X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Frenderer.cpp;h=d01a1f0c4156ba319ee8c6fadd0fc4ae3d58352d;hb=df20a7e137542a4156cc5ffa8118d59de6b68547;hp=cc00ac8e3affda145ec8e2f8afcc5c1d7bb4af40;hpb=b0059bd068c99dadfc922584911fcb25a21b737b;p=libs%2Fgl.git diff --git a/source/renderer.cpp b/source/renderer.cpp index cc00ac8e..d01a1f0c 100644 --- a/source/renderer.cpp +++ b/source/renderer.cpp @@ -5,7 +5,6 @@ #include "error.h" #include "lighting.h" #include "material.h" -#include "mesh.h" #include "program.h" #include "programdata.h" #include "renderable.h" @@ -25,7 +24,6 @@ namespace GL { Renderer::Renderer(const Camera *c): default_camera(c), changed(0), - matrices_loaded(false), state_stack(1) { state_stack.reserve(16); @@ -46,19 +44,12 @@ Renderer::~Renderer() end(); } -void Renderer::begin(const Camera *c) -{ - end(); - if(c) - set_camera(*c); -} - void Renderer::set_camera(const Camera &c) { 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|LEGACY_PROJECTION; + changed |= STANDARD_SHDATA; set_matrix(state->camera->get_view_matrix()); } @@ -106,7 +97,6 @@ void Renderer::set_lighting(const Lighting *l) l->update_shader_data(standard_shdata, state->lighting_matrix); changed |= STANDARD_SHDATA; } - changed |= LEGACY_LIGHTING; } void Renderer::set_clipping(const Clipping *c) @@ -118,7 +108,6 @@ void Renderer::set_clipping(const Clipping *c) c->update_shader_data(standard_shdata, state->clipping_matrix); changed |= STANDARD_SHDATA; } - changed |= LEGACY_CLIPPING; } void Renderer::set_shader_program(const Program *p, const ProgramData *d) @@ -134,17 +123,17 @@ void Renderer::add_shader_data(const ProgramData &d) ++state->shdata_count; else { - if(shdata_stack.size()>state->shdata_count) - shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end()); + flush_shader_data(); shdata_stack.push_back(&d); state->shdata_count = shdata_stack.size(); changed |= SHADER_DATA; } } -void Renderer::set_mesh(const Mesh *m) +void Renderer::flush_shader_data() { - state->mesh = m; + if(shdata_stack.size()>state->shdata_count) + shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end()); } void Renderer::set_vertex_setup(const VertexSetup *vs) @@ -162,6 +151,11 @@ void Renderer::set_reverse_winding(bool r) state->reverse_winding = r; } +void Renderer::set_object_lod_bias(unsigned b) +{ + state->object_lod_bias = b; +} + void Renderer::push_state() { state_stack.push_back(state_stack.back()); @@ -192,7 +186,7 @@ void Renderer::pop_state() standard_shdata.uniform("projection_matrix", Matrix()); standard_shdata.uniform("eye_world_matrix", Matrix()); } - changed |= STANDARD_SHDATA|LEGACY_PROJECTION; + 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 @@ -204,7 +198,6 @@ void Renderer::pop_state() state->lighting->update_shader_data(standard_shdata, state->lighting_matrix); changed |= STANDARD_SHDATA; } - changed |= LEGACY_LIGHTING; } if(state->clipping!=old_clipping || camera_changed) { @@ -213,7 +206,6 @@ void Renderer::pop_state() state->clipping->update_shader_data(standard_shdata, state->clipping_matrix); changed |= STANDARD_SHDATA; } - changed |= LEGACY_CLIPPING; } } @@ -230,23 +222,13 @@ void Renderer::end() shdata_stack.clear(); excluded.clear(); - Mesh::unbind(); Texturing::unbind(); Texture::unbind_from(0); - Material::unbind(); - Lighting::unbind(); Clipping::unbind(); Program::unbind(); VertexSetup::unbind(); Buffer::unbind_from(ELEMENT_ARRAY_BUFFER); WindingTest::unbind(); - - if(matrices_loaded) - { - MatrixStack::projection().pop(); - MatrixStack::modelview().pop(); - matrices_loaded = false; - } } void Renderer::exclude(const Renderable &renderable) @@ -284,54 +266,19 @@ 