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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 "resources.h"
14 #include "sampler.h"
15 #include "texture.h"
16 #include "vertexarray.h"
17 #include "vertexsetup.h"
18
19 using namespace std;
20
21 namespace Msp {
22 namespace GL {
23
24 Renderer::Renderer():
25         placeholder_texture(Resources::get_global().get<Texture>("_placeholder.png"))
26 {
27         state_stack.reserve(16);
28         shdata_stack.reserve(32);
29         texture_stack.reserve(32);
30 }
31
32 void Renderer::begin()
33 {
34         if(current_state)
35                 throw invalid_operation("Renderer::begin");
36
37         ++frame_index;
38         state_stack.emplace_back();
39         current_state = &state_stack.back();
40
41         RendererBackend::begin();
42
43         add_shader_data(standard_shdata);
44         commands.begin_frame(frame_index);
45 }
46
47 void Renderer::end()
48 {
49         if(!current_state || state_stack.size()>1)
50                 throw invalid_operation("Renderer::end");
51
52         RendererBackend::end();
53
54         current_state = 0;
55         state_stack.clear();
56         texture_stack.clear();
57         shdata_stack.clear();
58 }
59
60 void Renderer::push_state()
61 {
62         if(state_stack.empty())
63                 throw invalid_operation("Renderer::push_state");
64
65         state_stack.push_back(state_stack.back());
66         current_state = &state_stack.back();
67 }
68
69 void Renderer::pop_state()
70 {
71         if(state_stack.size()==1)
72                 throw stack_underflow("Renderer::pop_state");
73
74         state_stack.pop_back();
75         current_state = &state_stack.back();
76         changed |= MATRIX;
77 }
78
79 Renderer::State &Renderer::get_state() const
80 {
81 #ifdef DEBUG
82         if(!current_state)
83                 throw invalid_operation("Renderer::get_state");
84 #endif
85         return *current_state;
86 }
87
88 void Renderer::set_camera(const Camera &c)
89 {
90         get_state().camera = &c;
91         add_shader_data(c.get_shader_data());
92         set_matrix(Matrix());
93 }
94
95 void Renderer::set_matrix(const Matrix &matrix)
96 {
97         get_state().model_matrix = matrix;
98         changed |= MATRIX;
99 }
100
101 void Renderer::set_framebuffer(const Framebuffer *f)
102 {
103         get_state().framebuffer = f;
104 }
105
106 void Renderer::set_viewport(const Rect *v)
107 {
108         get_state().viewport = v;
109 }
110
111 void Renderer::set_scissor(const Rect *s)
112 {
113         get_state().scissor = s;
114 }
115
116 void Renderer::set_shader_program(const Program *p, const ProgramData *d)
117 {
118         get_state().shprog = p;
119         if(p && d)
120                 add_shader_data(*d);
121 }
122
123 void Renderer::add_shader_data(const ProgramData &d)
124 {
125         State &state = get_state();
126
127         if(state.shdata_count<shdata_stack.size())
128         {
129                 const BoundProgramData &top = shdata_stack.back();
130                 if(top.shdata==&d && top.generation==d.get_generation())
131                 {
132                         ++state.shdata_count;
133                         return;
134                 }
135         }
136
137         flush_shader_data();
138         shdata_stack.push_back(&d);
139         state.shdata_count = shdata_stack.size();
140         changed |= SHADER_DATA;
141 }
142
143 void Renderer::set_texture(Tag tag, const Texture *tex, const Sampler *samp)
144 {
145         set_texture(tag, tex, -1, samp);
146 }
147
148 void Renderer::set_texture(Tag tag, const Texture *tex, int level, const Sampler *samp)
149 {
150         State &state = get_state();
151
152         if(tex)
153         {
154                 if(ResourceManager *res_mgr = tex->get_manager())
155                         res_mgr->resource_used(*tex);
156                 if(!tex->is_loaded())
157                         tex = &placeholder_texture;
158         }
159
160         if(texture_stack.size()>state.texture_count)
161         {
162                 BoundTexture &bt = texture_stack[state.texture_count];
163                 if(bt.tag==tag && bt.texture==tex && bt.sampler==samp)
164                 {
165                         ++state.texture_count;
166                         return;
167                 }
168                 else
169                         flush_textures();
170         }
171
172         for(auto i=texture_stack.end(); i!=texture_stack.begin(); )
173                 if((--i)->tag==tag)
174                 {
175                         i->replaced = texture_stack.size();
176                         break;
177                 }
178
179         texture_stack.emplace_back();
180         BoundTexture &bound_tex = texture_stack.back();
181         bound_tex.tag = tag;
182         bound_tex.texture = tex;
183         bound_tex.sampler = samp;
184         bound_tex.level = level;
185         state.texture_count = texture_stack.size();
186 }
187
188 void Renderer::flush_shader_data()
189 {
190         const State &state = get_state();
191
192         if(shdata_stack.size()>state.shdata_count)
193                 shdata_stack.erase(shdata_stack.begin()+state.shdata_count, shdata_stack.end());
194 }
195
196 void Renderer::flush_textures()
197 {
198         const State &state = get_state();
199
200         for(unsigned i=0; i<state.texture_count; ++i)
201                 if(texture_stack[i].replaced>=static_cast<int>(state.texture_count))
202                         texture_stack[i].replaced = -1;
203
204         texture_stack.erase(texture_stack.begin()+state.texture_count, texture_stack.end());
205 }
206
207 void Renderer::set_vertex_setup(const VertexSetup *vs)
208 {
209         get_state().vertex_setup = vs;
210 }
211
