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();
39 standard_shdata.uniform("projection_matrix", Matrix());
40 standard_shdata.uniform("eye_world_matrix", Matrix());
49 void Renderer::begin(const Camera *c)
56 void Renderer::set_camera(const Camera &c)
59 standard_shdata.uniform("projection_matrix", state->camera->get_projection_matrix());
60 standard_shdata.uniform("eye_world_matrix", state->camera->get_view_matrix());
61 changed |= STANDARD_SHDATA|LEGACY_PROJECTION;
62 set_matrix(state->camera->get_view_matrix());
65 void Renderer::set_matrix(const Matrix &matrix)
67 state->modelview_matrix = matrix;
71 void Renderer::transform(const Matrix &matrix)
73 state->modelview_matrix *= matrix;
77 void Renderer::set_texture(const Texture *t)
83 void Renderer::set_texturing(const Texturing *t)
89 unsigned Renderer::allocate_effect_texunit()
91 return --state->lowest_effect_texunit;
94 void Renderer::set_material(const Material *m)
97 changed |= MATERIAL_SHDATA;
100 void Renderer::set_lighting(const Lighting *l)
103 state->lighting_matrix = state->modelview_matrix;
106 l->update_shader_data(standard_shdata, state->lighting_matrix);
107 changed |= STANDARD_SHDATA;
109 changed |= LEGACY_LIGHTING;
112 void Renderer::set_clipping(const Clipping *c)
115 state->clipping_matrix = state->modelview_matrix;
118 c->update_shader_data(standard_shdata, state->clipping_matrix);
119 changed |= STANDARD_SHDATA;
121 changed |= LEGACY_CLIPPING;
124 void Renderer::set_shader_program(const Program *p, const ProgramData *d)
131 void Renderer::add_shader_data(const ProgramData &d)
133 if(state->shdata_count<shdata_stack.size() && shdata_stack[state->shdata_count]==&d)
134 ++state->shdata_count;
137 if(shdata_stack.size()>state->shdata_count)
138 shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
139 shdata_stack.push_back(&d);
140 state->shdata_count = shdata_stack.size();
141 changed |= SHADER_DATA;
145 void Renderer::set_mesh(const Mesh *m)
150 void Renderer::set_vertex_setup(const VertexSetup *vs)
152 state->vertex_setup = vs;
155 void Renderer::set_winding_test(const WindingTest *w)
157 state->winding_test = w;
160 void Renderer::set_reverse_winding(bool r)
162 state->reverse_winding = r;
165 void Renderer::push_state()
167 state_stack.push_back(state_stack.back());
168 state = &state_stack.back();
171 void Renderer::pop_state()
173 if(state_stack.size()==1)
174 throw stack_underflow("Renderer::pop_state");
176 const Camera *old_camera = state->camera;
177 const Lighting *old_lighting = state->lighting;
178 const Clipping *old_clipping = state->clipping;
179 state_stack.pop_back();
180 state = &state_stack.back();
182 bool camera_changed = (state->camera!=old_camera);
187 standard_shdata.uniform("projection_matrix", state->camera->get_projection_matrix());
188 standard_shdata.uniform("eye_world_matrix", state->camera->get_view_matrix());
192 standard_shdata.uniform("projection_matrix", Matrix());
193 standard_shdata.uniform("eye_world_matrix", Matrix());
195 changed |= STANDARD_SHDATA|LEGACY_PROJECTION;
197 /* This actually should compare the relevant matrices rather than check for
198 camera, but in practice lighting and clipping is set right after the camera
199 and a boolean check is much faster than matrix comparison. */
200 if(state->lighting!=old_lighting || camera_changed)
204 state->lighting->update_shader_data(standard_shdata, state->lighting_matrix);
205 changed |= STANDARD_SHDATA;
207 changed |= LEGACY_LIGHTING;
209 if(state->clipping!=old_clipping || camera_changed)
213 state->clipping->update_shader_data(standard_shdata, state->clipping_matrix);
214 changed |= STANDARD_SHDATA;