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()); - bool legacy_textures = !state->shprog; - if(state->texturing) - state->texturing->bind(legacy_textures); + state->texturing->bind(); else { Texturing::unbind(); if(state->texture) - state->texture->bind_to(0, legacy_textures); + state->texture->bind_to(0); else Texture::unbind_from(0); } - if(legacy_bindings) - { - if(state->material) - state->material->bind(); - else - Material::unbind(); - - if(changed&LEGACY_LIGHTING) - { - if(state->lighting) - { - MatrixStack::modelview() = state->lighting_matrix; - state->lighting->bind(); - changed = (changed&~LEGACY_LIGHTING)|LEGACY_MATRIX; - } - else - Lighting::unbind(); - } - } - if(state->clipping) - { - if(legacy_bindings) - { - if(changed&LEGACY_CLIPPING) - { - MatrixStack::modelview() = state->clipping_matrix; - state->clipping->bind(true); - changed = (changed&~LEGACY_CLIPPING)|LEGACY_MATRIX; - } - } - else - state->clipping->bind(false); - } + state->clipping->bind(); else Clipping::unbind(); @@ -340,28 +287,25 @@ void Renderer::apply_state() bool shprog_changed = (state->shprog!=Program::current()); state->shprog->bind(); - if(!legacy_bindings) + if(changed&MATRIX) { - if(changed&MODERN_MATRIX) - { - standard_shdata.uniform("eye_obj_matrix", state->modelview_matrix); - LinAl::SquareMatrix nm = state->modelview_matrix.block<3, 3>(0, 0); - nm = transpose(invert(nm)); - standard_shdata.uniform_matrix3("eye_obj_normal_matrix", &nm(0, 0)); - changed = (changed&~MODERN_MATRIX)|STANDARD_SHDATA; - } - - if(state->material && ((changed&MATERIAL_SHDATA) || shprog_changed)) - { - state->material->get_shader_data().apply(); - changed &= ~MATERIAL_SHDATA; - } - - if((changed&STANDARD_SHDATA) || shprog_changed) - { - standard_shdata.apply(); - changed &= ~STANDARD_SHDATA; - } + standard_shdata.uniform("eye_obj_matrix", state->modelview_matrix); + LinAl::SquareMatrix nm = state->modelview_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; + } + + if(state->material && ((changed&MATERIAL_SHDATA) || shprog_changed)) + { + state->material->get_shader_data().apply(); + changed &= ~MATERIAL_SHDATA; + } + + if((changed&STANDARD_SHDATA) || shprog_changed) + { + standard_shdata.apply(); + changed &= ~STANDARD_SHDATA; } bool extra_shdata = (shdata_stack.size()>state->shdata_count); @@ -378,29 +322,10 @@ void Renderer::apply_state() else Program::unbind(); - if(state->mesh) - { - if(legacy_bindings) - { - Mesh::unbind(); - state->mesh->get_vertices().apply(); - if(const Buffer *ibuf = state->mesh->get_index_buffer()) - ibuf->bind_to(ELEMENT_ARRAY_BUFFER); - else - Buffer::unbind_from(ELEMENT_ARRAY_BUFFER); - } - else - state->mesh->bind(); - } + if(state->vertex_setup) + state->vertex_setup->bind(); else - { - Mesh::unbind(); - - if(state->vertex_setup) - state->vertex_setup->bind(); - else - VertexSetup::unbind(); - } + VertexSetup::unbind(); if(state->winding_test) { @@ -411,28 +336,6 @@ void Renderer::apply_state() } else WindingTest::unbind(); - - if(legacy_bindings) - { - if(!matrices_loaded) - { - MatrixStack::modelview().push(); - MatrixStack::projection().push(); - matrices_loaded = true; - } - - if(changed&LEGACY_PROJECTION) - { - MatrixStack::projection() = state->camera->get_projection_matrix(); - changed &= ~LEGACY_PROJECTION; - } - - if(changed&LEGACY_MATRIX) - { - MatrixStack::modelview() = state->modelview_matrix; - changed &= ~LEGACY_MATRIX; - } - } } @@ -446,10 +349,10 @@ Renderer::State::State(): clipping(0), shprog(0), shdata_count(0), - mesh(0), vertex_setup(0), winding_test(0), - reverse_winding(false) + reverse_winding(false), + object_lod_bias(0) { } } // namespace GL