]> git.tdb.fi Git - libs/gl.git/blob - source/render/renderer.cpp
Redesign depth and stencil test and blend state management
[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 }
32
33 Renderer::~Renderer()
34 {
35         end();
36 }
37
38 void Renderer::set_camera(const Camera &c)
39 {
40         state->camera = &c;
41         add_shader_data(c.get_shader_data());
42         set_matrix(Matrix());
43 }
44
45 void Renderer::set_matrix(const Matrix &matrix)
46 {
47         state->model_matrix = matrix;
48         changed |= MATRIX;
49 }
50
51 void Renderer::transform(const Matrix &matrix)
52 {
53         state->model_matrix *= matrix;
54         changed |= MATRIX;
55 }
56
57 void Renderer::set_texture(Tag tag, const Texture *tex, const Sampler *samp)
58 {
59         if(tex)
60                 if(ResourceManager *res_mgr = tex->get_manager())
61                         res_mgr->resource_used(*tex);
62
63         if(texture_stack.size()>state->texture_count)
64         {
65                 BoundTexture &bt = texture_stack[state->texture_count];
66                 if(bt.tag==tag && bt.texture==tex && bt.sampler==samp)
67                 {
68                         ++state->texture_count;
69                         return;
70                 }
71                 else
72                         flush_textures();
73         }
74
75         for(vector<BoundTexture>::iterator i=texture_stack.end(); i!=texture_stack.begin(); )
76                 if((--i)->tag==tag)
77                 {
78                         i->replaced = texture_stack.size();
79                         break;
80                 }
81
82         texture_stack.push_back(BoundTexture());
83         BoundTexture &bound_tex = texture_stack.back();
84         bound_tex.tag = tag;
85         bound_tex.texture = tex;
86         bound_tex.sampler = samp;
87         state->texture_count = texture_stack.size();
88 }
89
90 void Renderer::flush_textures()
91 {
92         for(unsigned i=0; i<state->texture_count; ++i)
93                 if(texture_stack[i].replaced>=static_cast<int>(state->texture_count))
94                         texture_stack[i].replaced = -1;
95
96         texture_stack.erase(texture_stack.begin()+state->texture_count, texture_stack.end());
97 }
98
99 void Renderer::set_material(const Material *m)
100 {
101         if(m)
102                 add_shader_data(m->get_shader_data());
103 }
104
105 void Renderer::set_lighting(const Lighting *l)
106 {
107         if(l)
108                 add_shader_data(l->get_shader_data());
109 }
110
111 void Renderer::set_clipping(const Clipping *c)
112 {
113         state->clipping = c;
114         if(c)
115                 add_shader_data(c->get_shader_data());
116 }
117
118 void Renderer::set_shader_program(const Program *p, const ProgramData *d)
119 {
120         state->shprog = p;
121         if(p && d)
122                 add_shader_data(*d);
123 }
124
125 void Renderer::add_shader_data(const ProgramData &d)
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::flush_shader_data_()
144 {
145         if(shdata_stack.size()>state->shdata_count)
146                 shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
147 }
148
149 void Renderer::set_vertex_setup(const VertexSetup *vs)
150 {
151         state->vertex_setup = vs;
152 }
153
154 void Renderer::set_front_face(FaceWinding winding)
155 {
156         state->front_face = winding;
157 }
158
159 void Renderer::set_face_cull(CullMode cull)
160 {
161         state->face_cull = cull;
162 }
163
164 void Renderer::set_depth_test(const DepthTest *dt)
165 {
166         state->depth_test = dt;
167 }
168
169 void Renderer::set_stencil_test(const StencilTest *st)
170 {
171         state->stencil_test = st;
172 }
173
174 void Renderer::set_blend(const Blend *b)
175 {
176         state->blend = b;
177 }
178
179 void Renderer::set_object_lod_bias(unsigned b)
180 {
181         state->object_lod_bias = b;
182 }
183
184 void Renderer::push_state()
185 {
186         state_stack.push_back(state_stack.back());
187         state = &state_stack.back();
188 }
189
190 void Renderer::pop_state()
191 {
192         if(state_stack.size()==1)
193                 throw stack_underflow("Renderer::pop_state");
194
195         state_stack.pop_back();
196         state = &state_stack.back();
197         changed |= MATRIX;
198 }
199
200 void Renderer::end()
201 {
202         if(state_stack.size()>1)
203                 throw invalid_operation("Renderer::end");
204
205         *state = State();
206         shdata_stack.clear();
