]> git.tdb.fi Git - libs/gl.git/blob - source/render/renderer.cpp
Make it possible to specify explicit clear values
[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         changed(0)
26 {
27         state_stack.reserve(16);
28         state_stack.push_back(State());
29         shdata_stack.reserve(32);
30         state = &state_stack.back();
31         add_shader_data(standard_shdata);
32         commands.use_pipeline(pipeline_state);
33 }
34
35 Renderer::~Renderer()
36 {
37         end();
38 }
39
40 void Renderer::set_camera(const Camera &c)
41 {
42         state->camera = &c;
43         add_shader_data(c.get_shader_data());
44         set_matrix(Matrix());
45 }
46
47 void Renderer::set_matrix(const Matrix &matrix)
48 {
49         state->model_matrix = matrix;
50         changed |= MATRIX;
51 }
52
53 void Renderer::transform(const Matrix &matrix)
54 {
55         state->model_matrix *= matrix;
56         changed |= MATRIX;
57 }
58
59 void Renderer::set_framebuffer(const Framebuffer *f)
60 {
61         state->framebuffer = f;
62 }
63
64 void Renderer::set_viewport(const Rect *v)
65 {
66         state->viewport = v;
67 }
68
69 void Renderer::set_scissor(const Rect *s)
70 {
71         state->scissor = s;
72 }
73
74 void Renderer::set_texture(Tag tag, const Texture *tex, const Sampler *samp)
75 {
76         if(tex)
77                 if(ResourceManager *res_mgr = tex->get_manager())
78                         res_mgr->resource_used(*tex);
79
80         if(texture_stack.size()>state->texture_count)
81         {
82                 BoundTexture &bt = texture_stack[state->texture_count];
83                 if(bt.tag==tag && bt.texture==tex && bt.sampler==samp)
84                 {
85                         ++state->texture_count;
86                         return;
87                 }
88                 else
89                         flush_textures();
90         }
91
92         for(auto i=texture_stack.end(); i!=texture_stack.begin(); )
93                 if((--i)->tag==tag)
94                 {
95                         i->replaced = texture_stack.size();
96                         break;
97                 }
98
99         texture_stack.push_back(BoundTexture());
100         BoundTexture &bound_tex = texture_stack.back();
101         bound_tex.tag = tag;
102         bound_tex.texture = tex;
103         bound_tex.sampler = samp;
104         state->texture_count = texture_stack.size();
105 }
106
107 void Renderer::flush_textures()
108 {
109         for(unsigned i=0; i<state->texture_count; ++i)
110                 if(texture_stack[i].replaced>=static_cast<int>(state->texture_count))
111                         texture_stack[i].replaced = -1;
112
113         texture_stack.erase(texture_stack.begin()+state->texture_count, texture_stack.end());
114 }
115
116 void Renderer::set_material(const Material *m)
117 {
118         if(m)
119                 add_shader_data(m->get_shader_data());
120 }
121
122 void Renderer::set_lighting(const Lighting *l)
123 {
124         if(l)
125                 add_shader_data(l->get_shader_data());
126 }
127
128 void Renderer::set_clipping(const Clipping *c)
129 {
130         state->clipping = c;
131         if(c)
132                 add_shader_data(c->get_shader_data());
133 }
134
135 void Renderer::set_shader_program(const Program *p, const ProgramData *d)
136 {
137         state->shprog = p;
138         if(p && d)
139                 add_shader_data(*d);
140 }
141
142 void Renderer::add_shader_data(const ProgramData &d)
143 {
144         if(state->shdata_count<shdata_stack.size())
145         {
146                 const BoundProgramData &top = shdata_stack.back();
147                 if(top.shdata==&d && top.generation==d.get_generation())
148                 {
149                         ++state->shdata_count;
150                         return;
151                 }
152         }
153
154         flush_shader_data_();
155         shdata_stack.push_back(&d);
156         state->shdata_count = shdata_stack.size();
157         changed |= SHADER_DATA;
158 }
159
160 void Renderer::flush_shader_data_()
161 {
162         if(shdata_stack.size()>state->shdata_count)
163                 shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
164 }
165
166 void Renderer::set_vertex_setup(const VertexSetup *vs)
167 {
168         state->vertex_setup = vs;
169 }
170
171 void Renderer::set_front_face(FaceWinding winding)
172 {
173         state->front_face = winding;
174 }
175
176 void Renderer::set_face_cull(CullMode cull)
177 {
178         state->face_cull = cull;
179 }
180
181 void Renderer::set_depth_test(const DepthTest *dt)
182 {
183         state->depth_test = dt;
184 }
185
186 void Renderer::set_stencil_test(const StencilTest *st)
187 {
188         state->stencil_test = st;
189 }
190
191 void Renderer::set_blend(const Blend *b)
192 {
193         state->blend = b;
194 }
195
196 void Renderer::set_object_lod_bias(unsigned b)
197 {
198         state->object_lod_bias = b;
199 }
200
201 void Renderer::push_state()
202 {
203         state_stack.push_back(state_stack.back());
204         state = &state_stack.back();
205 }
206
207 void Renderer::pop_state()
208 {
209         if(state_stack.size()==1)
210                 throw stack_underflow("Renderer::pop_state");
211
212         state_stack.pop_back();
213         state = &state_stack.back();
214         changed |= MATRIX;
215 }
216
217 void Renderer::end()
218 {
219         if(state_stack.size()>1)
220                 throw invalid_operation("Renderer::end");
