]> git.tdb.fi Git - libs/gl.git/blob - source/render/renderer.cpp
Remove deprecated functions from Renderer
[libs/gl.git] / source / render / renderer.cpp
1 #include "batch.h"
2 #include "buffer.h"
3 #include "camera.h"
4 #include "error.h"
5 #include "framebuffer.h"
6 #include "lighting.h"
7 #include "material.h"
8 #include "program.h"
9 #include "programdata.h"
10 #include "renderable.h"
11 #include "renderer.h"
12 #include "resourcemanager.h"
13 #include "sampler.h"
14 #include "texture.h"
15 #include "vertexarray.h"
16 #include "vertexsetup.h"
17
18 using namespace std;
19
20 namespace Msp {
21 namespace GL {
22
23 Renderer::Renderer()
24 {
25         state_stack.reserve(16);
26         state_stack.push_back(State());
27         shdata_stack.reserve(32);
28         state = &state_stack.back();
29         add_shader_data(standard_shdata);
30 }
31
32 Renderer::~Renderer()
33 {
34         end();
35 }
36
37 void Renderer::set_camera(const Camera &c)
38 {
39         state->camera = &c;
40         add_shader_data(c.get_shader_data());
41         set_matrix(Matrix());
42 }
43
44 void Renderer::set_matrix(const Matrix &matrix)
45 {
46         state->model_matrix = matrix;
47         changed |= MATRIX;
48 }
49
50 void Renderer::transform(const Matrix &matrix)
51 {
52         state->model_matrix *= matrix;
53         changed |= MATRIX;
54 }
55
56 void Renderer::set_framebuffer(const Framebuffer *f)
57 {
58         state->framebuffer = f;
59 }
60
61 void Renderer::set_viewport(const Rect *v)
62 {
63         state->viewport = v;
64 }
65
66 void Renderer::set_scissor(const Rect *s)
67 {
68         state->scissor = s;
69 }
70
71 void Renderer::set_texture(Tag tag, const Texture *tex, const Sampler *samp)
72 {
73         if(tex)
74                 if(ResourceManager *res_mgr = tex->get_manager())
75                         res_mgr->resource_used(*tex);
76
77         if(texture_stack.size()>state->texture_count)
78         {
79                 BoundTexture &bt = texture_stack[state->texture_count];
80                 if(bt.tag==tag && bt.texture==tex && bt.sampler==samp)
81                 {
82                         ++state->texture_count;
83                         return;
84                 }
85                 else
86                         flush_textures();
87         }
88
89         for(auto i=texture_stack.end(); i!=texture_stack.begin(); )
90                 if((--i)->tag==tag)
91                 {
92                         i->replaced = texture_stack.size();
93                         break;
94                 }
95
96         texture_stack.push_back(BoundTexture());
97         BoundTexture &bound_tex = texture_stack.back();
98         bound_tex.tag = tag;
99         bound_tex.texture = tex;
100         bound_tex.sampler = samp;
101         state->texture_count = texture_stack.size();
102 }
103
104 void Renderer::flush_textures()
105 {
106         for(unsigned i=0; i<state->texture_count; ++i)
107                 if(texture_stack[i].replaced>=static_cast<int>(state->texture_count))
108                         texture_stack[i].replaced = -1;
109
110         texture_stack.erase(texture_stack.begin()+state->texture_count, texture_stack.end());
111 }
112
113 void Renderer::set_shader_program(const Program *p, const ProgramData *d)
114 {
115         state->shprog = p;
116         if(p && d)
117                 add_shader_data(*d);
118 }
119
120 void Renderer::add_shader_data(const ProgramData &d)
121 {
122         if(state->shdata_count<shdata_stack.size())
123         {
124                 const BoundProgramData &top = shdata_stack.back();
125                 if(top.shdata==&d && top.generation==d.get_generation())
126                 {
127                         ++state->shdata_count;
128                         return;
129                 }
130         }
131
132         flush_shader_data();
133         shdata_stack.push_back(&d);
134         state->shdata_count = shdata_stack.size();
135         changed |= SHADER_DATA;
136 }
137
138 void Renderer::flush_shader_data()
139 {
140         if(shdata_stack.size()>state->shdata_count)
141                 shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
142 }
143
144 void Renderer::set_vertex_setup(const VertexSetup *vs)
145 {
146         state->vertex_setup = vs;
147 }
148
149 void Renderer::set_front_face(FaceWinding winding)
150 {
151         state->front_face = winding;
152 }
153
154 void Renderer::set_face_cull(CullMode cull)
155 {
156         state->face_cull = cull;
157 }
158
159 void Renderer::set_depth_test(const DepthTest *dt)
160 {
161         state->depth_test = dt;
162 }
163
164 void Renderer::set_stencil_test(const StencilTest *st)
165 {
166         state->stencil_test = st;
167 }
168
169 void Renderer::set_blend(const Blend *b)
170 {
171         state->blend = b;
172 }
173
174 void Renderer::set_object_lod_bias(unsigned b)
175 {
176         state->object_lod_bias = b;
177 }
178
179 void Renderer::push_state()
180 {
181         state_stack.push_back(state_stack.back());
182         state = &state_stack.back();
183 }
184
185 void Renderer::pop_state()
186 {
187         if(state_stack.size()==1)
188                 throw stack_underflow("Renderer::pop_state");
189
