9 #include "programdata.h"
10 #include "renderable.h"
13 #include "texturing.h"
15 #include "vertexarray.h"
16 #include "windingtest.h"
23 Renderer::Renderer(const Camera *c):
26 matrices_loaded(false),
31 state_stack.reserve(16);
32 shdata_stack.reserve(32);
33 state = &state_stack.back();
37 mtx_stack.load(camera->get_matrix());
38 standard_shdata.uniform("projection_matrix", camera->get_projection_matrix());
42 standard_shdata.uniform("projection_matrix", MatrixStack::projection().top());
43 mtx_stack.load(MatrixStack::modelview().top());
52 void Renderer::set_texture(const Texture *t)
58 void Renderer::set_texturing(const Texturing *t)
64 unsigned Renderer::allocate_effect_texunit()
66 return --state->lowest_effect_texunit;
69 void Renderer::set_material(const Material *m)
74 void Renderer::set_lighting(const Lighting *l)
77 state->lighting_matrix = mtx_stack.top();
79 l->update_shader_data(standard_shdata, mtx_stack.top());
83 void Renderer::set_shader_program(const Program *p, const ProgramData *d)
89 /* Even if we have no new shdata, the existing ones need to be re-applied
91 shdata_changed = true;
94 void Renderer::add_shader_data(const ProgramData &d)
96 shdata_stack.push_back(&d);
97 state->shdata_count = shdata_stack.size();
98 changed |= SHADER_DATA;
101 void Renderer::set_mesh(const Mesh *m)
106 void Renderer::set_element_buffer(const Buffer *b)
111 void Renderer::set_winding_test(const WindingTest *w)
113 state->winding_test = w;
116 void Renderer::set_reverse_winding(bool r)
118 state->reverse_winding = r;
121 void Renderer::push_state()
123 state_stack.push_back(state_stack.back());
124 state = &state_stack.back();
128 void Renderer::pop_state()
130 if(state_stack.size()==1)
131 throw stack_underflow("Renderer::pop_state");
133 state_stack.pop_back();
134 state = &state_stack.back();
135 if(shdata_stack.size()>state->shdata_count)
136 shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
138 changed |= MATRIX|SHADER_DATA;
141 void Renderer::escape()
144 Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
145 matrices_loaded = false;
150 if(state_stack.size()>1)
151 throw invalid_operation("Renderer::end");
156 MatrixStack::projection().pop();
157 MatrixStack::modelview().pop();
158 matrices_loaded = false;
163 Texture::unbind_from(0);
167 Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
168 WindingTest::unbind();
173 void Renderer::exclude(const Renderable &renderable)
175 excluded.insert(&renderable);
178 void Renderer::include(const Renderable &renderable)
180 excluded.erase(&renderable);
183 void Renderer::render(const Renderable &renderable, const Tag &tag)
185 if(!excluded.count(&renderable))
186 renderable.render(*this, tag);
189 void Renderer::draw(const Batch &batch)
193 bool legacy_bindings = (!state->shprog || state->shprog->uses_legacy_variables());
197 element_buffer->bind_to(ELEMENT_ARRAY_BUFFER);
199 Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
205 void Renderer::apply_state()
207 /* We (mostly) let the objects themselves figure out if the binding has
210 bool legacy_bindings = (!state->shprog || state->shprog->uses_legacy_variables());
213 state->texturing->bind();
218 state->texture->bind_to(0);
220 Texture::unbind_from(0);
226 state->material->bind();
234 MatrixStack::modelview() = state->lighting_matrix;
235 state->lighting->bind();
236 changed = (changed&~LIGHTING)|MATRIX;
245 state->shprog->bind();
249 const Matrix &m = mtx_stack.top();
250 standard_shdata.uniform("eye_obj_matrix", mtx_stack.top());
251 LinAl::SquareMatrix<float, 3> nm;
252 for(unsigned i=0; i<3; ++i)
253 for(unsigned j=0; j<3; ++j)
255 nm = transpose(invert(nm));
256 standard_shdata.uniform_matrix3("eye_obj_normal_matrix", &nm(0, 0));
258 state->material->get_shader_data().apply();
259 standard_shdata.apply();
262 if(changed&SHADER_DATA)
264 for(vector<const ProgramData *>::const_iterator i=shdata_stack.begin(); i!=shdata_stack.end(); ++i)
266 changed &= ~SHADER_DATA;
277 state->mesh->get_vertices().apply();
285 if(state->winding_test)
287 if(state->reverse_winding)
288 state->winding_test->get_reverse().bind();
290 state->winding_test->bind();
293 WindingTest::unbind();
299 MatrixStack::modelview().push();
302 MatrixStack::projection().push();
305 matrices_loaded = true;
310 MatrixStack::modelview() = mtx_stack.top();
317 Renderer::State::State():
320 lowest_effect_texunit(TexUnit::get_n_units()),
327 reverse_winding(false)
331 Renderer::MtxStack::MtxStack(Renderer &r):
335 void Renderer::MtxStack::update()
337 renderer.changed |= MATRIX;