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