]> git.tdb.fi Git - libs/gl.git/blob - source/render/renderer.cpp
Miscellaneous cleanup
[libs/gl.git] / source / render / renderer.cpp
1 #include <msp/gl/extensions/arb_direct_state_access.h>
2 #include <msp/gl/extensions/ext_framebuffer_blit.h>
3 #include <msp/gl/extensions/ext_framebuffer_object.h>
4 #include "batch.h"
5 #include "buffer.h"
6 #include "camera.h"
7 #include "clipping.h"
8 #include "deviceinfo.h"
9 #include "error.h"
10 #include "lighting.h"
11 #include "material.h"
12 #include "program.h"
13 #include "programdata.h"
14 #include "renderable.h"
15 #include "renderer.h"
16 #include "resourcemanager.h"
17 #include "sampler.h"
18 #include "texture.h"
19 #include "vertexarray.h"
20 #include "vertexsetup.h"
21
22 using namespace std;
23
24 namespace Msp {
25 namespace GL {
26
27 Renderer::Renderer()
28 {
29         state_stack.reserve(16);
30         state_stack.push_back(State());
31         shdata_stack.reserve(32);
32         state = &state_stack.back();
33         add_shader_data(standard_shdata);
34 }
35
36 Renderer::~Renderer()
37 {
38         end();
39 }
40
41 void Renderer::set_camera(const Camera &c)
42 {
43         state->camera = &c;
44         add_shader_data(c.get_shader_data());
45         set_matrix(Matrix());
46 }
47
48 void Renderer::set_matrix(const Matrix &matrix)
49 {
50         state->model_matrix = matrix;
51         changed |= MATRIX;
52 }
53
54 void Renderer::transform(const Matrix &matrix)
55 {
56         state->model_matrix *= matrix;
57         changed |= MATRIX;
58 }
59
60 void Renderer::set_framebuffer(const Framebuffer *f)
61 {
62         state->framebuffer = f;
63 }
64
65 void Renderer::set_viewport(const Rect *v)
66 {
67         state->viewport = v;
68 }
69
70 void Renderer::set_scissor(const Rect *s)
71 {
72         state->scissor = s;
73 }
74
75 void Renderer::set_texture(Tag tag, const Texture *tex, const Sampler *samp)
76 {
77         if(tex)
78                 if(ResourceManager *res_mgr = tex->get_manager())
79                         res_mgr->resource_used(*tex);
80
81         if(texture_stack.size()>state->texture_count)
82         {
83                 BoundTexture &bt = texture_stack[state->texture_count];
84                 if(bt.tag==tag && bt.texture==tex && bt.sampler==samp)
85                 {
86                         ++state->texture_count;
87                         return;
88                 }
89                 else
90                         flush_textures();
91         }
92
93         for(vector<BoundTexture>::iterator i=texture_stack.end(); i!=texture_stack.begin(); )
94                 if((--i)->tag==tag)
95                 {
96                         i->replaced = texture_stack.size();
97                         break;
98                 }
99
100         texture_stack.push_back(BoundTexture());
101         BoundTexture &bound_tex = texture_stack.back();
102         bound_tex.tag = tag;
103         bound_tex.texture = tex;
104         bound_tex.sampler = samp;
105         state->texture_count = texture_stack.size();
106 }
107
108 void Renderer::flush_textures()
109 {
110         for(unsigned i=0; i<state->texture_count; ++i)
111                 if(texture_stack[i].replaced>=static_cast<int>(state->texture_count))
112                         texture_stack[i].replaced = -1;
113
114         texture_stack.erase(texture_stack.begin()+state->texture_count, texture_stack.end());
115 }
116
117 void Renderer::set_material(const Material *m)
118 {
119         if(m)
120                 add_shader_data(m->get_shader_data());
121 }
122
123 void Renderer::set_lighting(const Lighting *l)
124 {
125         if(l)
126                 add_shader_data(l->get_shader_data());
127 }
128
129 void Renderer::set_clipping(const Clipping *c)
130 {
131         state->clipping = c;
132         if(c)
133                 add_shader_data(c->get_shader_data());
134 }
135
136 void Renderer::set_shader_program(const Program *p, const ProgramData *d)
137 {
138         state->shprog = p;
139         if(p && d)
140                 add_shader_data(*d);
141 }
142
143 void Renderer::add_shader_data(const ProgramData &d)
144 {
