]> git.tdb.fi Git - libs/gl.git/blob - source/renderer.cpp
Set both min and mag filters when exporting textures
[libs/gl.git] / source / renderer.cpp
1 #include "batch.h"
2 #include "buffer.h"
3 #include "camera.h"
4 #include "clipping.h"
5 #include "error.h"
6 #include "lighting.h"
7 #include "material.h"
8 #include "mesh.h"
9 #include "program.h"
10 #include "programdata.h"
11 #include "renderable.h"
12 #include "renderer.h"
13 #include "texture.h"
14 #include "texturing.h"
15 #include "texunit.h"
16 #include "vertexarray.h"
17 #include "windingtest.h"
18
19 using namespace std;
20
21 namespace Msp {
22 namespace GL {
23
24 Renderer::Renderer(const Camera *c):
25         default_camera(c),
26         changed(0),
27         matrices_loaded(false),
28         state_stack(1)
29 {
30         state_stack.reserve(16);
31         shdata_stack.reserve(32);
32         state = &state_stack.back();
33
34         if(c)
35                 set_camera(*c);
36         else
37                 standard_shdata.uniform("projection_matrix", Matrix());
38 }
39
40 Renderer::~Renderer()
41 {
42         end();
43 }
44
45 void Renderer::begin(const Camera *c)
46 {
47         end();
48         if(c)
49                 set_camera(*c);
50 }
51
52 void Renderer::set_camera(const Camera &c)
53 {
54         state->camera = &c;
55         standard_shdata.uniform("projection_matrix", state->camera->get_projection_matrix());
56         changed |= STANDARD_SHDATA|LEGACY_PROJECTION;
57         set_matrix(state->camera->get_view_matrix());
58 }
59
60 void Renderer::set_matrix(const Matrix &matrix)
61 {
62         state->modelview_matrix = matrix;
63         changed |= MATRIX;
64 }
65
66 void Renderer::transform(const Matrix &matrix)
67 {
68         state->modelview_matrix *= matrix;
69         changed |= MATRIX;
70 }
71
72 void Renderer::set_texture(const Texture *t)
73 {
74         state->texture = t;
75         state->texturing = 0;
76 }
77
78 void Renderer::set_texturing(const Texturing *t)
79 {
80         state->texturing = t;
81         state->texture = 0;
82 }
83
84 unsigned Renderer::allocate_effect_texunit()
85 {
86         return --state->lowest_effect_texunit;
87 }
88
89 void Renderer::set_material(const Material *m)
90 {
91         state->material = m;
92         changed |= MATERIAL_SHDATA;
93 }
94
95 void Renderer::set_lighting(const Lighting *l)
96 {
97         state->lighting = l;
98         state->lighting_matrix = state->modelview_matrix;
99         if(l)
100         {
101                 l->update_shader_data(standard_shdata, state->lighting_matrix);
102                 changed |= STANDARD_SHDATA;
103         }
104         changed |= LEGACY_LIGHTING;
105 }
106
107 void Renderer::set_clipping(const Clipping *c)
108 {
109         state->clipping = c;
110         state->clipping_matrix = state->modelview_matrix;
111         if(c)
112         {
113                 c->update_shader_data(standard_shdata, state->clipping_matrix);
114                 changed |= STANDARD_SHDATA;
115         }
116         changed |= LEGACY_CLIPPING;
117 }
118
119 void Renderer::set_shader_program(const Program *p, const ProgramData *d)
120 {
121         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         if(state->shdata_count<shdata_stack.size() && shdata_stack[state->shdata_count]==&d)
129                 ++state->shdata_count;
130         else
131         {
132                 if(shdata_stack.size()>state->shdata_count)
133                         shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
134                 shdata_stack.push_back(&d);
135                 state->shdata_count = shdata_stack.size();
136                 changed |= SHADER_DATA;
137         }
138 }
139
140 void Renderer::set_mesh(const Mesh *m)
141 {
142         state->mesh = m;
143 }
144
145 void Renderer::set_winding_test(const WindingTest *w)
146 {
147         state->winding_test = w;
148 }
149
150 void Renderer::set_reverse_winding(bool r)
151 {
152         state->reverse_winding = r;
153 }
154
155 void Renderer::push_state()
156 {
157         state_stack.push_back(state_stack.back());
158         state = &state_stack.back();
159 }
160
161 void Renderer::pop_state()
162 {
163         if(state_stack.size()==1)
164                 throw stack_underflow("Renderer::pop_state");
165
166         const Camera *old_camera = state->camera;
167         const Lighting *old_lighting = state->lighting;
168         const Clipping *old_clipping = state->clipping;
169         state_stack.pop_back();
170         state = &state_stack.back();
171         changed |= MATRIX;
172         bool camera_changed = (state->camera!=old_camera);
173         if(camera_changed)
174         {
