10 #include "programdata.h"
11 #include "renderable.h"
14 #include "texturing.h"
16 #include "vertexarray.h"
17 #include "windingtest.h"
24 Renderer::Renderer(const Camera *c):
26 matrices_loaded(false),
30 state_stack.reserve(16);
31 shdata_stack.reserve(32);
32 state = &state_stack.back();
42 void Renderer::begin(const Camera *c)
44 if(state_stack.size()>1)
45 throw invalid_operation("Renderer::begin");
54 void Renderer::set_camera(const Camera &c)
57 standard_shdata.uniform("projection_matrix", state->camera->get_projection_matrix());
58 changed |= STANDARD_SHDATA|LEGACY_PROJECTION;
59 set_matrix(state->camera->get_view_matrix());
62 void Renderer::set_matrix(const Matrix &matrix)
64 state->modelview_matrix = matrix;
68 void Renderer::transform(const Matrix &matrix)
70 state->modelview_matrix *= matrix;
74 void Renderer::set_texture(const Texture *t)
80 void Renderer::set_texturing(const Texturing *t)
86 unsigned Renderer::allocate_effect_texunit()
88 return --state->lowest_effect_texunit;
91 void Renderer::set_material(const Material *m)
94 changed |= MATERIAL_SHDATA;
97 void Renderer::set_lighting(const Lighting *l)
100 state->lighting_matrix = state->modelview_matrix;
103 l->update_shader_data(standard_shdata, state->lighting_matrix);
104 changed |= STANDARD_SHDATA;
106 changed |= LEGACY_LIGHTING;
109 void Renderer::set_clipping(const Clipping *c)
112 state->clipping_matrix = state->modelview_matrix;
115 c->update_shader_data(standard_shdata, state->clipping_matrix);
116 changed |= STANDARD_SHDATA;
118 changed |= LEGACY_CLIPPING;
121 void Renderer::set_shader_program(const Program *p, const ProgramData *d)
128 void Renderer::add_shader_data(const ProgramData &d)
130 shdata_stack.push_back(&d);
131 state->shdata_count = shdata_stack.size();
132 changed |= SHADER_DATA;
135 void Renderer::set_mesh(const Mesh *m)
140 void Renderer::set_winding_test(const WindingTest *w)
142 state->winding_test = w;
145 void Renderer::set_reverse_winding(bool r)
147 state->reverse_winding = r;
150 void Renderer::push_state()
152 state_stack.push_back(state_stack.back());
153 state = &state_stack.back();
156 void Renderer::pop_state()
158 if(state_stack.size()==1)
159 throw stack_underflow("Renderer::pop_state");
161 const Camera *old_camera = state->camera;
162 const Lighting *old_lighting = state->lighting;
163 const Clipping *old_clipping = state->clipping;
164 state_stack.pop_back();
165 state = &state_stack.back();
166 if(shdata_stack.size()>state->shdata_count)
168 shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
169 changed |= SHADER_DATA;
171 shdata_applied = min<unsigned>(shdata_applied, shdata_stack.size());
173 if(state->camera!=old_camera)
175 standard_shdata.uniform("projection_matrix", state->camera->get_projection_matrix());
176 changed |= STANDARD_SHDATA|LEGACY_PROJECTION;
178 if(state->lighting!=old_lighting)
182 state->lighting->update_shader_data(standard_shdata, state->lighting_matrix);
183 changed |= STANDARD_SHDATA;
185 changed |= LEGACY_LIGHTING;
187 if(state->clipping!=old_clipping)
191 state->clipping->update_shader_data(standard_shdata, state->clipping_matrix);
192 changed |= STANDARD_SHDATA;
194 changed |= LEGACY_CLIPPING;
198 void Renderer::escape()
201 Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
202 matrices_loaded = false;
207 if(state_stack.size()>1)
208 throw invalid_operation("Renderer::end");
214 Texture::unbind_from(0);
219 Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
220 WindingTest::unbind();
223 void Renderer::exclude(const Renderable &renderable)
225 excluded.insert(&renderable);
228 void Renderer::include(const Renderable &renderable)
230 excluded.erase(&renderable);
233 void Renderer::render(const Renderable &renderable, const Tag &tag)
235 if(!excluded.count(&renderable))
236 renderable.render(*this, tag);
239 void Renderer::draw(const Batch &batch)
243 bool legacy_bindings = (!state->shprog || state->shprog->uses_legacy_variables());
244 if(state->mesh && legacy_bindings)
246 if(const Buffer *ibuf = state->mesh->get_index_buffer())
247 ibuf->bind_to(ELEMENT_ARRAY_BUFFER);
249 Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
255 void Renderer::apply_state()
257 /* We (mostly) let the objects themselves figure out if the binding has
260 bool legacy_bindings = (!state->shprog || state->shprog->uses_legacy_variables());
263 state->texturing->bind();
268 state->texture->bind_to(0);
270 Texture::unbind_from(0);
276 state->material->bind();
280 if(changed&LEGACY_LIGHTING)
284 MatrixStack::modelview() = state->lighting_matrix;
285 state->lighting->bind();
286 changed = (changed&~LEGACY_LIGHTING)|LEGACY_MATRIX;
297 if(changed&LEGACY_CLIPPING)
299 MatrixStack::modelview() = state->clipping_matrix;
300 state->clipping->bind(true);
301 changed = (changed&~LEGACY_CLIPPING)|LEGACY_MATRIX;
305 state->clipping->bind(false);
312 bool shprog_changed = (state->shprog!=Program::current());
313 state->shprog->bind();
317 if(changed&MODERN_MATRIX)
319 standard_shdata.uniform("eye_obj_matrix", state->modelview_matrix);
320 LinAl::SquareMatrix<float, 3> nm = state->modelview_matrix.block<3, 3>(0, 0);
321 nm = transpose(invert(nm));
322 standard_shdata.uniform_matrix3("eye_obj_normal_matrix", &nm(0, 0));
323 changed = (changed&~MODERN_MATRIX)|STANDARD_SHDATA;
326 if(state->material && (changed&MATERIAL_SHDATA))
328 state->material->get_shader_data().apply();
329 changed &= ~MATERIAL_SHDATA;
332 if(changed&STANDARD_SHDATA)
334 standard_shdata.apply();
335 changed &= ~STANDARD_SHDATA;
339 if((changed&SHADER_DATA) || shprog_changed)
341 vector<const ProgramData *>::const_iterator i = shdata_stack.begin();
344 for(; i!=shdata_stack.end(); ++i)
346 changed &= ~SHADER_DATA;
347 shdata_applied = shdata_stack.size();
358 state->mesh->get_vertices().apply();
366 if(state->winding_test)
368 if(state->reverse_winding)
369 state->winding_test->get_reverse().bind();
371 state->winding_test->bind();
374 WindingTest::unbind();
380 MatrixStack::modelview().push();
381 MatrixStack::projection().push();
382 matrices_loaded = true;
385 if(changed&LEGACY_PROJECTION)
387 MatrixStack::projection() = state->camera->get_projection_matrix();
388 changed &= ~LEGACY_PROJECTION;
391 if(changed&LEGACY_MATRIX)
393 MatrixStack::modelview() = state->modelview_matrix;
394 changed &= ~LEGACY_MATRIX;
399 void Renderer::reset_state()
405 MatrixStack::projection().pop();
406 MatrixStack::modelview().pop();
407 matrices_loaded = false;
414 Renderer::State::State():
418 lowest_effect_texunit(TexUnit::get_n_units()),
426 reverse_winding(false)