]> git.tdb.fi Git - libs/gl.git/blob - source/render/renderer.cpp
Fix a bug in Renderer::resolve_multisample
[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
19 using namespace std;
20
21 namespace Msp {
22 namespace GL {
23
24 Renderer::Renderer()
25 {
26         state_stack.reserve(16);
27         state_stack.push_back(State());
28         shdata_stack.reserve(32);
29         state = &state_stack.back();
30         add_shader_data(standard_shdata);
31         commands.use_pipeline(pipeline_state);
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_framebuffer(const Framebuffer *f)
59 {
60         state->framebuffer = f;
61 }
62
63 void Renderer::set_viewport(const Rect *v)
64 {
65         state->viewport = v;
66 }
67
68 void Renderer::set_scissor(const Rect *s)
69 {
70         state->scissor = s;
71 }
72
73 void Renderer::set_texture(Tag tag, const Texture *tex, const Sampler *samp)
74 {
75         if(tex)
76                 if(ResourceManager *res_mgr = tex->get_manager())
77                         res_mgr->resource_used(*tex);
78
79         if(texture_stack.size()>state->texture_count)
80         {
81                 BoundTexture &bt = texture_stack[state->texture_count];
82                 if(bt.tag==tag && bt.texture==tex && bt.sampler==samp)
83                 {
84                         ++state->texture_count;
85                         return;
86                 }
87                 else
88                         flush_textures();
89         }
90
91         for(vector<BoundTexture>::iterator i=texture_stack.end(); i!=texture_stack.begin(); )
92                 if((--i)->tag==tag)
93                 {
94                         i->replaced = texture_stack.size();
95                         break;
96                 }
97
98         texture_stack.push_back(BoundTexture());
99         BoundTexture &bound_tex = texture_stack.back();
100         bound_tex.tag = tag;
101         bound_tex.texture = tex;
102         bound_tex.sampler = samp;
103         state->texture_count = texture_stack.size();
104 }
105
106 void Renderer::flush_textures()
107 {
108         for(unsigned i=0; i<state->texture_count; ++i)
109                 if(texture_stack[i].replaced>=static_cast<int>(state->texture_count))
110                         texture_stack[i].replaced = -1;
111
112         texture_stack.erase(texture_stack.begin()+state->texture_count, texture_stack.end());
113 }
114
115 void Renderer::set_material(const Material *m)
116 {
117         if(m)
118                 add_shader_data(m->get_shader_data());
119 }
120
121 void Renderer::set_lighting(const Lighting *l)
122 {
123         if(l)
124                 add_shader_data(l->get_shader_data());
125 }
126
127 void Renderer::set_clipping(const Clipping *c)
128 {
129         state->clipping = c;
130         if(c)
131                 add_shader_data(c->get_shader_data());
132 }
133
134 void Renderer::set_shader_program(const Program *p, const ProgramData *d)
135 {
136         state->shprog = p;
137         if(p && d)
138                 add_shader_data(*d);
139 }
140
141 void Renderer::add_shader_data(const ProgramData &d)
142 {
143         if(state->shdata_count<shdata_stack.size())
144         {
145                 const BoundProgramData &top = shdata_stack.back();
146                 if(top.shdata==&d && top.generation==d.get_generation())
147                 {
148                         ++state->shdata_count;
149                         return;
150                 }
151         }
152
153         flush_shader_data_();
154         shdata_stack.push_back(&d);
155         state->shdata_count = shdata_stack.size();
156         changed |= SHADER_DATA;
157 }
158
159 void Renderer::flush_shader_data_()
160 {
161         if(shdata_stack.size()>state->shdata_count)
162                 shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
163 }
164
165 void Renderer::set_vertex_setup(const VertexSetup *vs)
166 {
167         state->vertex_setup = vs;
168 }
169
170 void Renderer::set_front_face(FaceWinding winding)
171 {
172         state->front_face = winding;
173 }
174
175 void Renderer::set_face_cull(CullMode cull)
176 {
177         state->face_cull = cull;
178 }
179
180 void Renderer::set_depth_test(const DepthTest *dt)
181 {
182         state->depth_test = dt;
183 }
184
185 void Renderer::set_stencil_test(const StencilTest *st)
186 {
187         state->stencil_test = st;
188 }
189
190 void Renderer::set_blend(const Blend *b)
191 {
192         state->blend = b;
193 }
194
195 void Renderer::set_object_lod_bias(unsigned b)
196 {
197         state->object_lod_bias = b;
198 }
199
200 void Renderer::push_state()
201 {
202         state_stack.push_back(state_stack.back());
203         state = &state_stack.back();
204 }
205
206 void Renderer::pop_state()
207 {
208         if(state_stack.size()==1)
209                 throw stack_underflow("Renderer::pop_state");
210
211         state_stack.pop_back();
212         state = &state_stack.back();
213         changed |= MATRIX;
214 }
215
216 void Renderer::end()
217 {
218         if(state_stack.size()>1)
219                 throw invalid_operation("Renderer::end");
220
221         *state = State();
222         shdata_stack.clear();
223         add_shader_data(standard_shdata);
224         excluded.clear();
225
226         PipelineState::clear();
227 }
228
229 void Renderer::exclude(const Renderable &renderable)
230 {
231         excluded.insert(&renderable);
232 }
233
