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