212 void Renderer::set_front_face(FaceWinding winding)
213 {
214         get_state().front_face = winding;
215 }
216
217 void Renderer::set_face_cull(CullMode cull)
218 {
219         get_state().face_cull = cull;
220 }
221
222 void Renderer::set_depth_test(const DepthTest *dt)
223 {
224         get_state().depth_test = dt;
225 }
226
227 void Renderer::set_stencil_test(const StencilTest *st)
228 {
229         get_state().stencil_test = st;
230 }
231
232 void Renderer::set_blend(const Blend *b)
233 {
234         get_state().blend = b;
235 }
236
237 void Renderer::set_object_lod_bias(unsigned b)
238 {
239         get_state().object_lod_bias = b;
240 }
241
242 void Renderer::clear(const ClearValue *values)
243 {
244         const State &state = get_state();
245
246         pipeline_state.set_framebuffer(state.framebuffer);
247         pipeline_state.set_viewport(state.viewport);
248         pipeline_state.set_scissor(state.scissor);
249         commands.use_pipeline(&pipeline_state);
250         commands.clear(values);
251 }
252
253 void Renderer::draw(const Batch &batch)
254 {
255         apply_state();
256         batch.refresh(frame_index);
257         pipeline_state.set_primitive_type(batch.get_type());
258         commands.use_pipeline(&pipeline_state);
259         commands.draw(batch);
260 }
261
262 void Renderer::draw_instanced(const Batch &batch, unsigned count)
263 {
264         apply_state();
265         batch.refresh(frame_index);
266         pipeline_state.set_primitive_type(batch.get_type());
267         commands.use_pipeline(&pipeline_state);
268         commands.draw_instanced(batch, count);
269 }
270
271 void Renderer::resolve_multisample(Framebuffer &target)
272 {
273         const State &state = get_state();
274
275         if(!state.framebuffer)
276                 throw invalid_operation("Renderer::resolve_multisample");
277
278         unsigned width = state.framebuffer->get_width();
279         unsigned height = state.framebuffer->get_height();
280         if(target.get_width()!=width || target.get_height()!=height)
281                 throw incompatible_data("Renderer::resolve_multisample");
282
283         pipeline_state.set_framebuffer(state.framebuffer);
284         commands.use_pipeline(&pipeline_state);
285         commands.resolve_multisample(target);
286 }
287
288 void Renderer::begin_query(const QueryPool &pool, unsigned index)
289 {
290         commands.begin_query(pool, index);
291 }
292
293 void Renderer::end_query(const QueryPool &pool, unsigned index)
294 {
295         commands.end_query(pool, index);
296 }
297
298 void Renderer::apply_state()
299 {
300         const State &state = get_state();
301
302         if(!state.shprog)
303                 throw invalid_operation("Renderer::apply_state");
304
305         pipeline_state.set_framebuffer(state.framebuffer);
306         pipeline_state.set_viewport(state.viewport);
307         pipeline_state.set_scissor(state.scissor);
308
309         bool shprog_changed = (state.shprog!=pipeline_state.get_shader_program());
310         pipeline_state.set_shader_program(state.shprog);
311
312         if(changed&MATRIX)
313         {
314                 standard_shdata.uniform("world_obj_matrix", state.model_matrix);
315                 LinAl::SquareMatrix<float, 3> nm = state.model_matrix.block<3, 3>(0, 0);
316                 nm = transpose(invert(nm));
317                 standard_shdata.uniform("world_obj_normal_matrix", nm);
318                 changed &= ~MATRIX;
319         }
320
321         bool shdata_changed = changed&SHADER_DATA;
322         for(auto i=shdata_stack.begin(); (!shdata_changed && i!=shdata_stack.end()); ++i)
323                 shdata_changed = (i->shdata->get_generation()!=i->generation);
324         bool extra_shdata = (shdata_stack.size()>state.shdata_count);
325
326         if(shdata_changed || shprog_changed || extra_shdata)
327         {
328                 if(extra_shdata)
329                         shdata_stack.erase(shdata_stack.begin()+state.shdata_count, shdata_stack.end());
330                 for(const BoundProgramData &d: shdata_stack)
331                 {
332                         d.shdata->apply(*state.shprog, pipeline_state, frame_index);
333                         d.generation = d.shdata->get_generation();
334                 }
335                 changed &= ~SHADER_DATA;
336         }
337
338         if(state.vertex_setup)
339         {
340                 if(const VertexArray *array = state.vertex_setup->get_vertex_array())
341                         array->refresh(frame_index);
342                 if(const VertexArray *array = state.vertex_setup->get_instance_array())
343                         array->refresh(frame_index);
344         }
345         pipeline_state.set_vertex_setup(state.vertex_setup);
346
347         pipeline_state.set_front_face(state.front_face);
348         pipeline_state.set_face_cull(state.face_cull);
349
350         if(state.texture_count<texture_stack.size())
351                 flush_textures();
352
353         for(const BoundTexture &t: texture_stack)
354                 if(t.texture && t.replaced<0)
355                 {
356                         if(t.binding<0 || shprog_changed)
357                                 t.binding = state.shprog->get_uniform_binding(t.tag);
358                         if(t.binding>=0)
359                                 pipeline_state.set_texture(t.binding, t.texture, t.level, t.sampler);
360                 }
361
362         pipeline_state.set_depth_test(state.depth_test);
363         pipeline_state.set_stencil_test(state.stencil_test);
364         pipeline_state.set_blend(state.blend);
365 }
366
367
368 Renderer::BoundProgramData::BoundProgramData(const ProgramData *d):
369         shdata(d)
370 { }
371
372 } // namespace GL
373 } // namespace Msp