207         add_shader_data(standard_shdata);
208         excluded.clear();
209
210         PipelineState::clear();
211 }
212
213 void Renderer::exclude(const Renderable &renderable)
214 {
215         excluded.insert(&renderable);
216 }
217
218 void Renderer::include(const Renderable &renderable)
219 {
220         excluded.erase(&renderable);
221 }
222
223 void Renderer::render(const Renderable &renderable, Tag tag)
224 {
225         if(!excluded.count(&renderable))
226                 renderable.render(*this, tag);
227 }
228
229 void Renderer::draw(const Batch &batch)
230 {
231         apply_state();
232
233         batch.draw();
234 }
235
236 void Renderer::draw_instanced(const Batch &batch, unsigned count)
237 {
238         apply_state();
239
240         batch.draw_instanced(count);
241 }
242
243 void Renderer::apply_state()
244 {
245         if(!state->shprog)
246                 throw invalid_operation("Renderer::apply_state");
247
248         if(changed&MATRIX)
249         {
250                 standard_shdata.uniform("world_obj_matrix", state->model_matrix);
251                 LinAl::SquareMatrix<float, 3> nm = state->model_matrix.block<3, 3>(0, 0);
252                 nm = transpose(invert(nm));
253                 standard_shdata.uniform("world_obj_normal_matrix", nm);
254                 changed &= ~MATRIX;
255         }
256
257         bool shprog_changed = (state->shprog!=pipeline_state.get_shader_program());
258         pipeline_state.set_shader_program(state->shprog);
259
260         if(state->vertex_setup)
261         {
262                 if(const VertexArray *array = state->vertex_setup->get_vertex_array())
263                         array->refresh();
264                 if(const VertexArray *array = state->vertex_setup->get_instance_array())
265                         array->refresh();
266         }
267         pipeline_state.set_vertex_setup(state->vertex_setup);
268
269         pipeline_state.set_front_face(state->front_face);
270         pipeline_state.set_face_cull(state->face_cull);
271         pipeline_state.set_enabled_clip_planes(state->clipping ? (1<<state->clipping->get_n_planes())-1 : 0);
272
273         if(state->texture_count<texture_stack.size())
274                 flush_textures();
275
276         for(vector<BoundTexture>::const_iterator i=texture_stack.begin(); i!=texture_stack.end(); ++i)
277         {
278                 int unit = (i->tag.id ? state->shprog->get_uniform_binding(i->tag) : i->unit);
279                 if(unit>=0)
280                         pipeline_state.set_texture(unit, i->texture, i->sampler);
281         }
282
283         bool shdata_changed = changed&SHADER_DATA;
284         for(vector<BoundProgramData>::const_iterator i=shdata_stack.begin(); (!shdata_changed && i!=shdata_stack.end()); ++i)
285                 shdata_changed = (i->shdata->get_generation()!=i->generation);
286         bool extra_shdata = (shdata_stack.size()>state->shdata_count);
287
288         if(shdata_changed || shprog_changed || extra_shdata)
289         {
290                 if(extra_shdata)
291                         shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
292                 for(vector<BoundProgramData>::const_iterator i=shdata_stack.begin(); i!=shdata_stack.end(); ++i)
293                 {
294                         i->shdata->apply(*state->shprog, pipeline_state);
295                         i->generation = i->shdata->get_generation();
296                 }
297                 changed &= ~SHADER_DATA;
298         }
299
300         pipeline_state.set_depth_test(state->depth_test);
301         pipeline_state.set_stencil_test(state->stencil_test);
302         pipeline_state.set_blend(state->blend);
303
304         pipeline_state.apply();
305 }
306
307
308 Renderer::BoundTexture::BoundTexture():
309         unit(-1),
310         texture(0),
311         sampler(0),
312         replaced(-1)
313 { }
314
315
316 Renderer::BoundProgramData::BoundProgramData(const ProgramData *d):
317         shdata(d),
318         generation(0)
319 { }
320
321
322 Renderer::State::State():
323         camera(0),
324         texture_count(0),
325         lowest_effect_texunit(Limits::get_global().max_texture_bindings),
326         clipping(0),
327         shprog(0),
328         shdata_count(0),
329         vertex_setup(0),
330         front_face(NON_MANIFOLD),
331         face_cull(NO_CULL),
332         depth_test(0),
333         stencil_test(0),
334         blend(0),
335         object_lod_bias(0)
336 { }
337
338 } // namespace GL
339 } // namespace Msp