]> git.tdb.fi Git - libs/gl.git/blob - source/renderer.cpp
Remove support for legacy OpenGL features
[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 "vertexsetup.h"
18 #include "windingtest.h"
19
20 using namespace std;
21
22 namespace Msp {
23 namespace GL {
24
25 Renderer::Renderer(const Camera *c):
26         default_camera(c),
27         changed(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         else
37         {
38                 standard_shdata.uniform("projection_matrix", Matrix());
39                 standard_shdata.uniform("eye_world_matrix", Matrix());
40         }
41 }
42
43 Renderer::~Renderer()
44 {
45         end();
46 }
47
48 void Renderer::begin(const Camera *c)
49 {
50         end();
51         if(c)
52                 set_camera(*c);
53 }
54
55 void Renderer::set_camera(const Camera &c)
56 {
57         state->camera = &c;
58         standard_shdata.uniform("projection_matrix", state->camera->get_projection_matrix());
59         standard_shdata.uniform("eye_world_matrix", state->camera->get_view_matrix());
60         changed |= STANDARD_SHDATA;
61         set_matrix(state->camera->get_view_matrix());
62 }
63
64 void Renderer::set_matrix(const Matrix &matrix)
65 {
66         state->modelview_matrix = matrix;
67         changed |= MATRIX;
68 }
69
70 void Renderer::transform(const Matrix &matrix)
71 {
72         state->modelview_matrix *= matrix;
73         changed |= MATRIX;
74 }
75
76 void Renderer::set_texture(const Texture *t)
77 {
78         state->texture = t;
79         state->texturing = 0;
80 }
81
82 void Renderer::set_texturing(const Texturing *t)
83 {
84         state->texturing = t;
85         state->texture = 0;
86 }
87
88 unsigned Renderer::allocate_effect_texunit()
89 {
90         return --state->lowest_effect_texunit;
91 }
92
93 void Renderer::set_material(const Material *m)
94 {
95         state->material = m;
96         changed |= MATERIAL_SHDATA;
97 }
98
99 void Renderer::set_lighting(const Lighting *l)
100 {
101         state->lighting = l;
102         state->lighting_matrix = state->modelview_matrix;
103         if(l)
104         {
105                 l->update_shader_data(standard_shdata, state->lighting_matrix);
106                 changed |= STANDARD_SHDATA;
107         }
108 }
109
110 void Renderer::set_clipping(const Clipping *c)
111 {
112         state->clipping = c;
113         state->clipping_matrix = state->modelview_matrix;
114         if(c)
115         {
116                 c->update_shader_data(standard_shdata, state->clipping_matrix);
117                 changed |= STANDARD_SHDATA;
118         }
119 }
120
121 void Renderer::set_shader_program(const Program *p, const ProgramData *d)
122 {
123         state->shprog = p;
124         if(p && d)
125                 add_shader_data(*d);
126 }
127
128 void Renderer::add_shader_data(const ProgramData &d)
129 {
130         if(state->shdata_count<shdata_stack.size() && shdata_stack[state->shdata_count]==&d)
131                 ++state->shdata_count;
132         else
133         {
134                 flush_shader_data();
135                 shdata_stack.push_back(&d);
136                 state->shdata_count = shdata_stack.size();
137                 changed |= SHADER_DATA;
138         }
139 }
140
141 void Renderer::flush_shader_data()
142 {
143         if(shdata_stack.size()>state->shdata_count)
144                 shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
145 }
146
147 void Renderer::set_mesh(const Mesh *m)
148 {
149         state->mesh = m;
150 }
151
152 void Renderer::set_vertex_setup(const VertexSetup *vs)
153 {
154         state->vertex_setup = vs;
155 }
156
157 void Renderer::set_winding_test(const WindingTest *w)
158 {
159         state->winding_test = w;
160 }
161
162 void Renderer::set_reverse_winding(bool r)
163 {
164         state->reverse_winding = r;
165 }
166
167 void Renderer::set_object_lod_bias(unsigned b)
168 {
169         state->object_lod_bias = b;
170 }
171
172 void Renderer::push_state()
173 {
174         state_stack.push_back(state_stack.back());
175         state = &state_stack.back();
176 }
177
178 void Renderer::pop_state()
179 {
180         if(state_stack.size()==1)
181                 throw stack_underflow("Renderer::pop_state");
182
183         const Camera *old_camera = state->camera;
184         const Lighting *old_lighting = state->lighting;
185         const Clipping *old_clipping = state->clipping;
186         state_stack.pop_back();
187         state = &state_stack.back();
188         changed |= MATRIX;
