]> git.tdb.fi Git - libs/gl.git/blob - source/render/renderer.cpp
Move lighting calculations to world space
[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 "error.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 "sampler.h"
13 #include "texture.h"
14 #include "texturing.h"
15 #include "texunit.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         default_camera(0)
27 {
28         init();
29 }
30
31 Renderer::Renderer(const Camera *c):
32         default_camera(c)
33 {
34         init();
35
36         if(c)
37                 set_camera(*c);
38 }
39
40 void Renderer::init()
41 {
42         state_stack.reserve(16);
43         state_stack.push_back(State());
44         shdata_stack.reserve(32);
45         state = &state_stack.back();
46
47         standard_shdata.uniform("clip_eye_matrix", Matrix());
48         standard_shdata.uniform("eye_world_matrix", Matrix());
49 }
50
51 Renderer::~Renderer()
52 {
53         end();
54 }
55
56 void Renderer::set_camera(const Camera &c)
57 {
58         state->camera = &c;
59         standard_shdata.uniform("clip_eye_matrix", state->camera->get_projection_matrix());
60         standard_shdata.uniform("eye_world_matrix", state->camera->get_view_matrix());
61         changed |= STANDARD_SHDATA;
62         set_matrix(Matrix());
63 }
64
65 void Renderer::set_matrix(const Matrix &matrix)
66 {
67         state->model_matrix = matrix;
68         changed |= MATRIX;
69 }
70
71 void Renderer::transform(const Matrix &matrix)
72 {
73         state->model_matrix *= matrix;
74         changed |= MATRIX;
75 }
76
77 void Renderer::set_texture(Tag tag, const Texture *tex, const Sampler *samp)
78 {
79         set_texture(tag, -1, tex, samp);
80 }
81
82 void Renderer::set_texture(Tag tag, int unit, const Texture *tex, const Sampler *samp)
83 {
84         if(texture_stack.size()>state->texture_count)
85         {
86                 BoundTexture &bt = texture_stack[state->texture_count];
87                 if((!tag.id || bt.tag==tag) && (unit<0 || bt.unit==unit) && bt.texture==tex && bt.sampler==samp)
88                 {
89                         ++state->texture_count;
90                         return;
91                 }
92                 else
93                         flush_textures();
94         }
95
96         for(vector<BoundTexture>::iterator i=texture_stack.end(); i!=texture_stack.begin(); )
97                 if((--i)->tag==tag && i->unit==unit)
98                 {
99                         i->replaced = texture_stack.size();
100                         break;
101                 }
102
103         texture_stack.push_back(BoundTexture());
104         BoundTexture &bound_tex = texture_stack.back();
105         bound_tex.tag = tag;
106         bound_tex.unit = unit;
107         bound_tex.texture = tex;
108         bound_tex.sampler = samp;
109         state->texture_count = texture_stack.size();
110 }
111
112 void Renderer::set_texture(const Texture *t, const Sampler *s)
113 {
114         set_texture(Tag(), 0, t, s);
115 }
116
117 void Renderer::flush_textures()
118 {
119         for(unsigned i=0; i<texture_stack.size(); ++i)
120         {
121                 BoundTexture &bt = texture_stack[i];
122                 if(i>=state->texture_count && bt.unit>=0)
123                 {
124                         Texture::unbind_from(bt.unit);
125                         Sampler::unbind_from(bt.unit);
126                 }
127                 else if(bt.replaced>=static_cast<int>(state->texture_count))
128                         bt.replaced = -1;
129         }
130
131         texture_stack.erase(texture_stack.begin()+state->texture_count, texture_stack.end());
132 }
133
134 #pragma GCC diagnostic push
135 #pragma GCC diagnostic ignored "-Wdeprecated-declarations"
136 void Renderer::set_texturing(const Texturing *t)
137 {
138         if(t)
139         {
140                 unsigned n_units = TexUnit::get_n_units();
141                 for(unsigned i=0; i<n_units; ++i)
142                         if(const Texture *tex = t->get_attached_texture(i))
143                                 set_texture(Tag(), i, tex, t->get_attached_sampler(i));
144         }
145 }
146 #pragma GCC diagnostic pop
147
148 unsigned Renderer::allocate_effect_texunit()
149 {
150         return --state->lowest_effect_texunit;
151 }
152
153 void Renderer::set_material(const Material *m)
154 {
155         state->material = m;
156         changed |= MATERIAL_SHDATA;
157 }
158
159 void Renderer::set_lighting(const Lighting *l)
160 {
161         state->lighting = l;
162         if(l)
163         {
164                 l->update_shader_data(standard_shdata, Matrix());
