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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         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::transform(const Matrix &matrix)
99 {
100         get_state().model_matrix *= matrix;
101         changed |= MATRIX;
102 }
103
104 void Renderer::set_framebuffer(const Framebuffer *f)
105 {
106         get_state().framebuffer = f;
107 }
108
109 void Renderer::set_viewport(const Rect *v)
110 {
111         get_state().viewport = v;
112 }
113
114 void Renderer::set_scissor(const Rect *s)
115 {
116         get_state().scissor = s;
117 }
118
119 void Renderer::set_shader_program(const Program *p, const ProgramData *d)
120 {
121         get_state().shprog = p;
122         if(p && d)
123                 add_shader_data(*d);
124 }
125
126 void Renderer::add_shader_data(const ProgramData &d)
127 {
128         State &state = get_state();
129
130         if(state.shdata_count<shdata_stack.size())
131         {
132                 const BoundProgramData &top = shdata_stack.back();
133                 if(top.shdata==&d && top.generation==d.get_generation())
134                 {
135                         ++state.shdata_count;
136                         return;
137                 }
138         }
139
140         flush_shader_data();
141         shdata_stack.push_back(&d);
142         state.shdata_count = shdata_stack.size();
143         changed |= SHADER_DATA;
144 }
145
146 void Renderer::set_texture(Tag tag, const Texture *tex, const Sampler *samp)
147 {
148         State &state = get_state();
149
150         if(tex)
151                 if(ResourceManager *res_mgr = tex->get_manager())
152                         res_mgr->resource_used(*tex);
153
154         if(texture_stack.size()>state.texture_count)
155         {
156                 BoundTexture &bt = texture_stack[state.texture_count];
157                 if(bt.tag==tag && bt.texture==tex && bt.sampler==samp)
158                 {
159                         ++state.texture_count;
160                         return;
161                 }
162                 else
163                         flush_textures();
164         }
165
166         for(auto i=texture_stack.end(); i!=texture_stack.begin(); )
167                 if((--i)->tag==tag)
168                 {
169                         i->replaced = texture_stack.size();
170                         break;
171                 }
172
173         texture_stack.push_back(BoundTexture());
174         BoundTexture &bound_tex = texture_stack.back();
175         bound_tex.tag = tag;
176         bound_tex.texture = tex;
177         bound_tex.sampler = samp;
178         state.texture_count = texture_stack.size();
179 }
180
181 void Renderer::flush_shader_data()
182 {
183         const State &state = get_state();
184
185         if(shdata_stack.size()>state.shdata_count)
186                 shdata_stack.erase(shdata_stack.begin()+state.shdata_count, shdata_stack.end());
187 }
188
189 void Renderer::flush_textures()
190 {
191         const State &state = get_state();
192
193         for(unsigned i=0; i<state.texture_count; ++i)
194                 if(texture_stack[i].replaced>=static_cast<int>(state.texture_count))
195                         texture_stack[i].replaced = -1;
196
197         texture_stack.erase(texture_stack.begin()+state.texture_count, texture_stack.end());
198 }
199
200 void Renderer::set_vertex_setup(const VertexSetup *vs)
201 {
202         get_state().vertex_setup = vs;
203 }
204
205 void Renderer::set_front_face(FaceWinding winding)
206 {
207         get_state().front_face = winding;
208 }
209
210 void Renderer::set_face_cull(CullMode cull)
211 {
212         get_state().face_cull = cull;
213 }
214
215 void Renderer::set_depth_test(const DepthTest *dt)
216 {
217         get_state().depth_test = dt;
218 }
219
220 void Renderer::set_stencil_test(const StencilTest *st)
221 {
222         get_state().stencil_test = st;
223 }
224
225 void Renderer::set_blend(const Blend *b)
226 {
227         get_state().blend = b;
228 }
229
230 void Renderer::set_object_lod_bias(unsigned b)
231 {
232         get_state().object_lod_bias = b;
233 }
234
235 void Renderer::clear(const ClearValue *values)
236 {
237         const State &state = get_state();
238
239         pipeline_state.set_framebuffer(state.framebuffer);
240         pipeline_state.set_viewport(state.viewport);
241         pipeline_state.set_scissor(state.scissor);
242         commands.use_pipeline(&pipeline_state);
243         commands.clear(values);
244 }
245
246 void Renderer::draw(const Batch &batch)
