10 #include "programdata.h"
11 #include "renderable.h"
14 #include "texturing.h"
16 #include "vertexarray.h"
17 #include "vertexsetup.h"
18 #include "windingtest.h"
25 Renderer::Renderer(const Camera *c):
28 matrices_loaded(false),
31 state_stack.reserve(16);
32 shdata_stack.reserve(32);
33 state = &state_stack.back();
38 standard_shdata.uniform("projection_matrix", Matrix());
46 void Renderer::begin(const Camera *c)
53 void Renderer::set_camera(const Camera &c)
56 standard_shdata.uniform("projection_matrix", state->camera->get_projection_matrix());
57 changed |= STANDARD_SHDATA|LEGACY_PROJECTION;
58 set_matrix(state->camera->get_view_matrix());
61 void Renderer::set_matrix(const Matrix &matrix)
63 state->modelview_matrix = matrix;
67 void Renderer::transform(const Matrix &matrix)
69 state->modelview_matrix *= matrix;
73 void Renderer::set_texture(const Texture *t)
79 void Renderer::set_texturing(const Texturing *t)
85 unsigned Renderer::allocate_effect_texunit()
87 return --state->lowest_effect_texunit;
90 void Renderer::set_material(const Material *m)
93 changed |= MATERIAL_SHDATA;
96 void Renderer::set_lighting(const Lighting *l)
99 state->lighting_matrix = state->modelview_matrix;
102 l->update_shader_data(standard_shdata, state->lighting_matrix);
103 changed |= STANDARD_SHDATA;
105 changed |= LEGACY_LIGHTING;
108 void Renderer::set_clipping(const Clipping *c)
111 state->clipping_matrix = state->modelview_matrix;
114 c->update_shader_data(standard_shdata, state->clipping_matrix);
115 changed |= STANDARD_SHDATA;
117 changed |= LEGACY_CLIPPING;
120 void Renderer::set_shader_program(const Program *p, const ProgramData *d)
127 void Renderer::add_shader_data(const ProgramData &d)
129 if(state->shdata_count<shdata_stack.size() && shdata_stack[state->shdata_count]==&d)
130 ++state->shdata_count;
133 if(shdata_stack.size()>state->shdata_count)
134 shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
135 shdata_stack.push_back(&d);
136 state->shdata_count = shdata_stack.size();
137 changed |= SHADER_DATA;
141 void Renderer::set_mesh(const Mesh *m)
146 void Renderer::set_vertex_setup(const VertexSetup *vs)
148 state->vertex_setup = vs;
151 void Renderer::set_winding_test(const WindingTest *w)
153 state->winding_test = w;
156 void Renderer::set_reverse_winding(bool r)
158 state->reverse_winding = r;
161 void Renderer::push_state()
163 state_stack.push_back(state_stack.back());
164 state = &state_stack.back();
167 void Renderer::pop_state()
169 if(state_stack.size()==1)
170 throw stack_underflow("Renderer::pop_state");
172 const Camera *old_camera = state->camera;
173 const Lighting *old_lighting = state->lighting;
174 const Clipping *old_clipping = state->clipping;
175 state_stack.pop_back();
176 state = &state_stack.back();
178 bool camera_changed = (state->camera!=old_camera);
182 standard_shdata.uniform("projection_matrix", state->camera->get_projection_matrix());
184 standard_shdata.uniform("projection_matrix", Matrix());
185 changed |= STANDARD_SHDATA|LEGACY_PROJECTION;
187 /* This actually should compare the relevant matrices rather than check for
188 camera, but in practice lighting and clipping is set right after the camera
189 and a boolean check is much faster than matrix comparison. */
190 if(state->lighting!=old_lighting || camera_changed)
194 state->lighting->update_shader_data(standard_shdata, state->lighting_matrix);
195 changed |= STANDARD_SHDATA;
197 changed |= LEGACY_LIGHTING;
199 if(state->clipping!=old_clipping || camera_changed)
203 state->clipping->update_shader_data(standard_shdata, state->clipping_matrix);
204 changed |= STANDARD_SHDATA;
206 changed |= LEGACY_CLIPPING;
