]> git.tdb.fi Git - libs/gl.git/blob - source/render/renderer.cpp
1d43a939432f9a593381992824aedec7fca87f84
[libs/gl.git] / source / render / renderer.cpp
1 #include "batch.h"
2 #include "buffer.h"
3 #include "camera.h"
4 #include "clipping.h"
5 #include "deviceinfo.h"
6 #include "error.h"
7 #include "lighting.h"
8 #include "material.h"
9 #include "program.h"
10 #include "programdata.h"
11 #include "renderable.h"
12 #include "renderer.h"
13 #include "sampler.h"
14 #include "texture.h"
15 #include "texturing.h"
16 #include "texunit.h"
17 #include "vertexarray.h"
18 #include "vertexsetup.h"
19 #include "windingtest.h"
20
21 using namespace std;
22
23 namespace Msp {
24 namespace GL {
25
26 Renderer::Renderer():
27         default_camera(0)
28 {
29         init();
30 }
31
32 Renderer::Renderer(const Camera *c):
33         default_camera(c)
34 {
35         init();
36
37         if(c)
38                 set_camera(*c);
39 }
40
41 void Renderer::init()
42 {
43         state_stack.reserve(16);
44         state_stack.push_back(State());
45         shdata_stack.reserve(32);
46         state = &state_stack.back();
47         add_shader_data(standard_shdata);
48 }
49
50 Renderer::~Renderer()
51 {
52         end();
53 }
54
55 void Renderer::set_camera(const Camera &c)
56 {
57         state->camera = &c;
58         add_shader_data(c.get_shader_data());
59         set_matrix(Matrix());
60 }
61
62 void Renderer::set_matrix(const Matrix &matrix)
63 {
64         state->model_matrix = matrix;
65         changed |= MATRIX;
66 }
67
68 void Renderer::transform(const Matrix &matrix)
69 {
70         state->model_matrix *= matrix;
71         changed |= MATRIX;
72 }
73
74 void Renderer::set_texture(Tag tag, const Texture *tex, const Sampler *samp)
75 {
76         set_texture(tag, -1, tex, samp);
77 }
78
79 void Renderer::set_texture(Tag tag, int unit, const Texture *tex, const Sampler *samp)
80 {
81         if(texture_stack.size()>state->texture_count)
82         {
83                 BoundTexture &bt = texture_stack[state->texture_count];
84                 if((!tag.id || bt.tag==tag) && (unit<0 || bt.unit==unit) && bt.texture==tex && bt.sampler==samp)
85                 {
86                         ++state->texture_count;
87                         return;
88                 }
89                 else
90                         flush_textures();
91         }
92
93         for(vector<BoundTexture>::iterator i=texture_stack.end(); i!=texture_stack.begin(); )
94                 if((--i)->tag==tag && i->unit==unit)
95                 {
96                         i->replaced = texture_stack.size();
97                         break;
98                 }
99
100         texture_stack.push_back(BoundTexture());
101         BoundTexture &bound_tex = texture_stack.back();
102         bound_tex.tag = tag;
103         bound_tex.unit = unit;
104         bound_tex.texture = tex;
105         bound_tex.sampler = samp;
106         state->texture_count = texture_stack.size();
107 }
108
109 void Renderer::set_texture(const Texture *t, const Sampler *s)
110 {
111         set_texture(Tag(), 0, t, s);
112 }
113
114 void Renderer::flush_textures()
115 {
116         for(unsigned i=0; i<texture_stack.size(); ++i)
117         {
118                 BoundTexture &bt = texture_stack[i];
119                 if(i>=state->texture_count && bt.unit>=0)
120                 {
121                         Texture::unbind_from(bt.unit);
122                         Sampler::unbind_from(bt.unit);
123                 }
124                 else if(bt.replaced>=static_cast<int>(state->texture_count))
125                         bt.replaced = -1;
126         }
127
128         texture_stack.erase(texture_stack.begin()+state->texture_count, texture_stack.end());
129 }
130
131 #pragma GCC diagnostic push
132 #pragma GCC diagnostic ignored "-Wdeprecated-declarations"
133 void Renderer::set_texturing(const Texturing *t)
134 {
135         if(t)
136         {