145         if(state->shdata_count<shdata_stack.size())
146         {
147                 const BoundProgramData &top = shdata_stack.back();
148                 if(top.shdata==&d && top.generation==d.get_generation())
149                 {
150                         ++state->shdata_count;
151                         return;
152                 }
153         }
154
155         flush_shader_data_();
156         shdata_stack.push_back(&d);
157         state->shdata_count = shdata_stack.size();
158         changed |= SHADER_DATA;
159 }
160
161 void Renderer::flush_shader_data_()
162 {
163         if(shdata_stack.size()>state->shdata_count)
164                 shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
165 }
166
167 void Renderer::set_vertex_setup(const VertexSetup *vs)
168 {
169         state->vertex_setup = vs;
170 }
171
172 void Renderer::set_front_face(FaceWinding winding)
173 {
174         state->front_face = winding;
175 }
176
177 void Renderer::set_face_cull(CullMode cull)
178 {
179         state->face_cull = cull;
180 }
181
182 void Renderer::set_depth_test(const DepthTest *dt)
183 {
184         state->depth_test = dt;
185 }
186
187 void Renderer::set_stencil_test(const StencilTest *st)
188 {
189         state->stencil_test = st;
190 }
191
192 void Renderer::set_blend(const Blend *b)
193 {
194         state->blend = b;
195 }
196
197 void Renderer::set_object_lod_bias(unsigned b)
198 {
199         state->object_lod_bias = b;
200 }
201
202 void Renderer::push_state()
203 {
204         state_stack.push_back(state_stack.back());
205         state = &state_stack.back();
206 }
207
208 void Renderer::pop_state()
209 {
210         if(state_stack.size()==1)
211                 throw stack_underflow("Renderer::pop_state");
212
213         state_stack.pop_back();
214         state = &state_stack.back();
215         changed |= MATRIX;
216 }
217
218 void Renderer::end()
219 {
220         if(state_stack.size()>1)
221                 throw invalid_operation("Renderer::end");
222
223         *state = State();
224         shdata_stack.clear();
225         add_shader_data(standard_shdata);
226         excluded.clear();
227
228         PipelineState::clear();
229 }
230
231 void Renderer::exclude(const Renderable &renderable)
232 {
233         excluded.insert(&renderable);
234 }
235
236 void Renderer::include(const Renderable &renderable)
237 {
238         excluded.erase(&renderable);
239 }
240
241 void Renderer::render(const Renderable &renderable, Tag tag)
242 {
243         if(!excluded.count(&renderable))
244                 renderable.render(*this, tag);
245 }
246
247 void Renderer::clear()
248 {
249         clear(COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT|STENCIL_BUFFER_BIT);
250 }
251
252 void Renderer::clear(BufferBits buffers)
253 {
254         pipeline_state.set_framebuffer(state->framebuffer);
255         pipeline_state.apply();
256         glClear(buffers);
257 }
258
259 void Renderer::draw(const Batch &batch)
260 {
261         apply_state();
262
263         batch.draw();
264 }
265
266 void Renderer::draw_instanced(const Batch &batch, unsigned count)
267 {
268         apply_state();
269
270         batch.draw_instanced(count);
271 }
272
273 void Renderer::resolve_multisample(Framebuffer &target, BufferBits buffers)
274 {
275         if(!state->framebuffer)
276                 throw invalid_operation("Renderer::resolve_multisample");
277
278         unsigned width = state->framebuffer->get_width();
279         unsigned height = state->framebuffer->get_height();
280         if(target.get_width()!=width || target.get_height()!=height)
281                 throw incompatible_data("Renderer::resolve_multisample");
282
283         if(ARB_direct_state_access)
284                 glBlitNamedFramebuffer(state->framebuffer->get_id(), target.get_id(), 0, 0, width, height, 0, 0, width, height, buffers, GL_NEAREST);
285         else
286         {
287                 glBindFramebuffer(GL_READ_FRAMEBUFFER, state->framebuffer->get_id());
288                 glBindFramebuffer(GL_DRAW_FRAMEBUFFER, target.get_id());
289
290                 target.refresh();
291