247 {
248         apply_state();
249         batch.refresh();
250         commands.use_pipeline(&pipeline_state);
251         commands.draw(batch);
252 }
253
254 void Renderer::draw_instanced(const Batch &batch, unsigned count)
255 {
256         apply_state();
257         batch.refresh();
258         commands.use_pipeline(&pipeline_state);
259         commands.draw_instanced(batch, count);
260 }
261
262 void Renderer::resolve_multisample(Framebuffer &target)
263 {
264         const State &state = get_state();
265
266         if(!state.framebuffer)
267                 throw invalid_operation("Renderer::resolve_multisample");
268
269         unsigned width = state.framebuffer->get_width();
270         unsigned height = state.framebuffer->get_height();
271         if(target.get_width()!=width || target.get_height()!=height)
272                 throw incompatible_data("Renderer::resolve_multisample");
273
274         pipeline_state.set_framebuffer(state.framebuffer);
275         commands.use_pipeline(&pipeline_state);
276         commands.resolve_multisample(target);
277 }
278
279 void Renderer::begin_query(const QueryPool &pool, unsigned index)
280 {
281         commands.begin_query(pool, index);
282 }
283
284 void Renderer::end_query(const QueryPool &pool, unsigned index)
285 {
286         commands.end_query(pool, index);
287 }
288
289 void Renderer::apply_state()
290 {
291         const State &state = get_state();
292
293         if(!state.shprog)
294                 throw invalid_operation("Renderer::apply_state");
295
296         pipeline_state.set_framebuffer(state.framebuffer);
297         pipeline_state.set_viewport(state.viewport);
298         pipeline_state.set_scissor(state.scissor);
299
300         bool shprog_changed = (state.shprog!=pipeline_state.get_shader_program());
301         pipeline_state.set_shader_program(state.shprog);
302
303         if(changed&MATRIX)
304         {
305                 standard_shdata.uniform("world_obj_matrix", state.model_matrix);
306                 LinAl::SquareMatrix<float, 3> nm = state.model_matrix.block<3, 3>(0, 0);
307                 nm = transpose(invert(nm));
308                 standard_shdata.uniform("world_obj_normal_matrix", nm);
309                 changed &= ~MATRIX;
310         }
311
312         bool shdata_changed = changed&SHADER_DATA;
313         for(auto i=shdata_stack.begin(); (!shdata_changed && i!=shdata_stack.end()); ++i)
314                 shdata_changed = (i->shdata->get_generation()!=i->generation);
315         bool extra_shdata = (shdata_stack.size()>state.shdata_count);
316
317         if(shdata_changed || shprog_changed || extra_shdata)
318         {
319                 if(extra_shdata)
320                         shdata_stack.erase(shdata_stack.begin()+state.shdata_count, shdata_stack.end());
321                 for(const BoundProgramData &d: shdata_stack)
322                 {
323                         d.shdata->apply(*state.shprog, pipeline_state);
324                         d.generation = d.shdata->get_generation();
325                 }
326                 changed &= ~SHADER_DATA;
327         }
328
329         if(state.vertex_setup)
330         {
331                 if(const VertexArray *array = state.vertex_setup->get_vertex_array())
332                         array->refresh();
333                 if(const VertexArray *array = state.vertex_setup->get_instance_array())
334                         array->refresh();
335         }
336         pipeline_state.set_vertex_setup(state.vertex_setup);
337
338         pipeline_state.set_front_face(state.front_face);
339         pipeline_state.set_face_cull(state.face_cull);
340
341         if(state.texture_count<texture_stack.size())
342                 flush_textures();
343
344         for(const BoundTexture &t: texture_stack)
345                 if(t.texture && t.replaced<0)
346                 {
347                         if(t.binding<0 || shprog_changed)
348                                 t.binding = state.shprog->get_uniform_binding(t.tag);
349                         if(t.binding>=0)
350                                 pipeline_state.set_texture(t.binding, t.texture, t.sampler);
351                 }
352
353         pipeline_state.set_depth_test(state.depth_test);
354         pipeline_state.set_stencil_test(state.stencil_test);
355         pipeline_state.set_blend(state.blend);
356 }
357
358
359 Renderer::BoundProgramData::BoundProgramData(const ProgramData *d):
360         shdata(d)
361 { }
362
363 } // namespace GL
364 } // namespace Msp