137                 unsigned n_units = TexUnit::get_n_units();
138                 for(unsigned i=0; i<n_units; ++i)
139                         if(const Texture *tex = t->get_attached_texture(i))
140                                 set_texture(Tag(), i, tex, t->get_attached_sampler(i));
141         }
142 }
143 #pragma GCC diagnostic pop
144
145 unsigned Renderer::allocate_effect_texunit()
146 {
147         return --state->lowest_effect_texunit;
148 }
149
150 void Renderer::set_material(const Material *m)
151 {
152         if(m)
153                 add_shader_data(m->get_shader_data());
154 }
155
156 void Renderer::set_lighting(const Lighting *l)
157 {
158         if(l)
159                 add_shader_data(l->get_shader_data());
160 }
161
162 void Renderer::set_clipping(const Clipping *c)
163 {
164         state->clipping = c;
165         if(c)
166                 add_shader_data(c->get_shader_data());
167 }
168
169 void Renderer::set_shader_program(const Program *p, const ProgramData *d)
170 {
171         state->shprog = p;
172         if(p && d)
173                 add_shader_data(*d);
174 }
175
176 void Renderer::add_shader_data(const ProgramData &d)
177 {
178         if(state->shdata_count<shdata_stack.size())
179         {
180                 const BoundProgramData &top = shdata_stack.back();
181                 if(top.shdata==&d && top.generation==d.get_generation())
182                 {
183                         ++state->shdata_count;
184                         return;
185                 }
186         }
187
188         flush_shader_data_();
189         shdata_stack.push_back(&d);
190         state->shdata_count = shdata_stack.size();
191         changed |= SHADER_DATA;
192 }
193
194 void Renderer::flush_shader_data_()
195 {
196         if(shdata_stack.size()>state->shdata_count)
197                 shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
198 }
199
200 void Renderer::set_vertex_setup(const VertexSetup *vs)
201 {
202         state->vertex_setup = vs;
203 }
204
205 void Renderer::set_winding_test(const WindingTest *w)
206 {
207         state->winding_test = w;
208 }
209
210 void Renderer::set_reverse_winding(bool r)
211 {
212         state->reverse_winding = r;
213 }
214
215 void Renderer::set_object_lod_bias(unsigned b)
216 {
217         state->object_lod_bias = b;
218 }
219
220 void Renderer::push_state()
221 {
222         state_stack.push_back(state_stack.back());
223         state = &state_stack.back();
224 }
225
226 void Renderer::pop_state()
227 {
228         if(state_stack.size()==1)
229                 throw stack_underflow("Renderer::pop_state");
230
231         state_stack.pop_back();
232         state = &state_stack.back();
233         changed |= MATRIX;
234 }
235
236 void Renderer::end()
237 {
238         if(state_stack.size()>1)
239                 throw invalid_operation("Renderer::end");
240
241         *state = State();
242         if(default_camera)
243                 set_camera(*default_camera);
244         shdata_stack.clear();
245         excluded.clear();
246
247         for(vector<BoundTexture>::iterator i=texture_stack.begin(); i!=texture_stack.end(); ++i)
248                 if(i->unit>=0)
249                 {
250                         Texture::unbind_from(i->unit);
251                         Sampler::unbind_from(i->unit);
252                 }
253         Clipping::unbind();
254         Program::unbind();
255         VertexSetup::unbind();
256         Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
257         WindingTest::unbind();
258 }
259
260 void Renderer::exclude(const Renderable &renderable)
261 {
262         excluded.insert(&renderable);
263 }
264
265 void Renderer::include(const Renderable &renderable)
266 {
267         excluded.erase(&renderable);
268 }
269
270 void Renderer::render(const Renderable &renderable, Tag tag)
271 {
272         if(!excluded.count(&renderable))
273                 renderable.render(*this, tag);
