]> git.tdb.fi Git - libs/gl.git/blob - source/renderer.cpp
Refresh lighting and culling uniforms if the camera changes in pop_state
[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         changed(0),
26         matrices_loaded(false),
27         shdata_applied(0),
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 }
37
38 Renderer::~Renderer()
39 {
40         end();
41 }
42
43 void Renderer::begin(const Camera *c)
44 {
45         end();
46         if(c)
47                 set_camera(*c);
48 }
49
50 void Renderer::set_camera(const Camera &c)
51 {
52         state->camera = &c;
53         standard_shdata.uniform("projection_matrix", state->camera->get_projection_matrix());
54         changed |= STANDARD_SHDATA|LEGACY_PROJECTION;
55         set_matrix(state->camera->get_view_matrix());
56 }
57
58 void Renderer::set_matrix(const Matrix &matrix)
59 {
60         state->modelview_matrix = matrix;
61         changed |= MATRIX;
62 }
63
64 void Renderer::transform(const Matrix &matrix)
65 {
66         state->modelview_matrix *= matrix;
67         changed |= MATRIX;
68 }
69
70 void Renderer::set_texture(const Texture *t)
71 {
72         state->texture = t;
73         state->texturing = 0;
74 }
75
76 void Renderer::set_texturing(const Texturing *t)
77 {
78         state->texturing = t;
79         state->texture = 0;
80 }
81
82 unsigned Renderer::allocate_effect_texunit()
83 {
84         return --state->lowest_effect_texunit;
85 }
86
87 void Renderer::set_material(const Material *m)
88 {
89         state->material = m;
90         changed |= MATERIAL_SHDATA;
91 }
92
93 void Renderer::set_lighting(const Lighting *l)
94 {
95         state->lighting = l;
96         state->lighting_matrix = state->modelview_matrix;
97         if(l)
98         {
99                 l->update_shader_data(standard_shdata, state->lighting_matrix);
100                 changed |= STANDARD_SHDATA;
101         }
102         changed |= LEGACY_LIGHTING;
103 }
104
105 void Renderer::set_clipping(const Clipping *c)
106 {
107         state->clipping = c;
108         state->clipping_matrix = state->modelview_matrix;
109         if(c)
110         {
111                 c->update_shader_data(standard_shdata, state->clipping_matrix);
112                 changed |= STANDARD_SHDATA;
113         }
114         changed |= LEGACY_CLIPPING;
115 }
116
117 void Renderer::set_shader_program(const Program *p, const ProgramData *d)
118 {
119         state->shprog = p;
120         if(p && d)
121                 add_shader_data(*d);
122 }
123
124 void Renderer::add_shader_data(const ProgramData &d)
125 {
126         shdata_stack.push_back(&d);
127         state->shdata_count = shdata_stack.size();
128         changed |= SHADER_DATA;
129 }
130
131 void Renderer::set_mesh(const Mesh *m)
132 {
133         state->mesh = m;
134 }
135
136 void Renderer::set_winding_test(const WindingTest *w)
137 {
138         state->winding_test = w;
139 }
140
141 void Renderer::set_reverse_winding(bool r)
142 {
143         state->reverse_winding = r;
144 }
145
146 void Renderer::push_state()
147 {
148         state_stack.push_back(state_stack.back());
149         state = &state_stack.back();
150 }
151
152 void Renderer::pop_state()
153 {
154         if(state_stack.size()==1)
155                 throw stack_underflow("Renderer::pop_state");
156
157         const Camera *old_camera = state->camera;
158         const Lighting *old_lighting = state->lighting;
159         const Clipping *old_clipping = state->clipping;
160         state_stack.pop_back();
161         state = &state_stack.back();
162         if(shdata_stack.size()>state->shdata_count)
163         {
164                 shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
165                 changed |= SHADER_DATA;
166         }
167         shdata_applied = min<unsigned>(shdata_applied, shdata_stack.size());
168         changed |= MATRIX;
169         bool camera_changed = (state->camera!=old_camera);
170         if(camera_changed)
171         {
172                 standard_shdata.uniform("projection_matrix", state->camera->get_projection_matrix());
173                 changed |= STANDARD_SHDATA|LEGACY_PROJECTION;
174         }
175         /* This actually should compare the relevant matrices rather than check for
176         camera, but in practice lighting and clipping is set right after the camera
177         and a boolean check is much faster than matrix comparison. */
178         if(state->lighting!=old_lighting || camera_changed)
179         {
180                 if(state->lighting)
181                 {
182                         state->lighting->update_shader_data(standard_shdata, state->lighting_matrix);
183                         changed |= STANDARD_SHDATA;
184                 }
185                 changed |= LEGACY_LIGHTING;
186         }
187         if(state->clipping!=old_clipping || camera_changed)
188         {
189                 if(state->clipping)
190                 {
191                         state->clipping->update_shader_data(standard_shdata, state->clipping_matrix);
192                         changed |= STANDARD_SHDATA;
193                 }
194                 changed |= LEGACY_CLIPPING;
195         }
196 }
197
198 void Renderer::end()
199 {
200         if(state_stack.size()>1)
201                 throw invalid_operation("Renderer::end");
202
203         *state = State();
204         shdata_stack.clear();
205         excluded.clear();
206
207         Mesh::unbind();
208         Texturing::unbind();
209         Texture::unbind_from(0);
210         Material::unbind();
211         Lighting::unbind();
212         Clipping::unbind();
213         Program::unbind();
214         Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
215         WindingTest::unbind();
216
217         if(matrices_loaded)
218         {
219                 MatrixStack::projection().pop();
220                 MatrixStack::modelview().pop();
221                 matrices_loaded = false;
222         }
223 }
224
225 void Renderer::exclude(const Renderable &renderable)
226 {
227         excluded.insert(&renderable);
228 }
229
230 void Renderer::include(const Renderable &renderable)
231 {
232         excluded.erase(&renderable);
233 }
234
235 void Renderer::render(const Renderable &renderable, const Tag &tag)
236 {
237         if(!excluded.count(&renderable))
238                 renderable.render(*this, tag);
239 }
240
241 void Renderer::draw(const Batch &batch)