190         state_stack.pop_back();
191         state = &state_stack.back();
192         changed |= MATRIX;
193 }
194
195 void Renderer::end()
196 {
197         if(state_stack.size()>1)
198                 throw invalid_operation("Renderer::end");
199
200         *state = State();
201         shdata_stack.clear();
202         add_shader_data(standard_shdata);
203
204         commands.use_pipeline(0);
205 }
206
207 void Renderer::clear(const ClearValue *values)
208 {
209         pipeline_state.set_framebuffer(state->framebuffer);
210         pipeline_state.set_viewport(state->viewport);
211         pipeline_state.set_scissor(state->scissor);
212         commands.use_pipeline(&pipeline_state);
213         commands.clear(values);
214 }
215
216 void Renderer::draw(const Batch &batch)
217 {
218         apply_state();
219         batch.refresh();
220         commands.use_pipeline(&pipeline_state);
221         commands.draw(batch);
222 }
223
224 void Renderer::draw_instanced(const Batch &batch, unsigned count)
225 {
226         apply_state();
227         batch.refresh();
228         commands.use_pipeline(&pipeline_state);
229         commands.draw_instanced(batch, count);
230 }
231
232 void Renderer::resolve_multisample(Framebuffer &target)
233 {
234         if(!state->framebuffer)
235                 throw invalid_operation("Renderer::resolve_multisample");
236
237         unsigned width = state->framebuffer->get_width();
238         unsigned height = state->framebuffer->get_height();
239         if(target.get_width()!=width || target.get_height()!=height)
240                 throw incompatible_data("Renderer::resolve_multisample");
241
242         pipeline_state.set_framebuffer(state->framebuffer);
243         commands.use_pipeline(&pipeline_state);
244         commands.resolve_multisample(target);
245 }
246
247 void Renderer::begin_query(const QueryPool &pool, unsigned index)
248 {
249         commands.begin_query(pool, index);
250 }
251
252 void Renderer::end_query(const QueryPool &pool, unsigned index)
253 {
254         commands.end_query(pool, index);
255 }
256
257 void Renderer::apply_state()
258 {
259         if(!state->shprog)
260                 throw invalid_operation("Renderer::apply_state");
261
262         if(changed&MATRIX)
263         {
264                 standard_shdata.uniform("world_obj_matrix", state->model_matrix);
265                 LinAl::SquareMatrix<float, 3> nm = state->model_matrix.block<3, 3>(0, 0);
266                 nm = transpose(invert(nm));
267                 standard_shdata.uniform("world_obj_normal_matrix", nm);
268                 changed &= ~MATRIX;
269         }
270
271         pipeline_state.set_framebuffer(state->framebuffer);
272         pipeline_state.set_viewport(state->viewport);
273         pipeline_state.set_scissor(state->scissor);
274
275         bool shprog_changed = (state->shprog!=pipeline_state.get_shader_program());
276         pipeline_state.set_shader_program(state->shprog);
277
278         if(state->vertex_setup)
279         {
280                 if(const VertexArray *array = state->vertex_setup->get_vertex_array())
281                         array->refresh();
282                 if(const VertexArray *array = state->vertex_setup->get_instance_array())
283                         array->refresh();
284         }
285         pipeline_state.set_vertex_setup(state->vertex_setup);
286
287         pipeline_state.set_front_face(state->front_face);
288         pipeline_state.set_face_cull(state->face_cull);
289
290         if(state->texture_count<texture_stack.size())
291                 flush_textures();
292
293         for(const BoundTexture &t: texture_stack)
294                 if(t.texture && t.replaced<0)
295                 {
296                         if(t.binding<0 || shprog_changed)
297                                 t.binding = state->shprog->get_uniform_binding(t.tag);
298                         if(t.binding>=0)
299                                 pipeline_state.set_texture(t.binding, t.texture, t.sampler);
300                 }
301
302         bool shdata_changed = changed&SHADER_DATA;
303         for(auto i=shdata_stack.begin(); (!shdata_changed && i!=shdata_stack.end()); ++i)
304                 shdata_changed = (i->shdata->get_generation()!=i->generation);
305         bool extra_shdata = (shdata_stack.size()>state->shdata_count);
306
307         if(shdata_changed || shprog_changed || extra_shdata)
308         {
309                 if(extra_shdata)
310                         shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
311                 for(const BoundProgramData &d: shdata_stack)
312                 {
313                         d.shdata->apply(*state->shprog, pipeline_state);
314                         d.generation = d.shdata->get_generation();
315                 }
316                 changed &= ~SHADER_DATA;
317         }
318
319         pipeline_state.set_depth_test(state->depth_test);
320         pipeline_state.set_stencil_test(state->stencil_test);
321         pipeline_state.set_blend(state->blend);
322 }
323
324
325 Renderer::BoundProgramData::BoundProgramData(const ProgramData *d):
326         shdata(d)
327 { }
328
329 } // namespace GL
330 } // namespace Msp