]> git.tdb.fi Git - libs/gl.git/blob - source/render/renderer.cpp
4acf3deda9dded4cabc903e5bfc42d718f0c2f3d
[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 "resourcemanager.h"
14 #include "sampler.h"
15 #include "texture.h"
16 #include "vertexarray.h"
17 #include "vertexsetup.h"
18 #include "windingtest.h"
19
20 using namespace std;
21
22 namespace Msp {
23 namespace GL {
24
25 Renderer::Renderer()
26 {
27         state_stack.reserve(16);
28         state_stack.push_back(State());
29         shdata_stack.reserve(32);
30         state = &state_stack.back();
31         add_shader_data(standard_shdata);
32 }
33
34 Renderer::~Renderer()
35 {
36         end();
37 }
38
39 void Renderer::set_camera(const Camera &c)
40 {
41         state->camera = &c;
42         add_shader_data(c.get_shader_data());
43         set_matrix(Matrix());
44 }
45
46 void Renderer::set_matrix(const Matrix &matrix)
47 {
48         state->model_matrix = matrix;
49         changed |= MATRIX;
50 }
51
52 void Renderer::transform(const Matrix &matrix)
53 {
54         state->model_matrix *= matrix;
55         changed |= MATRIX;
56 }
57
58 void Renderer::set_texture(Tag tag, const Texture *tex, const Sampler *samp)
59 {
60         if(tex)
61                 if(ResourceManager *res_mgr = tex->get_manager())
62                         res_mgr->resource_used(*tex);
63
64         if(texture_stack.size()>state->texture_count)
65         {
66                 BoundTexture &bt = texture_stack[state->texture_count];
67                 if(bt.tag==tag && bt.texture==tex && bt.sampler==samp)
68                 {
69                         ++state->texture_count;
70                         return;
71                 }
72                 else
73                         flush_textures();
74         }
75
76         for(vector<BoundTexture>::iterator i=texture_stack.end(); i!=texture_stack.begin(); )
77                 if((--i)->tag==tag)
78                 {
79                         i->replaced = texture_stack.size();
80                         break;
81                 }
82
83         texture_stack.push_back(BoundTexture());
84         BoundTexture &bound_tex = texture_stack.back();
85         bound_tex.tag = tag;
86         bound_tex.texture = tex;
87         bound_tex.sampler = samp;
88         state->texture_count = texture_stack.size();
89 }
90
91 void Renderer::flush_textures()
92 {
93         for(unsigned i=0; i<state->texture_count; ++i)
94                 if(texture_stack[i].replaced>=static_cast<int>(state->texture_count))
95                         texture_stack[i].replaced = -1;
96
97         texture_stack.erase(texture_stack.begin()+state->texture_count, texture_stack.end());
98 }
99
100 void Renderer::set_material(const Material *m)
101 {
102         if(m)
103                 add_shader_data(m->get_shader_data());
104 }
105
106 void Renderer::set_lighting(const Lighting *l)
107 {
108         if(l)
109                 add_shader_data(l->get_shader_data());
110 }
111
112 void Renderer::set_clipping(const Clipping *c)
113 {
114         state->clipping = c;
115         if(c)
116                 add_shader_data(c->get_shader_data());
117 }
118
119 void Renderer::set_shader_program(const Program *p, const ProgramData *d)
120 {
121         state->shprog = p;
122         if(p && d)
123                 add_shader_data(*d);
124 }
125
126 void Renderer::add_shader_data(const ProgramData &d)
127 {
128         if(state->shdata_count<shdata_stack.size())
129         {
130                 const BoundProgramData &top = shdata_stack.back();
131                 if(top.shdata==&d && top.generation==d.get_generation())
132                 {
133                         ++state->shdata_count;
134                         return;
135                 }
136         }
137
138         flush_shader_data_();
139         shdata_stack.push_back(&d);
140         state->shdata_count = shdata_stack.size();
141         changed |= SHADER_DATA;
142 }
143
144 void Renderer::flush_shader_data_()
145 {
146         if(shdata_stack.size()>state->shdata_count)
147                 shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
148 }
149
150 void Renderer::set_vertex_setup(const VertexSetup *vs)
151 {
152         state->vertex_setup = vs;
153 }
154
155 void Renderer::set_winding_test(const WindingTest *w)
156 {
157         state->winding_test = w;
158 }
159
160 void Renderer::set_reverse_winding(bool r)
161 {
162         state->reverse_winding = r;
163 }
164
165 void Renderer::set_object_lod_bias(unsigned b)
166 {
167         state->object_lod_bias = b;
168 }
169
170 void Renderer::push_state()
171 {
172         state_stack.push_back(state_stack.back());
173         state = &state_stack.back();
174 }
175
176 void Renderer::pop_state()
177 {