221
222         *state = State();
223         shdata_stack.clear();
224         add_shader_data(standard_shdata);
225         excluded.clear();
226
227         PipelineState::clear();
228 }
229
230 void Renderer::exclude(const Renderable &renderable)
231 {
232         excluded.insert(&renderable);
233 }
234
235 void Renderer::include(const Renderable &renderable)
236 {
237         excluded.erase(&renderable);
238 }
239
240 void Renderer::render(const Renderable &renderable, Tag tag)
241 {
242         if(!excluded.count(&renderable))
243                 renderable.render(*this, tag);
244 }
245
246 void Renderer::clear(const ClearValue *values)
247 {
248         pipeline_state.set_framebuffer(state->framebuffer);
249         commands.clear(values);
250 }
251
252 void Renderer::draw(const Batch &batch)
253 {
254         apply_state();
255         batch.refresh();
256         commands.draw(batch);
257 }
258
259 void Renderer::draw_instanced(const Batch &batch, unsigned count)
260 {
261         apply_state();
262         batch.refresh();
263         commands.draw_instanced(batch, count);
264 }
265
266 void Renderer::resolve_multisample(Framebuffer &target, BufferBits buffers)
267 {
268         if(!state->framebuffer)
269                 throw invalid_operation("Renderer::resolve_multisample");
270
271         unsigned width = state->framebuffer->get_width();
272         unsigned height = state->framebuffer->get_height();
273         if(target.get_width()!=width || target.get_height()!=height)
274                 throw incompatible_data("Renderer::resolve_multisample");
275
276         pipeline_state.set_framebuffer(state->framebuffer);
277         commands.resolve_multisample(target, buffers);
278 }
279
280 void Renderer::apply_state()
281 {
282         if(!state->shprog)
283                 throw invalid_operation("Renderer::apply_state");
284
285         if(changed&MATRIX)
286         {
287                 standard_shdata.uniform("world_obj_matrix", state->model_matrix);
288                 LinAl::SquareMatrix<float, 3> nm = state->model_matrix.block<3, 3>(0, 0);
289                 nm = transpose(invert(nm));
290                 standard_shdata.uniform("world_obj_normal_matrix", nm);
291                 changed &= ~MATRIX;
292         }
293
294         pipeline_state.set_framebuffer(state->framebuffer);
295         pipeline_state.set_viewport(state->viewport);
296         pipeline_state.set_scissor(state->scissor);
297
298         bool shprog_changed = (state->shprog!=pipeline_state.get_shader_program());
299         pipeline_state.set_shader_program(state->shprog);
300
301         if(state->vertex_setup)
302         {
303                 if(const VertexArray *array = state->vertex_setup->get_vertex_array())
304                         array->refresh();
305                 if(const VertexArray *array = state->vertex_setup->get_instance_array())
306                         array->refresh();
307         }
308         pipeline_state.set_vertex_setup(state->vertex_setup);
309
310         pipeline_state.set_front_face(state->front_face);
311         pipeline_state.set_face_cull(state->face_cull);
312         pipeline_state.set_enabled_clip_planes(state->clipping ? (1<<state->clipping->get_n_planes())-1 : 0);
313
314         if(state->texture_count<texture_stack.size())
315                 flush_textures();
316
317         for(const BoundTexture &t: texture_stack)
318         {
319                 int unit = (t.tag.id ? state->shprog->get_uniform_binding(t.tag) : t.unit);
320                 if(unit>=0)
321                         pipeline_state.set_texture(unit, t.texture, t.sampler);
322         }
323
324         bool shdata_changed = changed&SHADER_DATA;
325         for(auto i=shdata_stack.begin(); (!shdata_changed && i!=shdata_stack.end()); ++i)
326                 shdata_changed = (i->shdata->get_generation()!=i->generation);
327         bool extra_shdata = (shdata_stack.size()>state->shdata_count);
328
329         if(shdata_changed || shprog_changed || extra_shdata)
330         {
331                 if(extra_shdata)
332                         shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
333                 for(const BoundProgramData &d: shdata_stack)
334                 {
335                         d.shdata->apply(*state->shprog, pipeline_state);
336                         d.generation = d.shdata->get_generation();
337                 }
338                 changed &= ~SHADER_DATA;
339         }
340
341         pipeline_state.set_depth_test(state->depth_test);
342         pipeline_state.set_stencil_test(state->stencil_test);
343         pipeline_state.set_blend(state->blend);
344 }
345
346
347 Renderer::BoundTexture::BoundTexture():
348         unit(-1),
349         texture(0),
350         sampler(0),
351         replaced(-1)
352 { }
353
354
355 Renderer::BoundProgramData::BoundProgramData(const ProgramData *d):
356         shdata(d),
357         generation(0)
358 { }
359
360
361 Renderer::State::State():
362         camera(0),
363         framebuffer(0),
364         viewport(0),
365         scissor(0),
366         texture_count(0),
367         clipping(0),
368         shprog(0),
369         shdata_count(0),
370         vertex_setup(0),
371         front_face(NON_MANIFOLD),
372         face_cull(NO_CULL),
373         depth_test(0),
374         stencil_test(0),
375         blend(0),
376         object_lod_bias(0)
377 { }
378
379 } // namespace GL
380 } // namespace Msp