X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Frenderer.cpp;h=d4cbbfe3454e39ef91a881bcf72cb8e06e00628a;hb=9e3e811d54906e73d97e2a14ee785f2fe6c0fae7;hp=90ac455107ffc078a6db1dbe8e452ea06ed44f7a;hpb=2341b3575c874b1960814264fa759ad584bf3134;p=libs%2Fgl.git diff --git a/source/renderer.cpp b/source/renderer.cpp index 90ac4551..d4cbbfe3 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" @@ -22,35 +21,35 @@ using namespace std; namespace Msp { namespace GL { +Renderer::Renderer(): + default_camera(0) +{ + init(); +} + Renderer::Renderer(const Camera *c): - default_camera(c), - changed(0), - matrices_loaded(false), - state_stack(1) + default_camera(c) { - state_stack.reserve(16); - shdata_stack.reserve(32); - state = &state_stack.back(); + init(); if(c) set_camera(*c); - else - { - standard_shdata.uniform("projection_matrix", Matrix()); - standard_shdata.uniform("eye_world_matrix", Matrix()); - } } -Renderer::~Renderer() +void Renderer::init() { - end(); + state_stack.reserve(16); + state_stack.push_back(State()); + shdata_stack.reserve(32); + state = &state_stack.back(); + + standard_shdata.uniform("projection_matrix", Matrix()); + standard_shdata.uniform("eye_world_matrix", Matrix()); } -void Renderer::begin(const Camera *c) +Renderer::~Renderer() { end(); - if(c) - set_camera(*c); } void Renderer::set_camera(const Camera &c) @@ -58,7 +57,7 @@ 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 +105,6 @@ 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 +116,6 @@ 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 +131,17 @@ 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) @@ -197,7 +194,7 @@ 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 @@ -209,7 +206,6 @@ 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) { @@ -218,7 +214,6 @@ void Renderer::pop_state() state->clipping->update_shader_data(standard_shdata, state->clipping_matrix); changed |= STANDARD_SHDATA; } - changed |= LEGACY_CLIPPING; } } @@ -235,23 +230,13 @@ 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) @@ -286,127 +271,68 @@ void Renderer::draw_instanced(const Batch &batch, unsigned count) void Renderer::apply_state() { + if(!state->shprog) + throw invalid_operation("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(); - if(state->shprog) - { - bool shprog_changed = (state->shprog!=Program::current()); - state->shprog->bind(); + bool shprog_changed = (state->shprog!=Program::current()); + state->shprog->bind(); - if(!legacy_bindings) - { - 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; - } - } - - bool extra_shdata = (shdata_stack.size()>state->shdata_count); - - 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(changed&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&~MATRIX)|STANDARD_SHDATA; } - else - Program::unbind(); - if(state->mesh) + if(state->material && ((changed&MATERIAL_SHDATA) || shprog_changed)) { - 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(); + state->material->get_shader_data().apply(); + changed &= ~MATERIAL_SHDATA; } - else + + if((changed&STANDARD_SHDATA) || shprog_changed) { - Mesh::unbind(); + standard_shdata.apply(); + changed &= ~STANDARD_SHDATA; + } - if(state->vertex_setup) - state->vertex_setup->bind(); - else - VertexSetup::unbind(); + bool extra_shdata = (shdata_stack.size()>state->shdata_count); + + 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->vertex_setup) + state->vertex_setup->bind(); + else + VertexSetup::unbind(); + if(state->winding_test) { if(state->reverse_winding) @@ -416,28 +342,6 @@ 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; - } - } } @@ -451,7 +355,6 @@ Renderer::State::State(): clipping(0), shprog(0), shdata_count(0), - mesh(0), vertex_setup(0), winding_test(0), reverse_winding(false),