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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 "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 Renderer::~Renderer()
31 {
32 }
33
34 void Renderer::begin()
35 {
36         if(current_state)
37                 throw invalid_operation("Renderer::begin");
38
39         state_stack.push_back(State());
40         current_state = &state_stack.back();
41
42         RendererBackend::begin();
43
44         add_shader_data(standard_shdata);
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         State &state = get_state();
146
147         if(tex)
148                 if(ResourceManager *res_mgr = tex->get_manager())
149                         res_mgr->resource_used(*tex);
150
151         if(texture_stack.size()>state.texture_count)
152         {
153                 BoundTexture &bt = texture_stack[state.texture_count];
154                 if(bt.tag==tag && bt.texture==tex && bt.sampler==samp)
155                 {
156                         ++state.texture_count;
157                         return;
158                 }
159                 else
160                         flush_textures();
161         }
162
163         for(auto i=texture_stack.end(); i!=texture_stack.begin(); )
164                 if((--i)->tag==tag)
165                 {
166                         i->replaced = texture_stack.size();
167                         break;
168                 }
169
170         texture_stack.push_back(BoundTexture());
171         BoundTexture &bound_tex = texture_stack.back();
172         bound_tex.tag = tag;
173         bound_tex.texture = tex;
174         bound_tex.sampler = samp;
175         state.texture_count = texture_stack.size();
176 }
177
178 void Renderer::flush_shader_data()
179 {
180         const State &state = get_state();
181
182         if(shdata_stack.size()>state.shdata_count)
183                 shdata_stack.erase(shdata_stack.begin()+state.shdata_count, shdata_stack.end());
184 }
185
186 void Renderer::flush_textures()
187 {
188         const State &state = get_state();
189
190         for(unsigned i=0; i<state.texture_count; ++i)
191                 if(texture_stack[i].replaced>=static_cast<int>(state.texture_count))
192                         texture_stack[i].replaced = -1;
193
194         texture_stack.erase(texture_stack.begin()+state.texture_count, texture_stack.end());
195 }
196
197 void Renderer::set_vertex_setup(const VertexSetup *vs)
198 {
199         get_state().vertex_setup = vs;
200 }
201
202 void Renderer::set_front_face(FaceWinding winding)
203 {
204         get_state().front_face = winding;
205 }
206
207 void Renderer::set_face_cull(CullMode cull)
208 {
209         get_state().face_cull = cull;
210 }
211
212 void Renderer::set_depth_test(const DepthTest *dt)
213 {
214         get_state().depth_test = dt;
215 }
216
217 void Renderer::set_stencil_test(const StencilTest *st)
218 {
219         get_state().stencil_test = st;
220 }
221
222 void Renderer::set_blend(const Blend *b)
223 {
224         get_state().blend = b;
225 }
226
227 void Renderer::set_object_lod_bias(unsigned b)
228 {
229         get_state().object_lod_bias = b;
230 }
231
232 void Renderer::clear(const ClearValue *values)
233 {
234         const State &state = get_state();
235
236         pipeline_state.set_framebuffer(state.framebuffer);
237         pipeline_state.set_viewport(state.viewport);
238         pipeline_state.set_scissor(state.scissor);
239         commands.use_pipeline(&pipeline_state);
240         commands.clear(values);
241 }
242
243 void Renderer::draw(const Batch &batch)
244 {
245         apply_state();
246         batch.refresh();
247         commands.use_pipeline(&pipeline_state);
248         commands.draw(batch);
249 }
250
251 void Renderer::draw_instanced(const Batch &batch, unsigned count)
252 {
253         apply_state();
254         batch.refresh();
255         commands.use_pipeline(&pipeline_state);
256         commands.draw_instanced(batch, count);
257 }
258
259 void Renderer::resolve_multisample(Framebuffer &target)
260 {
261         const State &state = get_state();
262
263         if(!state.framebuffer)
264                 throw invalid_operation("Renderer::resolve_multisample");
265
266         unsigned width = state.framebuffer->get_width();
267         unsigned height = state.framebuffer->get_height();
268         if(target.get_width()!=width || target.get_height()!=height)
269                 throw incompatible_data("Renderer::resolve_multisample");
270
271         pipeline_state.set_framebuffer(state.framebuffer);
272         commands.use_pipeline(&pipeline_state);
273         commands.resolve_multisample(target);
274 }
275
276 void Renderer::begin_query(const QueryPool &pool, unsigned index)
277 {
278         commands.begin_query(pool, index);
279 }
280
281 void Renderer::end_query(const QueryPool &pool, unsigned index)
282 {
283         commands.end_query(pool, index);
284 }
285
286 void Renderer::apply_state()
287 {
288         const State &state = get_state();
289
290         if(!state.shprog)
291                 throw invalid_operation("Renderer::apply_state");
292
293         pipeline_state.set_framebuffer(state.framebuffer);
294         pipeline_state.set_viewport(state.viewport);
295         pipeline_state.set_scissor(state.scissor);
296
297         bool shprog_changed = (state.shprog!=pipeline_state.get_shader_program());
298         pipeline_state.set_shader_program(state.shprog);
299
300         if(changed&MATRIX)
301         {
302                 standard_shdata.uniform("world_obj_matrix", state.model_matrix);
303                 LinAl::SquareMatrix<float, 3> nm = state.model_matrix.block<3, 3>(0, 0);
304                 nm = transpose(invert(nm));
305                 standard_shdata.uniform("world_obj_normal_matrix", nm);
306                 changed &= ~MATRIX;
307         }
308
309         bool shdata_changed = changed&SHADER_DATA;
310         for(auto i=shdata_stack.begin(); (!shdata_changed && i!=shdata_stack.end()); ++i)
311                 shdata_changed = (i->shdata->get_generation()!=i->generation);
312         bool extra_shdata = (shdata_stack.size()>state.shdata_count);
313
314         if(shdata_changed || shprog_changed || extra_shdata)
315         {
316                 if(extra_shdata)
317                         shdata_stack.erase(shdata_stack.begin()+state.shdata_count, shdata_stack.end());
318                 for(const BoundProgramData &d: shdata_stack)
319                 {
320                         d.shdata->apply(*state.shprog, pipeline_state);
321                         d.generation = d.shdata->get_generation();
322                 }
323                 changed &= ~SHADER_DATA;
324         }
325
326         if(state.vertex_setup)
327         {
328                 if(const VertexArray *array = state.vertex_setup->get_vertex_array())
329                         array->refresh();
330                 if(const VertexArray *array = state.vertex_setup->get_instance_array())
331                         array->refresh();
332         }
333         pipeline_state.set_vertex_setup(state.vertex_setup);
334
335         pipeline_state.set_front_face(state.front_face);
336         pipeline_state.set_face_cull(state.face_cull);
337
338         if(state.texture_count<texture_stack.size())
339                 flush_textures();
340
341         for(const BoundTexture &t: texture_stack)
342                 if(t.texture && t.replaced<0)
343                 {
344                         if(t.binding<0 || shprog_changed)
345                                 t.binding = state.shprog->get_uniform_binding(t.tag);
346                         if(t.binding>=0)
347                                 pipeline_state.set_texture(t.binding, t.texture, t.sampler);
348                 }
349
350         pipeline_state.set_depth_test(state.depth_test);
351         pipeline_state.set_stencil_test(state.stencil_test);
352         pipeline_state.set_blend(state.blend);
353 }
354
355
356 Renderer::BoundProgramData::BoundProgramData(const ProgramData *d):
357         shdata(d)
358 { }
359
360 } // namespace GL
361 } // namespace Msp