertex_array(0), element_buffer(0) { state_stack.reserve(16); @@ -37,9 +38,13 @@ Renderer::Renderer(const Camera *c): MatrixStack::projection().push(); camera->apply(); mtx_stack.load(camera->get_matrix()); + standard_shdata.uniform("projection_matrix", camera->get_projection_matrix()); } else + { + standard_shdata.uniform("projection_matrix", MatrixStack::projection().top()); mtx_stack.load(MatrixStack::modelview().top()); + } } Renderer::~Renderer() @@ -48,6 +53,7 @@ Renderer::~Renderer() MatrixStack::projection().pop(); MatrixStack::modelview().pop(); + Mesh::unbind(); Texturing::unbind(); Texture::unbind_from(0); Material::unbind(); @@ -69,6 +75,11 @@ void Renderer::set_texturing(const Texturing *t) state->texture = 0; } +unsigned Renderer::allocate_effect_texunit() +{ + return --state->lowest_effect_texunit; +} + void Renderer::set_material(const Material *m) { state->material = m; @@ -78,6 +89,8 @@ void Renderer::set_lighting(const Lighting *l) { state->lighting = l; state->lighting_matrix = mtx_stack.top(); + if(l) + l->update_shader_data(standard_shdata, mtx_stack.top()); lighting_changed = true; } @@ -99,9 +112,9 @@ void Renderer::add_shader_data(const ProgramData &d) shdata_changed = true; } -void Renderer::set_vertex_array(const VertexArray *a) +void Renderer::set_mesh(const Mesh *m) { - vertex_array = a; + state->mesh = m; } void Renderer::set_element_buffer(const Buffer *b) @@ -164,17 +177,16 @@ void Renderer::render(const Renderable &renderable, const Tag &tag) void Renderer::draw(const Batch &batch) { - if(!vertex_array) - throw invalid_operation("Renderer::draw"); - apply_state(); - vertex_array->apply(); - - if(element_buffer) - element_buffer->bind_to(ELEMENT_ARRAY_BUFFER); - else - Buffer::unbind_from(ELEMENT_ARRAY_BUFFER); + bool legacy_bindings = (!state->shprog || state->shprog->uses_legacy_variables()); + if(legacy_bindings) + { + if(element_buffer) + element_buffer->bind_to(ELEMENT_ARRAY_BUFFER); + else + Buffer::unbind_from(ELEMENT_ARRAY_BUFFER); + } batch.draw(); } @@ -184,6 +196,8 @@ void Renderer::apply_state() /* 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(); else @@ -195,27 +209,46 @@ void Renderer::apply_state() Texture::unbind_from(0); } - if(state->material) - state->material->bind(); - else - Material::unbind(); - - if(lighting_changed) + if(legacy_bindings) { - if(state->lighting) + if(state->material) + state->material->bind(); + else + Material::unbind(); + + if(lighting_changed) { - MatrixStack::modelview() = state->lighting_matrix; - state->lighting->bind(); - mtx_changed = true; - lighting_changed = false; + if(state->lighting) + { + MatrixStack::modelview() = state->lighting_matrix; + state->lighting->bind(); + mtx_changed = true; + lighting_changed = false; + } + else + Lighting::unbind(); } - else - Lighting::unbind(); } if(state->shprog) { state->shprog->bind(); + + if(!legacy_bindings) + { + const Matrix &m = mtx_stack.top(); + standard_shdata.uniform("eye_obj_matrix", mtx_stack.top()); + LinAl::SquareMatrix nm; + for(unsigned i=0; i<3; ++i) + for(unsigned j=0; j<3; ++j) + nm(i, j) = m(i, j); + nm = transpose(invert(nm)); + standard_shdata.uniform_matrix3("eye_obj_normal_matrix", &nm(0, 0)); + if(state->material) + state->material->get_shader_data().apply(); + standard_shdata.apply(); + } + if(shdata_changed) { for(vector::const_iterator i=shdata_stack.begin(); i!=shdata_stack.end(); ++i) @@ -226,6 +259,19 @@ void Renderer::apply_state() 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) { if(state->reverse_winding) @@ -236,7 +282,7 @@ void Renderer::apply_state() else WindingTest::unbind(); - if(mtx_changed) + if(legacy_bindings && mtx_changed) { MatrixStack::modelview() = mtx_stack.top(); mtx_changed = false; @@ -247,11 +293,14 @@ void Renderer::apply_state() Renderer::State::State(): texture(0), texturing(0), + lowest_effect_texunit(TexUnit::get_n_units()), material(0), lighting(0), shprog(0), shdata_count(0), - winding_test(0) + mesh(0), + winding_test(0), + reverse_winding(false) { }