234 void Renderer::include(const Renderable &renderable)
235 {
236         excluded.erase(&renderable);
237 }
238
239 void Renderer::render(const Renderable &renderable, Tag tag)
240 {
241         if(!excluded.count(&renderable))
242                 renderable.render(*this, tag);
243 }
244
245 void Renderer::clear()
246 {
247         clear(COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT|STENCIL_BUFFER_BIT);
248 }
249
250 void Renderer::clear(BufferBits buffers)
251 {
252         pipeline_state.set_framebuffer(state->framebuffer);
253         commands.clear(buffers);
254 }
255
256 void Renderer::draw(const Batch &batch)
257 {
258         apply_state();
259         batch.refresh();
260         commands.draw(batch);
261 }
262
263 void Renderer::draw_instanced(const Batch &batch, unsigned count)
264 {
265         apply_state();
266         batch.refresh();
267         commands.draw_instanced(batch, count);
268 }
269
270 void Renderer::resolve_multisample(Framebuffer &target, BufferBits buffers)
271 {
272         if(!state->framebuffer)
273                 throw invalid_operation("Renderer::resolve_multisample");
274
275         unsigned width = state->framebuffer->get_width();
276         unsigned height = state->framebuffer->get_height();
277         if(target.get_width()!=width || target.get_height()!=height)
278                 throw incompatible_data("Renderer::resolve_multisample");
279
280         pipeline_state.set_framebuffer(state->framebuffer);
281         commands.resolve_multisample(target, buffers);
282 }
283
284 void Renderer::apply_state()
285 {
286         if(!state->shprog)
287                 throw invalid_operation("Renderer::apply_state");
288
289         if(changed&MATRIX)
290         {
291                 standard_shdata.uniform("world_obj_matrix", state->model_matrix);
292                 LinAl::SquareMatrix<float, 3> nm = state->model_matrix.block<3, 3>(0, 0);
293                 nm = transpose(invert(nm));
294                 standard_shdata.uniform("world_obj_normal_matrix", nm);
295                 changed &= ~MATRIX;
296         }
297
298         pipeline_state.set_framebuffer(state->framebuffer);
299         pipeline_state.set_viewport(state->viewport);
300         pipeline_state.set_scissor(state->scissor);
301
302         bool shprog_changed = (state->shprog!=pipeline_state.get_shader_program());
303         pipeline_state.set_shader_program(state->shprog);
304
305         if(state->vertex_setup)
306         {
307                 if(const VertexArray *array = state->vertex_setup->get_vertex_array())
308                         array->refresh();
309                 if(const VertexArray *array = state->vertex_setup->get_instance_array())
310                         array->refresh();
311         }
312         pipeline_state.set_vertex_setup(state->vertex_setup);
313
314         pipeline_state.set_front_face(state->front_face);
315         pipeline_state.set_face_cull(state->face_cull);
316         pipeline_state.set_enabled_clip_planes(state->clipping ? (1<<state->clipping->get_n_planes())-1 : 0);
317
318         if(state->texture_count<texture_stack.size())
319                 flush_textures();
320
321         for(vector<BoundTexture>::const_iterator i=texture_stack.begin(); i!=texture_stack.end(); ++i)
322         {
323                 int unit = (i->tag.id ? state->shprog->get_uniform_binding(i->tag) : i->unit);
324                 if(unit>=0)
325                         pipeline_state.set_texture(unit, i->texture, i->sampler);
326         }
327
328         bool shdata_changed = changed&SHADER_DATA;
329         for(vector<BoundProgramData>::const_iterator i=shdata_stack.begin(); (!shdata_changed && i!=shdata_stack.end()); ++i)
330                 shdata_changed = (i->shdata->get_generation()!=i->generation);
331         bool extra_shdata = (shdata_stack.size()>state->shdata_count);
332
333         if(shdata_changed || shprog_changed || extra_shdata)
334         {
335                 if(extra_shdata)
336                         shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
337                 for(vector<BoundProgramData>::const_iterator i=shdata_stack.begin(); i!=shdata_stack.end(); ++i)
338                 {
339                         i->shdata->apply(*state->shprog, pipeline_state);
340                         i->generation = i->shdata->get_generation();
341                 }
342                 changed &= ~SHADER_DATA;
343         }
344
345         pipeline_state.set_depth_test(state->depth_test);
346         pipeline_state.set_stencil_test(state->stencil_test);
347         pipeline_state.set_blend(state->blend);
348 }
349
350
351 Renderer::BoundTexture::BoundTexture():
352         unit(-1),
353         texture(0),
354         sampler(0),
355         replaced(-1)
356 { }
357
358
359 Renderer::BoundProgramData::BoundProgramData(const ProgramData *d):
360         shdata(d),
361         generation(0)
362 { }
363
364
365 Renderer::State::State():
366         camera(0),
367         framebuffer(0),
368         viewport(0),
369         scissor(0),
370         texture_count(0),
371         clipping(0),
372         shprog(0),
373         shdata_count(0),
374         vertex_setup(0),
375         front_face(NON_MANIFOLD),
376         face_cull(NO_CULL),
377         depth_test(0),
378         stencil_test(0),
379         blend(0),
380         object_lod_bias(0)
381 { }
382
383 } // namespace GL
384 } // namespace Msp