9 #include "programdata.h"
10 #include "renderable.h"
13 #include "texturing.h"
14 #include "vertexarray.h"
15 #include "windingtest.h"
22 Renderer::Renderer(const Camera *c):
27 lighting_changed(false),
30 state_stack.reserve(16);
31 shdata_stack.reserve(32);
32 state = &state_stack.back();
34 MatrixStack::modelview().push();
37 MatrixStack::projection().push();
39 mtx_stack.load(camera->get_matrix());
40 standard_shdata.uniform("projection_matrix", camera->get_projection_matrix());
44 standard_shdata.uniform("projection_matrix", MatrixStack::projection().top());
45 mtx_stack.load(MatrixStack::modelview().top());
52 MatrixStack::projection().pop();
53 MatrixStack::modelview().pop();
57 Texture::unbind_from(0);
61 Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
62 WindingTest::unbind();
65 void Renderer::set_texture(const Texture *t)
71 void Renderer::set_texturing(const Texturing *t)
77 void Renderer::set_material(const Material *m)
82 void Renderer::set_lighting(const Lighting *l)
85 state->lighting_matrix = mtx_stack.top();
87 /* XXX I'm not happy with this, but can't come up with anything better
89 const_cast<Lighting *>(l)->update_shader_data(mtx_stack.top());
90 lighting_changed = true;
93 void Renderer::set_shader_program(const Program *p, const ProgramData *d)
99 /* Even if we have no new shdata, the existing ones need to be re-applied
100 to the new program */
101 shdata_changed = true;
104 void Renderer::add_shader_data(const ProgramData &d)
106 shdata_stack.push_back(&d);
107 state->shdata_count = shdata_stack.size();
108 shdata_changed = true;
111 void Renderer::set_mesh(const Mesh *m)
116 void Renderer::set_element_buffer(const Buffer *b)
121 void Renderer::set_winding_test(const WindingTest *w)
123 state->winding_test = w;
126 void Renderer::set_reverse_winding(bool r)
128 state->reverse_winding = r;
131 void Renderer::push_state()
133 state_stack.push_back(state_stack.back());
134 state = &state_stack.back();
138 void Renderer::pop_state()
140 if(state_stack.size()==1)
141 throw stack_underflow("Renderer::pop_state");
143 state_stack.pop_back();
144 state = &state_stack.back();
145 if(shdata_stack.size()>state->shdata_count)
146 shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
149 shdata_changed = true;
152 void Renderer::escape()
155 Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
158 void Renderer::exclude(const Renderable &renderable)
160 excluded.insert(&renderable);
163 void Renderer::include(const Renderable &renderable)
165 excluded.erase(&renderable);
168 void Renderer::render(const Renderable &renderable, const Tag &tag)
170 if(!excluded.count(&renderable))
171 renderable.render(*this, tag);
174 void Renderer::draw(const Batch &batch)
178 bool legacy_bindings = (!state->shprog || state->shprog->uses_legacy_variables());
182 element_buffer->bind_to(ELEMENT_ARRAY_BUFFER);
184 Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
190 void Renderer::apply_state()
192 /* We (mostly) let the objects themselves figure out if the binding has
195 bool legacy_bindings = (!state->shprog || state->shprog->uses_legacy_variables());
198 state->texturing->bind();
203 state->texture->bind_to(0);
205 Texture::unbind_from(0);
211 state->material->bind();
219 MatrixStack::modelview() = state->lighting_matrix;
220 state->lighting->bind();
222 lighting_changed = false;
231 state->shprog->bind();
235 const Matrix &m = mtx_stack.top();
236 standard_shdata.uniform("eye_obj_matrix", mtx_stack.top());
237 LinAl::SquareMatrix<float, 3> nm;
238 for(unsigned i=0; i<3; ++i)
239 for(unsigned j=0; j<3; ++j)
241 nm = transpose(invert(nm));
242 standard_shdata.uniform_matrix3("eye_obj_normal_matrix", &nm(0, 0));
244 state->lighting->get_shader_data().apply();
246 state->material->get_shader_data().apply();
247 standard_shdata.apply();
252 for(vector<const ProgramData *>::const_iterator i=shdata_stack.begin(); i!=shdata_stack.end(); ++i)
254 shdata_changed = false;
265 state->mesh->get_vertices().apply();
273 if(state->winding_test)
275 if(state->reverse_winding)
276 state->winding_test->get_reverse().bind();
278 state->winding_test->bind();
281 WindingTest::unbind();
283 if(legacy_bindings && mtx_changed)
285 MatrixStack::modelview() = mtx_stack.top();
291 Renderer::State::State():
303 Renderer::MtxStack::MtxStack(Renderer &r):
307 void Renderer::MtxStack::update()
309 renderer.mtx_changed = true;