X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Frenderer.cpp;h=c56216edf0fe88950a251949ea0ace70664429c6;hb=1fd01d88c69f7814b2d3e1b12cf0d257fffa6db7;hp=2680d9022e9edcfe128cffec1ba246397902cd72;hpb=635d00bc1a9ba43ef1224681a14d0710a098cf87;p=libs%2Fgl.git diff --git a/source/renderer.cpp b/source/renderer.cpp index 2680d902..c56216ed 100644 --- a/source/renderer.cpp +++ b/source/renderer.cpp @@ -1,17 +1,12 @@ -/* $Id$ - -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" @@ -28,12 +23,14 @@ Renderer::Renderer(const Camera *c): mtx_changed(false), camera(c), state_stack(1), - state(&state_stack.back()), + lighting_changed(false), vertex_array(0), - vertex_array_changed(false), - element_buffer(0), - winding_test(0) + element_buffer(0) { + state_stack.reserve(16); + shdata_stack.reserve(32); + state = &state_stack.back(); + MatrixStack::modelview().push(); if(camera) { @@ -54,8 +51,10 @@ Renderer::~Renderer() Texturing::unbind(); Texture::unbind_from(0); Material::unbind(); + Lighting::unbind(); Program::unbind(); Buffer::unbind_from(ELEMENT_ARRAY_BUFFER); + WindingTest::unbind(); } void Renderer::set_texture(const Texture *t) @@ -75,26 +74,33 @@ 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); + + /* Even if we have no new shdata, the existing ones need to be re-applied + to the new program */ + shdata_changed = true; +} - state->shdata.push_back(d); +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; } @@ -105,7 +111,12 @@ void Renderer::set_element_buffer(const Buffer *b) void Renderer::set_winding_test(const WindingTest *w) { - winding_test = w; + state->winding_test = w; +} + +void Renderer::set_reverse_winding(bool r) +{ + state->reverse_winding = r; } void Renderer::push_state() @@ -118,48 +129,60 @@ 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() { apply_state(); Buffer::unbind_from(ELEMENT_ARRAY_BUFFER); - WindingTest::unbind(); +} + +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); else Buffer::unbind_from(ELEMENT_ARRAY_BUFFER); - if(winding_test) - winding_test->bind(); - else - WindingTest::unbind(); - 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 */ if(state->texturing) state->texturing->bind(); @@ -177,15 +200,42 @@ 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(); @@ -198,7 +248,10 @@ Renderer::State::State(): texture(0), texturing(0), material(0), - shprog(0) + lighting(0), + shprog(0), + shdata_count(0), + winding_test(0) { }