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