212 if(state_stack.size()>1)
213 throw invalid_operation("Renderer::end");
217 set_camera(*default_camera);
219 standard_shdata.uniform("projection_matrix", Matrix());
220 shdata_stack.clear();
225 Texture::unbind_from(0);
230 VertexSetup::unbind();
231 Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
232 WindingTest::unbind();
236 MatrixStack::projection().pop();
237 MatrixStack::modelview().pop();
238 matrices_loaded = false;
242 void Renderer::exclude(const Renderable &renderable)
244 excluded.insert(&renderable);
247 void Renderer::include(const Renderable &renderable)
249 excluded.erase(&renderable);
252 void Renderer::render(const Renderable &renderable, const Tag &tag)
254 if(!excluded.count(&renderable))
255 renderable.render(*this, tag);
258 void Renderer::draw(const Batch &batch)
262 bool legacy_bindings = (!state->shprog || state->shprog->uses_legacy_variables());
263 if(state->mesh && legacy_bindings)
265 if(const Buffer *ibuf = state->mesh->get_index_buffer())
266 ibuf->bind_to(ELEMENT_ARRAY_BUFFER);
268 Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
274 void Renderer::apply_state()
276 /* We (mostly) let the objects themselves figure out if the binding has
279 bool legacy_bindings = (!state->shprog || state->shprog->uses_legacy_variables());
280 bool legacy_textures = !state->shprog;
283 state->texturing->bind(legacy_textures);
288 state->texture->bind_to(0, legacy_textures);
290 Texture::unbind_from(0);
296 state->material->bind();
300 if(changed&LEGACY_LIGHTING)
304 MatrixStack::modelview() = state->lighting_matrix;
305 state->lighting->bind();
306 changed = (changed&~LEGACY_LIGHTING)|LEGACY_MATRIX;
317 if(changed&LEGACY_CLIPPING)
319 MatrixStack::modelview() = state->clipping_matrix;
320 state->clipping->bind(true);
321 changed = (changed&~LEGACY_CLIPPING)|LEGACY_MATRIX;
325 state->clipping->bind(false);
332 bool shprog_changed = (state->shprog!=Program::current());
333 state->shprog->bind();
337 if(changed&MODERN_MATRIX)
339 standard_shdata.uniform("eye_obj_matrix", state->modelview_matrix);
340 LinAl::SquareMatrix<float, 3> nm = state->modelview_matrix.block<3, 3>(0, 0);
341 nm = transpose(invert(nm));
342 standard_shdata.uniform_matrix3("eye_obj_normal_matrix", &nm(0, 0));
343 changed = (changed&~MODERN_MATRIX)|STANDARD_SHDATA;
346 if(state->material && ((changed&MATERIAL_SHDATA) || shprog_changed))
348 state->material->get_shader_data().apply();
349 changed &= ~MATERIAL_SHDATA;
352 if((changed&STANDARD_SHDATA) || shprog_changed)
354 standard_shdata.apply();
355 changed &= ~STANDARD_SHDATA;
359 bool extra_shdata = (shdata_stack.size()>state->shdata_count);
361 if((changed&SHADER_DATA) || shprog_changed || extra_shdata)
364 shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
365 for(vector<const ProgramData *>::const_iterator i=shdata_stack.begin(); i!=shdata_stack.end(); ++i)
367 changed &= ~SHADER_DATA;
378 state->mesh->get_vertices().apply();
387 if(state->vertex_setup)
388 state->vertex_setup->bind();
390 VertexSetup::unbind();
393 if(state->winding_test)
395 if(state->reverse_winding)
396 state->winding_test->get_reverse().bind();
398 state->winding_test->bind();
401 WindingTest::unbind();
407 MatrixStack::modelview().push();
408 MatrixStack::projection().push();
409 matrices_loaded = true;
412 if(changed&LEGACY_PROJECTION)
414 MatrixStack::projection() = state->camera->get_projection_matrix();
415 changed &= ~LEGACY_PROJECTION;
418 if(changed&LEGACY_MATRIX)
420 MatrixStack::modelview() = state->modelview_matrix;
421 changed &= ~LEGACY_MATRIX;
427 Renderer::State::State():
431 lowest_effect_texunit(TexUnit::get_n_units()),
440 reverse_winding(false)