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[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::end()
38 {
39         if(state_stack.size()>1)
40                 throw invalid_operation("Renderer::end");
41
42         *state = State();
43         shdata_stack.clear();
44         add_shader_data(standard_shdata);
45
46         commands.use_pipeline(0);
47 }
48
49 void Renderer::push_state()
50 {
51         state_stack.push_back(state_stack.back());
52         state = &state_stack.back();
53 }
54
55 void Renderer::pop_state()
56 {
57         if(state_stack.size()==1)
58                 throw stack_underflow("Renderer::pop_state");
59
60         state_stack.pop_back();
61         state = &state_stack.back();
62         changed |= MATRIX;
63 }
64
65 void Renderer::set_camera(const Camera &c)
66 {
67         state->camera = &c;
68         add_shader_data(c.get_shader_data());
69         set_matrix(Matrix());
70 }
71
72 void Renderer::set_matrix(const Matrix &matrix)
73 {
74         state->model_matrix = matrix;
75         changed |= MATRIX;
76 }
77
78 void Renderer::transform(const Matrix &matrix)
79 {
80         state->model_matrix *= matrix;
81         changed |= MATRIX;
82 }
83
84 void Renderer::set_framebuffer(const Framebuffer *f)
85 {
86         state->framebuffer = f;
87 }
88
89 void Renderer::set_viewport(const Rect *v)
90 {
91         state->viewport = v;
92 }
93
94 void Renderer::set_scissor(const Rect *s)
95 {
96         state->scissor = s;
97 }
98
99 void Renderer::set_shader_program(const Program *p, const ProgramData *d)
100 {
101         state->shprog = p;
102         if(p && d)
103                 add_shader_data(*d);
104 }
105
106 void Renderer::add_shader_data(const ProgramData &d)
107 {
108         if(state->shdata_count<shdata_stack.size())
109         {
110                 const BoundProgramData &top = shdata_stack.back();
111                 if(top.shdata==&d && top.generation==d.get_generation())
112                 {
113                         ++state->shdata_count;
114                         return;
115                 }
116         }
117
118         flush_shader_data();
119         shdata_stack.push_back(&d);
120         state->shdata_count = shdata_stack.size();
121         changed |= SHADER_DATA;
122 }
123
124 void Renderer::set_texture(Tag tag, const Texture *tex, const Sampler *samp)
125 {
126         if(tex)
127                 if(ResourceManager *res_mgr = tex->get_manager())
128                         res_mgr->resource_used(*tex);
129
130         if(texture_stack.size()>state->texture_count)
131         {
132                 BoundTexture &bt = texture_stack[state->texture_count];
133                 if(bt.tag==tag && bt.texture==tex && bt.sampler==samp)
134                 {
135                         ++state->texture_count;
136                         return;
137                 }
138                 else
139                         flush_textures();
140         }
141
142         for(auto i=texture_stack.end(); i!=texture_stack.begin(); )
143                 if((--i)->tag==tag)
144                 {
145                         i->replaced = texture_stack.size();
146                         break;
147                 }
148
149         texture_stack.push_back(BoundTexture());
150         BoundTexture &bound_tex = texture_stack.back();
151         bound_tex.tag = tag;
152         bound_tex.texture = tex;
153         bound_tex.sampler = samp;
154         state->texture_count = texture_stack.size();
155 }
156
157 void Renderer::flush_shader_data()
158 {
159         if(shdata_stack.size()>state->shdata_count)
160                 shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
161 }
162
163 void Renderer::flush_textures()
164 {
165         for(unsigned i=0; i<state->texture_count; ++i)
166                 if(texture_stack[i].replaced>=static_cast<int>(state->texture_count))
167                         texture_stack[i].replaced = -1;
168
169         texture_stack.erase(texture_stack.begin()+state->texture_count, texture_stack.end());
170 }
171
172 void Renderer::set_vertex_setup(const VertexSetup *vs)
173 {
174         state->vertex_setup = vs;
175 }
176
177 void Renderer::set_front_face(FaceWinding winding)
178 {
179         state->front_face = winding;
180 }
181
182 void Renderer::set_face_cull(CullMode cull)
183 {
184         state->face_cull = cull;
185 }
186
187 void Renderer::set_depth_test(const DepthTest *dt)
188 {
189         state->depth_test = dt;
190 }
191
192 void Renderer::set_stencil_test(const StencilTest *st)
193 {
194         state->stencil_test = st;
195 }
196
197 void Renderer::set_blend(const Blend *b)
198 {
199         state->blend = b;
200 }
201
202 void Renderer::set_object_lod_bias(unsigned b)
203 {
204         state->object_lod_bias = b;
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         pipeline_state.set_framebuffer(state->framebuffer);
263         pipeline_state.set_viewport(state->viewport);
264         pipeline_state.set_scissor(state->scissor);
265
266         bool shprog_changed = (state->shprog!=pipeline_state.get_shader_program());
267         pipeline_state.set_shader_program(state->shprog);
268
269         if(changed&MATRIX)
270         {
271                 standard_shdata.uniform("world_obj_matrix", state->model_matrix);
272                 LinAl::SquareMatrix<float, 3> nm = state->model_matrix.block<3, 3>(0, 0);
273                 nm = transpose(invert(nm));
274                 standard_shdata.uniform("world_obj_normal_matrix", nm);
275                 changed &= ~MATRIX;
276         }
277
278         bool shdata_changed = changed&SHADER_DATA;
279         for(auto i=shdata_stack.begin(); (!shdata_changed && i!=shdata_stack.end()); ++i)
280                 shdata_changed = (i->shdata->get_generation()!=i->generation);
281         bool extra_shdata = (shdata_stack.size()>state->shdata_count);
282
283         if(shdata_changed || shprog_changed || extra_shdata)
284         {
285                 if(extra_shdata)
286                         shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
287                 for(const BoundProgramData &d: shdata_stack)
288                 {
289                         d.shdata->apply(*state->shprog, pipeline_state);
290                         d.generation = d.shdata->get_generation();
291                 }
292                 changed &= ~SHADER_DATA;
293         }
294
295         if(state->vertex_setup)
296         {
297                 if(const VertexArray *array = state->vertex_setup->get_vertex_array())
298                         array->refresh();
299                 if(const VertexArray *array = state->vertex_setup->get_instance_array())
300                         array->refresh();
301         }
302         pipeline_state.set_vertex_setup(state->vertex_setup);
303
304         pipeline_state.set_front_face(state->front_face);
305         pipeline_state.set_face_cull(state->face_cull);
306
307         if(state->texture_count<texture_stack.size())
308                 flush_textures();
309
310         for(const BoundTexture &t: texture_stack)
311                 if(t.texture && t.replaced<0)
312                 {
313                         if(t.binding<0 || shprog_changed)
314                                 t.binding = state->shprog->get_uniform_binding(t.tag);
315                         if(t.binding>=0)
316                                 pipeline_state.set_texture(t.binding, t.texture, t.sampler);
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