274 }
275
276 void Renderer::draw(const Batch &batch)
277 {
278         apply_state();
279
280         batch.draw();
281 }
282
283 void Renderer::draw_instanced(const Batch &batch, unsigned count)
284 {
285         apply_state();
286
287         batch.draw_instanced(count);
288 }
289
290 void Renderer::apply_state()
291 {
292         if(!state->shprog)
293                 throw invalid_operation("Renderer::apply_state");
294
295         /* We (mostly) let the objects themselves figure out if the binding has
296         changed */
297
298         if(state->texture_count<texture_stack.size())
299                 flush_textures();
300
301         for(vector<BoundTexture>::const_iterator i=texture_stack.begin(); i!=texture_stack.end(); ++i)
302         {
303                 int unit = (i->tag.id ? state->shprog->get_uniform_binding(i->tag) : i->unit);
304                 if(unit>=0)
305                 {
306                         if(i->texture)
307                                 i->texture->bind_to(unit);
308                         if(i->sampler)
309                                 i->sampler->bind_to(unit);
310                         i->unit = unit;
311                 }
312         }
313
314         if(state->clipping)
315                 state->clipping->bind();
316         else
317                 Clipping::unbind();
318
319         bool shprog_changed = (state->shprog!=Program::current());
320         state->shprog->bind();
321
322         if(changed&MATRIX)
323         {
324                 standard_shdata.uniform("world_obj_matrix", state->model_matrix);
325                 LinAl::SquareMatrix<float, 3> nm = state->model_matrix.block<3, 3>(0, 0);
326                 nm = transpose(invert(nm));
327                 standard_shdata.uniform("world_obj_normal_matrix", nm);
328                 changed &= ~MATRIX;
329         }
330
331         bool shdata_changed = changed&SHADER_DATA;
332         for(vector<BoundProgramData>::const_iterator i=shdata_stack.begin(); (!shdata_changed && i!=shdata_stack.end()); ++i)
333                 shdata_changed = (i->shdata->get_generation()!=i->generation);
334         bool extra_shdata = (shdata_stack.size()>state->shdata_count);
335
336         if(shdata_changed || shprog_changed || extra_shdata)
337         {
338                 if(extra_shdata)
339                         shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
340                 for(vector<BoundProgramData>::const_iterator i=shdata_stack.begin(); i!=shdata_stack.end(); ++i)
341                 {
342                         i->shdata->apply();
343                         i->generation = i->shdata->get_generation();
344                 }
345                 changed &= ~SHADER_DATA;
346         }
347
348         if(state->vertex_setup)
349                 state->vertex_setup->bind();
350         else
351                 VertexSetup::unbind();
352
353         if(state->winding_test)
354         {
355                 if(state->reverse_winding)
356                         state->winding_test->get_reverse().bind();
357                 else
358                         state->winding_test->bind();
359         }
360         else
361                 WindingTest::unbind();
362 }
363
364
365 Renderer::BoundTexture::BoundTexture():
366         unit(-1),
367         texture(0),
368         sampler(0),
369         replaced(-1)
370 { }
371
372
373 Renderer::BoundProgramData::BoundProgramData(const ProgramData *d):
374         shdata(d),
375         generation(0)
376 { }
377
378
379 Renderer::State::State():
380         camera(0),
381         texture_count(0),
382         lowest_effect_texunit(Limits::get_global().max_texture_bindings),
383         clipping(0),
384         shprog(0),
385         shdata_count(0),
386         vertex_setup(0),
387         winding_test(0),
388         reverse_winding(false),
389         object_lod_bias(0)
390 { }
391
392 } // namespace GL
393 } // namespace Msp