5 #include "deviceinfo.h"
10 #include "programdata.h"
11 #include "renderable.h"
13 #include "resourcemanager.h"
16 #include "vertexarray.h"
17 #include "vertexsetup.h"
18 #include "windingtest.h"
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);
39 void Renderer::set_camera(const Camera &c)
42 add_shader_data(c.get_shader_data());
46 void Renderer::set_matrix(const Matrix &matrix)
48 state->model_matrix = matrix;
52 void Renderer::transform(const Matrix &matrix)
54 state->model_matrix *= matrix;
58 void Renderer::set_texture(Tag tag, const Texture *tex, const Sampler *samp)
61 if(ResourceManager *res_mgr = tex->get_manager())
62 res_mgr->resource_used(*tex);
64 if(texture_stack.size()>state->texture_count)
66 BoundTexture &bt = texture_stack[state->texture_count];
67 if(bt.tag==tag && bt.texture==tex && bt.sampler==samp)
69 ++state->texture_count;
76 for(vector<BoundTexture>::iterator i=texture_stack.end(); i!=texture_stack.begin(); )
79 i->replaced = texture_stack.size();
83 texture_stack.push_back(BoundTexture());
84 BoundTexture &bound_tex = texture_stack.back();
86 bound_tex.texture = tex;
87 bound_tex.sampler = samp;
88 state->texture_count = texture_stack.size();
91 void Renderer::flush_textures()
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;
97 texture_stack.erase(texture_stack.begin()+state->texture_count, texture_stack.end());
100 void Renderer::set_material(const Material *m)
103 add_shader_data(m->get_shader_data());
106 void Renderer::set_lighting(const Lighting *l)
109 add_shader_data(l->get_shader_data());
112 void Renderer::set_clipping(const Clipping *c)
116 add_shader_data(c->get_shader_data());
119 void Renderer::set_shader_program(const Program *p, const ProgramData *d)
126 void Renderer::add_shader_data(const ProgramData &d)
128 if(state->shdata_count<shdata_stack.size())
130 const BoundProgramData &top = shdata_stack.back();
131 if(top.shdata==&d && top.generation==d.get_generation())
133 ++state->shdata_count;
138 flush_shader_data_();
139 shdata_stack.push_back(&d);
140 state->shdata_count = shdata_stack.size();
141 changed |= SHADER_DATA;
144 void Renderer::flush_shader_data_()
146 if(shdata_stack.size()>state->shdata_count)
147 shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
150 void Renderer::set_vertex_setup(const VertexSetup *vs)
152 state->vertex_setup = vs;
155 void Renderer::set_winding_test(const WindingTest *w)
157 state->winding_test = w;
160 void Renderer::set_reverse_winding(bool r)
162 state->reverse_winding = r;
165 void Renderer::set_object_lod_bias(unsigned b)
167 state->object_lod_bias = b;
170 void Renderer::push_state()
172 state_stack.push_back(state_stack.back());
173 state = &state_stack.back();
176 void Renderer::pop_state()
178 if(state_stack.size()==1)
179 throw stack_underflow("Renderer::pop_state");
181 state_stack.pop_back();
182 state = &state_stack.back();
188 if(state_stack.size()>1)
189 throw invalid_operation("Renderer::end");
192 shdata_stack.clear();
193 add_shader_data(standard_shdata);
196 PipelineState::clear();
199 void Renderer::exclude(const Renderable &renderable)
201 excluded.insert(&renderable);
204 void Renderer::include(const Renderable &renderable)
206 excluded.erase(&renderable);
209 void Renderer::render(const Renderable &renderable, Tag tag)
211 if(!excluded.count(&renderable))
212 renderable.render(*this, tag);
215 void Renderer::draw(const Batch &batch)
222 void Renderer::draw_instanced(const Batch &batch, unsigned count)
226 batch.draw_instanced(count);
229 void Renderer::apply_state()
232 throw invalid_operation("Renderer::apply_state");
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);
243 bool shprog_changed = (state->shprog!=pipeline_state.get_shader_program());
244 pipeline_state.set_shader_program(state->shprog);
246 if(state->vertex_setup)
248 if(const VertexArray *array = state->vertex_setup->get_vertex_array())
250 if(const VertexArray *array = state->vertex_setup->get_instance_array())
253 pipeline_state.set_vertex_setup(state->vertex_setup);
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);
258 if(state->texture_count<texture_stack.size())
261 for(vector<BoundTexture>::const_iterator i=texture_stack.begin(); i!=texture_stack.end(); ++i)
263 int unit = (i->tag.id ? state->shprog->get_uniform_binding(i->tag) : i->unit);
265 pipeline_state.set_texture(unit, i->texture, i->sampler);
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);
273 if(shdata_changed || shprog_changed || 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)
279 i->shdata->apply(*state->shprog, pipeline_state);
280 i->generation = i->shdata->get_generation();
282 changed &= ~SHADER_DATA;
285 pipeline_state.apply();
289 Renderer::BoundTexture::BoundTexture():
297 Renderer::BoundProgramData::BoundProgramData(const ProgramData *d):
303 Renderer::State::State():
306 lowest_effect_texunit(Limits::get_global().max_texture_bindings),
312 reverse_winding(false),