175                 if(state->camera)
176                         standard_shdata.uniform("projection_matrix", state->camera->get_projection_matrix());
177                 else
178                         standard_shdata.uniform("projection_matrix", Matrix());
179                 changed |= STANDARD_SHDATA|LEGACY_PROJECTION;
180         }
181         /* This actually should compare the relevant matrices rather than check for
182         camera, but in practice lighting and clipping is set right after the camera
183         and a boolean check is much faster than matrix comparison. */
184         if(state->lighting!=old_lighting || camera_changed)
185         {
186                 if(state->lighting)
187                 {
188                         state->lighting->update_shader_data(standard_shdata, state->lighting_matrix);
189                         changed |= STANDARD_SHDATA;
190                 }
191                 changed |= LEGACY_LIGHTING;
192         }
193         if(state->clipping!=old_clipping || camera_changed)
194         {
195                 if(state->clipping)
196                 {
197                         state->clipping->update_shader_data(standard_shdata, state->clipping_matrix);
198                         changed |= STANDARD_SHDATA;
199                 }
200                 changed |= LEGACY_CLIPPING;
201         }
202 }
203
204 void Renderer::end()
205 {
206         if(state_stack.size()>1)
207                 throw invalid_operation("Renderer::end");
208
209         *state = State();
210         if(default_camera)
211                 set_camera(*default_camera);
212         else
213                 standard_shdata.uniform("projection_matrix", Matrix());
214         shdata_stack.clear();
215         excluded.clear();
216
217         Mesh::unbind();
218         Texturing::unbind();
219         Texture::unbind_from(0);
220         Material::unbind();
221         Lighting::unbind();
222         Clipping::unbind();
223         Program::unbind();
224         Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
225         WindingTest::unbind();
226
227         if(matrices_loaded)
228         {
229                 MatrixStack::projection().pop();
230                 MatrixStack::modelview().pop();
231                 matrices_loaded = false;
232         }
233 }
234
235 void Renderer::exclude(const Renderable &renderable)
236 {
237         excluded.insert(&renderable);
238 }
239
240 void Renderer::include(const Renderable &renderable)
241 {
242         excluded.erase(&renderable);
243 }
244
245 void Renderer::render(const Renderable &renderable, const Tag &tag)
246 {
247         if(!excluded.count(&renderable))
248                 renderable.render(*this, tag);
249 }
250
251 void Renderer::draw(const Batch &batch)
252 {
253         apply_state();
254
255         bool legacy_bindings = (!state->shprog || state->shprog->uses_legacy_variables());
256         if(state->mesh && legacy_bindings)
257         {
258                 if(const Buffer *ibuf = state->mesh->get_index_buffer())
259                         ibuf->bind_to(ELEMENT_ARRAY_BUFFER);
260                 else
261                         Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
262         }
263
264         batch.draw();
265 }
266
267 void Renderer::apply_state()
268 {
269         /* We (mostly) let the objects themselves figure out if the binding has
270         changed */
271
272         bool legacy_bindings = (!state->shprog || state->shprog->uses_legacy_variables());
273         bool legacy_textures = !state->shprog;
274
275         if(state->texturing)
276                 state->texturing->bind(legacy_textures);
277         else
278         {
279                 Texturing::unbind();
280                 if(state->texture)
281                         state->texture->bind_to(0, legacy_textures);
282                 else
283                         Texture::unbind_from(0);
284         }
285
286         if(legacy_bindings)
287         {
288                 if(state->material)
289                         state->material->bind();
290                 else
291                         Material::unbind();
292
293                 if(changed&LEGACY_LIGHTING)
294                 {
295                         if(state->lighting)
296                         {
297                                 MatrixStack::modelview() = state->lighting_matrix;
298                                 state->lighting->bind();
299                                 changed = (changed&~LEGACY_LIGHTING)|LEGACY_MATRIX;
300                         }
301                         else
302                                 Lighting::unbind();
303                 }