165                 changed |= STANDARD_SHDATA;
166         }
167 }
168
169 void Renderer::set_clipping(const Clipping *c)
170 {
171         state->clipping = c;
172         if(c)
173         {
174                 c->update_shader_data(standard_shdata, Matrix());
175                 changed |= STANDARD_SHDATA;
176         }
177 }
178
179 void Renderer::set_shader_program(const Program *p, const ProgramData *d)
180 {
181         state->shprog = p;
182         if(p && d)
183                 add_shader_data(*d);
184 }
185
186 void Renderer::add_shader_data(const ProgramData &d)
187 {
188         if(state->shdata_count<shdata_stack.size())
189         {
190                 const BoundProgramData &top = shdata_stack.back();
191                 if(top.shdata==&d && top.generation==d.get_generation())
192                 {
193                         ++state->shdata_count;
194                         return;
195                 }
196         }
197
198         flush_shader_data();
199         shdata_stack.push_back(&d);
200         state->shdata_count = shdata_stack.size();
201         changed |= SHADER_DATA;
202 }
203
204 void Renderer::flush_shader_data()
205 {
206         if(shdata_stack.size()>state->shdata_count)
207                 shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
208 }
209
210 void Renderer::set_vertex_setup(const VertexSetup *vs)
211 {
212         state->vertex_setup = vs;
213 }
214
215 void Renderer::set_winding_test(const WindingTest *w)
216 {
217         state->winding_test = w;
218 }
219
220 void Renderer::set_reverse_winding(bool r)
221 {
222         state->reverse_winding = r;
223 }
224
225 void Renderer::set_object_lod_bias(unsigned b)
226 {
227         state->object_lod_bias = b;
228 }
229
230 void Renderer::push_state()
231 {
232         state_stack.push_back(state_stack.back());
233         state = &state_stack.back();
234 }
235
236 void Renderer::pop_state()
237 {
238         if(state_stack.size()==1)
239                 throw stack_underflow("Renderer::pop_state");
240
241         const Camera *old_camera = state->camera;
242         const Lighting *old_lighting = state->lighting;
243         const Clipping *old_clipping = state->clipping;
244         state_stack.pop_back();
245         state = &state_stack.back();
246         changed |= MATRIX;
247         bool camera_changed = (state->camera!=old_camera);
248         if(camera_changed)
249         {
250                 if(state->camera)
251                 {
252                         standard_shdata.uniform("clip_eye_matrix", state->camera->get_projection_matrix());
253                         standard_shdata.uniform("eye_world_matrix", state->camera->get_view_matrix());
254                 }
255                 else
256                 {
257                         standard_shdata.uniform("clip_eye_matrix", Matrix());
258                         standard_shdata.uniform("eye_world_matrix", Matrix());
259                 }
260                 changed |= STANDARD_SHDATA;
261         }
262         if(state->lighting!=old_lighting)
263         {
264                 if(state->lighting)
265                 {
266                         state->lighting->update_shader_data(standard_shdata, Matrix());
267                         changed |= STANDARD_SHDATA;
268                 }
269         }
270         if(state->clipping!=old_clipping)
271         {
272                 if(state->clipping)
273                 {
274                         state->clipping->update_shader_data(standard_shdata, Matrix());
275                         changed |= STANDARD_SHDATA;
276                 }
277         }
278 }
279
280 void Renderer::end()
281 {
282         if(state_stack.size()>1)
283                 throw invalid_operation("Renderer::end");
284
285         *state = State();
286         if(default_camera)
287                 set_camera(*default_camera);
288         else
289                 standard_shdata.uniform("clip_eye_matrix", Matrix());
290         shdata_stack.clear();
291         excluded.clear();
292
293         for(vector<BoundTexture>::iterator i=texture_stack.begin(); i!=texture_stack.end(); ++i)
294                 if(i->unit>=0)
295                 {
296                         Texture::unbind_from(i->unit);
297                         Sampler::unbind_from(i->unit);
298                 }
299         Clipping::unbind();
300         Program::unbind();
301         VertexSetup::unbind();
302         Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
303         WindingTest::unbind();
304 }
305
306 void Renderer::exclude(const Renderable &renderable)
307 {
308         excluded.insert(&renderable);
309 }
310