292                 glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, buffers, GL_NEAREST);
293
294                 glBindFramebuffer(GL_FRAMEBUFFER, 0);
295                 pipeline_state.set_framebuffer(0);
296         }
297 }
298
299 void Renderer::apply_state()
300 {
301         if(!state->shprog)
302                 throw invalid_operation("Renderer::apply_state");
303
304         if(changed&MATRIX)
305         {
306                 standard_shdata.uniform("world_obj_matrix", state->model_matrix);
307                 LinAl::SquareMatrix<float, 3> nm = state->model_matrix.block<3, 3>(0, 0);
308                 nm = transpose(invert(nm));
309                 standard_shdata.uniform("world_obj_normal_matrix", nm);
310                 changed &= ~MATRIX;
311         }
312
313         pipeline_state.set_framebuffer(state->framebuffer);
314         pipeline_state.set_viewport(state->viewport);
315         pipeline_state.set_scissor(state->scissor);
316
317         bool shprog_changed = (state->shprog!=pipeline_state.get_shader_program());
318         pipeline_state.set_shader_program(state->shprog);
319
320         if(state->vertex_setup)
321         {
322                 if(const VertexArray *array = state->vertex_setup->get_vertex_array())
323                         array->refresh();
324                 if(const VertexArray *array = state->vertex_setup->get_instance_array())
325                         array->refresh();
326         }
327         pipeline_state.set_vertex_setup(state->vertex_setup);
328
329         pipeline_state.set_front_face(state->front_face);
330         pipeline_state.set_face_cull(state->face_cull);
331         pipeline_state.set_enabled_clip_planes(state->clipping ? (1<<state->clipping->get_n_planes())-1 : 0);
332
333         if(state->texture_count<texture_stack.size())
334                 flush_textures();
335
336         for(vector<BoundTexture>::const_iterator i=texture_stack.begin(); i!=texture_stack.end(); ++i)
337         {
338                 int unit = (i->tag.id ? state->shprog->get_uniform_binding(i->tag) : i->unit);
339                 if(unit>=0)
340                         pipeline_state.set_texture(unit, i->texture, i->sampler);
341         }
342
343         bool shdata_changed = changed&SHADER_DATA;
344         for(vector<BoundProgramData>::const_iterator i=shdata_stack.begin(); (!shdata_changed && i!=shdata_stack.end()); ++i)
345                 shdata_changed = (i->shdata->get_generation()!=i->generation);
346         bool extra_shdata = (shdata_stack.size()>state->shdata_count);
347
348         if(shdata_changed || shprog_changed || extra_shdata)
349         {
350                 if(extra_shdata)
351                         shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
352                 for(vector<BoundProgramData>::const_iterator i=shdata_stack.begin(); i!=shdata_stack.end(); ++i)
353                 {
354                         i->shdata->apply(*state->shprog, pipeline_state);
355                         i->generation = i->shdata->get_generation();
356                 }
357                 changed &= ~SHADER_DATA;
358         }
359
360         pipeline_state.set_depth_test(state->depth_test);
361         pipeline_state.set_stencil_test(state->stencil_test);
362         pipeline_state.set_blend(state->blend);
363
364         pipeline_state.apply();
365 }
366
367
368 Renderer::BoundTexture::BoundTexture():
369         unit(-1),
370         texture(0),
371         sampler(0),
372         replaced(-1)
373 { }
374
375
376 Renderer::BoundProgramData::BoundProgramData(const ProgramData *d):
377         shdata(d),
378         generation(0)
379 { }
380
381
382 Renderer::State::State():
383         camera(0),
384         framebuffer(0),
385         viewport(0),
386         scissor(0),
387         texture_count(0),
388         clipping(0),
389         shprog(0),
390         shdata_count(0),
391         vertex_setup(0),
392         front_face(NON_MANIFOLD),
393         face_cull(NO_CULL),
394         depth_test(0),
395         stencil_test(0),
396         blend(0),
397         object_lod_bias(0)
398 { }
399
400 } // namespace GL
401 } // namespace Msp