304         }
305
306         if(state->clipping)
307         {
308                 if(legacy_bindings)
309                 {
310                         if(changed&LEGACY_CLIPPING)
311                         {
312                                 MatrixStack::modelview() = state->clipping_matrix;
313                                 state->clipping->bind(true);
314                                 changed = (changed&~LEGACY_CLIPPING)|LEGACY_MATRIX;
315                         }
316                 }
317                 else
318                         state->clipping->bind(false);
319         }
320         else
321                 Clipping::unbind();
322
323         if(state->shprog)
324         {
325                 bool shprog_changed = (state->shprog!=Program::current());
326                 state->shprog->bind();
327
328                 if(!legacy_bindings)
329                 {
330                         if(changed&MODERN_MATRIX)
331                         {
332                                 standard_shdata.uniform("eye_obj_matrix", state->modelview_matrix);
333                                 LinAl::SquareMatrix<float, 3> nm = state->modelview_matrix.block<3, 3>(0, 0);
334                                 nm = transpose(invert(nm));
335                                 standard_shdata.uniform_matrix3("eye_obj_normal_matrix", &nm(0, 0));
336                                 changed = (changed&~MODERN_MATRIX)|STANDARD_SHDATA;
337                         }
338
339                         if(state->material && ((changed&MATERIAL_SHDATA) || shprog_changed))
340                         {
341                                 state->material->get_shader_data().apply();
342                                 changed &= ~MATERIAL_SHDATA;
343                         }
344
345                         if((changed&STANDARD_SHDATA) || shprog_changed)
346                         {
347                                 standard_shdata.apply();
348                                 changed &= ~STANDARD_SHDATA;
349                         }
350                 }
351
352                 bool extra_shdata = (shdata_stack.size()>state->shdata_count);
353
354                 if((changed&SHADER_DATA) || shprog_changed || extra_shdata)
355                 {
356                         if(extra_shdata)
357                                 shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
358                         for(vector<const ProgramData *>::const_iterator i=shdata_stack.begin(); i!=shdata_stack.end(); ++i)
359                                 (*i)->apply();
360                         changed &= ~SHADER_DATA;
361                 }
362         }
363         else
364                 Program::unbind();
365
366         if(state->mesh)
367         {
368                 if(legacy_bindings)
369                 {
370                         Mesh::unbind();
371                         state->mesh->get_vertices().apply();
372                 }
373                 else
374                         state->mesh->bind();
375         }
376         else
377                 Mesh::unbind();
378
379         if(state->winding_test)
380         {
381                 if(state->reverse_winding)
382                         state->winding_test->get_reverse().bind();
383                 else
384                         state->winding_test->bind();
385         }
386         else
387                 WindingTest::unbind();
388
389         if(legacy_bindings)
390         {
391                 if(!matrices_loaded)
392                 {
393                         MatrixStack::modelview().push();
394                         MatrixStack::projection().push();
395                         matrices_loaded = true;
396                 }
397
398                 if(changed&LEGACY_PROJECTION)
399                 {
400                         MatrixStack::projection() = state->camera->get_projection_matrix();
401                         changed &= ~LEGACY_PROJECTION;
402                 }
403
404                 if(changed&LEGACY_MATRIX)
405                 {
406                         MatrixStack::modelview() = state->modelview_matrix;
407                         changed &= ~LEGACY_MATRIX;
408                 }
409         }
410 }
411
412
413 Renderer::State::State():
414         camera(0),
415         texture(0),
416         texturing(0),
417         lowest_effect_texunit(TexUnit::get_n_units()),
418         material(0),
419         lighting(0),
420         clipping(0),
421         shprog(0),
422         shdata_count(0),
423         mesh(0),
424         winding_test(0),
425         reverse_winding(false)
426 { }
427
428 } // namespace GL
429 } // namespace Msp