216 changed |= LEGACY_CLIPPING;
222 if(state_stack.size()>1)
223 throw invalid_operation("Renderer::end");
227 set_camera(*default_camera);
229 standard_shdata.uniform("projection_matrix", Matrix());
230 shdata_stack.clear();
235 Texture::unbind_from(0);
240 VertexSetup::unbind();
241 Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
242 WindingTest::unbind();
246 MatrixStack::projection().pop();
247 MatrixStack::modelview().pop();
248 matrices_loaded = false;
252 void Renderer::exclude(const Renderable &renderable)
254 excluded.insert(&renderable);
257 void Renderer::include(const Renderable &renderable)
259 excluded.erase(&renderable);
262 void Renderer::render(const Renderable &renderable, const Tag &tag)
264 if(!excluded.count(&renderable))
265 renderable.render(*this, tag);
268 void Renderer::draw(const Batch &batch)
275 void Renderer::draw_instanced(const Batch &batch, unsigned count)
279 batch.draw_instanced(count);
282 void Renderer::apply_state()
284 /* We (mostly) let the objects themselves figure out if the binding has
287 bool legacy_bindings = (!state->shprog || state->shprog->uses_legacy_variables());
288 bool legacy_textures = !state->shprog;
291 state->texturing->bind(legacy_textures);
296 state->texture->bind_to(0, legacy_textures);
298 Texture::unbind_from(0);
304 state->material->bind();
308 if(changed&LEGACY_LIGHTING)
312 MatrixStack::modelview() = state->lighting_matrix;
313 state->lighting->bind();
314 changed = (changed&~LEGACY_LIGHTING)|LEGACY_MATRIX;
325 if(changed&LEGACY_CLIPPING)
327 MatrixStack::modelview() = state->clipping_matrix;
328 state->clipping->bind(true);
329 changed = (changed&~LEGACY_CLIPPING)|LEGACY_MATRIX;
333 state->clipping->bind(false);
340 bool shprog_changed = (state->shprog!=Program::current());
341 state->shprog->bind();
345 if(changed&MODERN_MATRIX)
347 standard_shdata.uniform("eye_obj_matrix", state->modelview_matrix);
348 LinAl::SquareMatrix<float, 3> nm = state->modelview_matrix.block<3, 3>(0, 0);
349 nm = transpose(invert(nm));
350 standard_shdata.uniform_matrix3("eye_obj_normal_matrix", &nm(0, 0));
351 changed = (changed&~MODERN_MATRIX)|STANDARD_SHDATA;
354 if(state->material && ((changed&MATERIAL_SHDATA) || shprog_changed))
356 state->material->get_shader_data().apply();
357 changed &= ~MATERIAL_SHDATA;
360 if((changed&STANDARD_SHDATA) || shprog_changed)
362 standard_shdata.apply();
363 changed &= ~STANDARD_SHDATA;
367 bool extra_shdata = (shdata_stack.size()>state->shdata_count);
369 if((changed&SHADER_DATA) || shprog_changed || extra_shdata)
372 shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
373 for(vector<const ProgramData *>::const_iterator i=shdata_stack.begin(); i!=shdata_stack.end(); ++i)
375 changed &= ~SHADER_DATA;
386 state->mesh->get_vertices().apply();
387 if(const Buffer *ibuf = state->mesh->get_index_buffer())
388 ibuf->bind_to(ELEMENT_ARRAY_BUFFER);
390 Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
399 if(state->vertex_setup)
400 state->vertex_setup->bind();
402 VertexSetup::unbind();
405 if(state->winding_test)
407 if(state->reverse_winding)
408 state->winding_test->get_reverse().bind();
410 state->winding_test->bind();
413 WindingTest::unbind();
419 MatrixStack::modelview().push();
420 MatrixStack::projection().push();
421 matrices_loaded = true;
424 if(changed&LEGACY_PROJECTION)
426 MatrixStack::projection() = state->camera->get_projection_matrix();
427 changed &= ~LEGACY_PROJECTION;
430 if(changed&LEGACY_MATRIX)
432 MatrixStack::modelview() = state->modelview_matrix;
433 changed &= ~LEGACY_MATRIX;
439 Renderer::State::State():
443 lowest_effect_texunit(TexUnit::get_n_units()),
452 reverse_winding(false)