178         if(state_stack.size()==1)
179                 throw stack_underflow("Renderer::pop_state");
180
181         state_stack.pop_back();
182         state = &state_stack.back();
183         changed |= MATRIX;
184 }
185
186 void Renderer::end()
187 {
188         if(state_stack.size()>1)
189                 throw invalid_operation("Renderer::end");
190
191         *state = State();
192         shdata_stack.clear();
193         add_shader_data(standard_shdata);
194         excluded.clear();
195
196         PipelineState::clear();
197 }
198
199 void Renderer::exclude(const Renderable &renderable)
200 {
201         excluded.insert(&renderable);
202 }
203
204 void Renderer::include(const Renderable &renderable)
205 {
206         excluded.erase(&renderable);
207 }
208
209 void Renderer::render(const Renderable &renderable, Tag tag)
210 {
211         if(!excluded.count(&renderable))
212                 renderable.render(*this, tag);
213 }
214
215 void Renderer::draw(const Batch &batch)
216 {
217         apply_state();
218
219         batch.draw();
220 }
221
222 void Renderer::draw_instanced(const Batch &batch, unsigned count)
223 {
224         apply_state();
225
226         batch.draw_instanced(count);
227 }
228
229 void Renderer::apply_state()
230 {
231         if(!state->shprog)
232                 throw invalid_operation("Renderer::apply_state");
233
234         if(changed&MATRIX)
235         {
236                 standard_shdata.uniform("world_obj_matrix", state->model_matrix);
237                 LinAl::SquareMatrix<float, 3> nm = state->model_matrix.block<3, 3>(0, 0);
238                 nm = transpose(invert(nm));
239                 standard_shdata.uniform("world_obj_normal_matrix", nm);
240                 changed &= ~MATRIX;
241         }
242
243         bool shprog_changed = (state->shprog!=pipeline_state.get_shader_program());
244         pipeline_state.set_shader_program(state->shprog);
245
246         if(state->vertex_setup)
247         {
248                 if(const VertexArray *array = state->vertex_setup->get_vertex_array())
249                         array->refresh();
250                 if(const VertexArray *array = state->vertex_setup->get_instance_array())
251                         array->refresh();
252         }
253         pipeline_state.set_vertex_setup(state->vertex_setup);
254
255         pipeline_state.set_winding_test((state->winding_test && state->reverse_winding) ? &state->winding_test->get_reverse() : state->winding_test);
256         pipeline_state.set_enabled_clip_planes(state->clipping ? (1<<state->clipping->get_n_planes())-1 : 0);
257
258         if(state->texture_count<texture_stack.size())
259                 flush_textures();
260
261         for(vector<BoundTexture>::const_iterator i=texture_stack.begin(); i!=texture_stack.end(); ++i)
262         {
263                 int unit = (i->tag.id ? state->shprog->get_uniform_binding(i->tag) : i->unit);
264                 if(unit>=0)
265                         pipeline_state.set_texture(unit, i->texture, i->sampler);
266         }
267
268         bool shdata_changed = changed&SHADER_DATA;
269         for(vector<BoundProgramData>::const_iterator i=shdata_stack.begin(); (!shdata_changed && i!=shdata_stack.end()); ++i)
270                 shdata_changed = (i->shdata->get_generation()!=i->generation);
271         bool extra_shdata = (shdata_stack.size()>state->shdata_count);
272
273         if(shdata_changed || shprog_changed || extra_shdata)
274         {
275                 if(extra_shdata)
276                         shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
277                 for(vector<BoundProgramData>::const_iterator i=shdata_stack.begin(); i!=shdata_stack.end(); ++i)
278                 {
279                         i->shdata->apply(*state->shprog, pipeline_state);
280                         i->generation = i->shdata->get_generation();
281                 }
282                 changed &= ~SHADER_DATA;
283         }
284
285         pipeline_state.apply();
286 }
287
288
289 Renderer::BoundTexture::BoundTexture():
290         unit(-1),
291         texture(0),
292         sampler(0),
293         replaced(-1)
294 { }
295
296
297 Renderer::BoundProgramData::BoundProgramData(const ProgramData *d):
298         shdata(d),
299         generation(0)
300 { }
301
302
303 Renderer::State::State():
304         camera(0),
305         texture_count(0),
306         lowest_effect_texunit(Limits::get_global().max_texture_bindings),
307         clipping(0),
308         shprog(0),
309         shdata_count(0),
310         vertex_setup(0),
311         winding_test(0),
312         reverse_winding(false),
313         object_lod_bias(0)
314 { }
315
316 } // namespace GL
317 } // namespace Msp