311 void Renderer::include(const Renderable &renderable)
312 {
313         excluded.erase(&renderable);
314 }
315
316 void Renderer::render(const Renderable &renderable, Tag tag)
317 {
318         if(!excluded.count(&renderable))
319                 renderable.render(*this, tag);
320 }
321
322 void Renderer::draw(const Batch &batch)
323 {
324         apply_state();
325
326         batch.draw();
327 }
328
329 void Renderer::draw_instanced(const Batch &batch, unsigned count)
330 {
331         apply_state();
332
333         batch.draw_instanced(count);
334 }
335
336 void Renderer::apply_state()
337 {
338         if(!state->shprog)
339                 throw invalid_operation("Renderer::apply_state");
340
341         /* We (mostly) let the objects themselves figure out if the binding has
342         changed */
343
344         if(state->texture_count<texture_stack.size())
345                 flush_textures();
346
347         for(vector<BoundTexture>::const_iterator i=texture_stack.begin(); i!=texture_stack.end(); ++i)
348         {
349                 int unit = (i->tag.id ? state->shprog->get_uniform_binding(i->tag) : i->unit);
350                 if(unit>=0)
351                 {
352                         if(i->texture)
353                                 i->texture->bind_to(unit);
354                         if(i->sampler)
355                                 i->sampler->bind_to(unit);
356                         i->unit = unit;
357                 }
358         }
359
360         if(state->clipping)
361                 state->clipping->bind();
362         else
363                 Clipping::unbind();
364
365         bool shprog_changed = (state->shprog!=Program::current());
366         state->shprog->bind();
367
368         if(changed&MATRIX)
369         {
370                 standard_shdata.uniform("world_obj_matrix", state->model_matrix);
371                 LinAl::SquareMatrix<float, 3> nm = state->model_matrix.block<3, 3>(0, 0);
372                 nm = transpose(invert(nm));
373                 standard_shdata.uniform("world_obj_normal_matrix", nm);
374                 changed = (changed&~MATRIX)|STANDARD_SHDATA;
375         }
376
377         if(state->material && ((changed&MATERIAL_SHDATA) || shprog_changed))
378         {
379                 state->material->get_shader_data().apply();
380                 changed &= ~MATERIAL_SHDATA;
381         }
382
383         if((changed&STANDARD_SHDATA) || shprog_changed)
384         {
385                 standard_shdata.apply();
386                 changed &= ~STANDARD_SHDATA;
387         }
388
389         bool shdata_changed = changed&SHADER_DATA;
390         for(vector<BoundProgramData>::const_iterator i=shdata_stack.begin(); (!shdata_changed && i!=shdata_stack.end()); ++i)
391                 shdata_changed = (i->shdata->get_generation()!=i->generation);
392         bool extra_shdata = (shdata_stack.size()>state->shdata_count);
393
394         if(shdata_changed || shprog_changed || extra_shdata)
395         {
396                 if(extra_shdata)
397                         shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
398                 for(vector<BoundProgramData>::const_iterator i=shdata_stack.begin(); i!=shdata_stack.end(); ++i)
399                 {
400                         i->shdata->apply();
401                         i->generation = i->shdata->get_generation();
402                 }
403                 changed &= ~SHADER_DATA;
404         }
405
406         if(state->vertex_setup)
407                 state->vertex_setup->bind();
408         else
409                 VertexSetup::unbind();
410
411         if(state->winding_test)
412         {
413                 if(state->reverse_winding)
414                         state->winding_test->get_reverse().bind();
415                 else
416                         state->winding_test->bind();
417         }
418         else
419                 WindingTest::unbind();
420 }
421
422
423 Renderer::BoundTexture::BoundTexture():
424         unit(-1),
425         texture(0),
426         sampler(0),
427         replaced(-1)
428 { }
429
430
431 Renderer::BoundProgramData::BoundProgramData(const ProgramData *d):
432         shdata(d),
433         generation(0)
434 { }
435
436
437 Renderer::State::State():
438         camera(0),
439         texture_count(0),
440         lowest_effect_texunit(TexUnit::get_n_units()),
441         material(0),
442         lighting(0),
443         clipping(0),
444         shprog(0),
445         shdata_count(0),
446         vertex_setup(0),
447         winding_test(0),
448         reverse_winding(false),
449         object_lod_bias(0)
450 { }
451
452 } // namespace GL
453 } // namespace Msp