242 {
243         apply_state();
244
245         bool legacy_bindings = (!state->shprog || state->shprog->uses_legacy_variables());
246         if(state->mesh && legacy_bindings)
247         {
248                 if(const Buffer *ibuf = state->mesh->get_index_buffer())
249                         ibuf->bind_to(ELEMENT_ARRAY_BUFFER);
250                 else
251                         Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
252         }
253
254         batch.draw();
255 }
256
257 void Renderer::apply_state()
258 {
259         /* We (mostly) let the objects themselves figure out if the binding has
260         changed */
261
262         bool legacy_bindings = (!state->shprog || state->shprog->uses_legacy_variables());
263
264         if(state->texturing)
265                 state->texturing->bind();
266         else
267         {
268                 Texturing::unbind();
269                 if(state->texture)
270                         state->texture->bind_to(0);
271                 else
272                         Texture::unbind_from(0);
273         }
274
275         if(legacy_bindings)
276         {
277                 if(state->material)
278                         state->material->bind();
279                 else
280                         Material::unbind();
281
282                 if(changed&LEGACY_LIGHTING)
283                 {
284                         if(state->lighting)
285                         {
286                                 MatrixStack::modelview() = state->lighting_matrix;
287                                 state->lighting->bind();
288                                 changed = (changed&~LEGACY_LIGHTING)|LEGACY_MATRIX;
289                         }
290                         else
291                                 Lighting::unbind();
292                 }
293         }
294
295         if(state->clipping)
296         {
297                 if(legacy_bindings)
298                 {
299                         if(changed&LEGACY_CLIPPING)
300                         {
301                                 MatrixStack::modelview() = state->clipping_matrix;
302                                 state->clipping->bind(true);
303                                 changed = (changed&~LEGACY_CLIPPING)|LEGACY_MATRIX;
304                         }
305                 }
306                 else
307                         state->clipping->bind(false);
308         }
309         else
310                 Clipping::unbind();
311
312         if(state->shprog)
313         {
314                 bool shprog_changed = (state->shprog!=Program::current());
315                 state->shprog->bind();
316
317                 if(!legacy_bindings)
318                 {
319                         if(changed&MODERN_MATRIX)
320                         {
321                                 standard_shdata.uniform("eye_obj_matrix", state->modelview_matrix);
322                                 LinAl::SquareMatrix<float, 3> nm = state->modelview_matrix.block<3, 3>(0, 0);
323                                 nm = transpose(invert(nm));
324                                 standard_shdata.uniform_matrix3("eye_obj_normal_matrix", &nm(0, 0));
325                                 changed = (changed&~MODERN_MATRIX)|STANDARD_SHDATA;
326                         }
327
328                         if(state->material && (changed&MATERIAL_SHDATA))
329                         {
330                                 state->material->get_shader_data().apply();
331                                 changed &= ~MATERIAL_SHDATA;
332                         }
333
334                         if(changed&STANDARD_SHDATA)
335                         {
336                                 standard_shdata.apply();
337                                 changed &= ~STANDARD_SHDATA;
338                         }
339                 }
340
341                 if((changed&SHADER_DATA) || shprog_changed)
342                 {
343                         vector<const ProgramData *>::const_iterator i = shdata_stack.begin();
344                         if(!shprog_changed)
345                                 i += shdata_applied;
346                         for(; i!=shdata_stack.end(); ++i)
347                                 (*i)->apply();
348                         changed &= ~SHADER_DATA;
349                         shdata_applied = shdata_stack.size();
350                 }
351         }
352         else
353                 Program::unbind();
354
355         if(state->mesh)
356         {
357                 if(legacy_bindings)
358                 {
359                         Mesh::unbind();
360                         state->mesh->get_vertices().apply();
361                 }
362                 else
363                         state->mesh->bind();
364         }
365         else
366                 Mesh::unbind();
367
368         if(state->winding_test)
369         {
370                 if(state->reverse_winding)
371                         state->winding_test->get_reverse().bind();
372                 else
373                         state->winding_test->bind();
374         }
375         else
376                 WindingTest::unbind();
377
378         if(legacy_bindings)
379         {
380                 if(!matrices_loaded)
381                 {
382                         MatrixStack::modelview().push();
383                         MatrixStack::projection().push();
384                         matrices_loaded = true;
385                 }
386
387                 if(changed&LEGACY_PROJECTION)
388                 {
389                         MatrixStack::projection() = state->camera->get_projection_matrix();
390                         changed &= ~LEGACY_PROJECTION;
391                 }
392
393                 if(changed&LEGACY_MATRIX)
394                 {
395                         MatrixStack::modelview() = state->modelview_matrix;
396                         changed &= ~LEGACY_MATRIX;
397                 }
398         }
399 }
400
401
402 Renderer::State::State():
403         camera(0),
404         texture(0),
405         texturing(0),
406         lowest_effect_texunit(TexUnit::get_n_units()),
407         material(0),
408         lighting(0),
409         clipping(0),
410         shprog(0),
411         shdata_count(0),
412         mesh(0),
413         winding_test(0),
414         reverse_winding(false)
415 { }
416
417 } // namespace GL
418 } // namespace Msp