189         bool camera_changed = (state->camera!=old_camera);
190         if(camera_changed)
191         {
192                 if(state->camera)
193                 {
194                         standard_shdata.uniform("projection_matrix", state->camera->get_projection_matrix());
195                         standard_shdata.uniform("eye_world_matrix", state->camera->get_view_matrix());
196                 }
197                 else
198                 {
199                         standard_shdata.uniform("projection_matrix", Matrix());
200                         standard_shdata.uniform("eye_world_matrix", Matrix());
201                 }
202                 changed |= STANDARD_SHDATA;
203         }
204         /* This actually should compare the relevant matrices rather than check for
205         camera, but in practice lighting and clipping is set right after the camera
206         and a boolean check is much faster than matrix comparison. */
207         if(state->lighting!=old_lighting || camera_changed)
208         {
209                 if(state->lighting)
210                 {
211                         state->lighting->update_shader_data(standard_shdata, state->lighting_matrix);
212                         changed |= STANDARD_SHDATA;
213                 }
214         }
215         if(state->clipping!=old_clipping || camera_changed)
216         {
217                 if(state->clipping)
218                 {
219                         state->clipping->update_shader_data(standard_shdata, state->clipping_matrix);
220                         changed |= STANDARD_SHDATA;
221                 }
222         }
223 }
224
225 void Renderer::end()
226 {
227         if(state_stack.size()>1)
228                 throw invalid_operation("Renderer::end");
229
230         *state = State();
231         if(default_camera)
232                 set_camera(*default_camera);
233         else
234                 standard_shdata.uniform("projection_matrix", Matrix());
235         shdata_stack.clear();
236         excluded.clear();
237
238         Mesh::unbind();
239         Texturing::unbind();
240         Texture::unbind_from(0);
241         Clipping::unbind();
242         Program::unbind();
243         VertexSetup::unbind();
244         Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
245         WindingTest::unbind();
246 }
247
248 void Renderer::exclude(const Renderable &renderable)
249 {
250         excluded.insert(&renderable);
251 }
252
253 void Renderer::include(const Renderable &renderable)
254 {
255         excluded.erase(&renderable);
256 }
257
258 void Renderer::render(const Renderable &renderable, const Tag &tag)
259 {
260         if(!excluded.count(&renderable))
261                 renderable.render(*this, tag);
262 }
263
264 void Renderer::draw(const Batch &batch)
265 {
266         apply_state();
267
268         batch.draw();
269 }
270
271 void Renderer::draw_instanced(const Batch &batch, unsigned count)
272 {
273         apply_state();
274
275         batch.draw_instanced(count);
276 }
277
278 void Renderer::apply_state()
279 {
280         /* We (mostly) let the objects themselves figure out if the binding has
281         changed */
282
283         if(state->texturing)
284                 state->texturing->bind();
285         else
286         {
287                 Texturing::unbind();
288                 if(state->texture)
289                         state->texture->bind_to(0);
290                 else
291                         Texture::unbind_from(0);
292         }
293
294         if(state->clipping)
295                 state->clipping->bind();
296         else
297                 Clipping::unbind();
298
299         if(state->shprog)
300         {
301                 bool shprog_changed = (state->shprog!=Program::current());
302                 state->shprog->bind();
303
304                 if(changed&MATRIX)
305                 {
306                         standard_shdata.uniform("eye_obj_matrix", state->modelview_matrix);
307                         LinAl::SquareMatrix<float, 3> nm = state->modelview_matrix.block<3, 3>(0, 0);
308                         nm = transpose(invert(nm));
309                         standard_shdata.uniform_matrix3("eye_obj_normal_matrix", &nm(0, 0));
310                         changed = (changed&~MATRIX)|STANDARD_SHDATA;
311                 }
312
313                 if(state->material && ((changed&MATERIAL_SHDATA) || shprog_changed))
314                 {
315                         state->material->get_shader_data().apply();
316                         changed &= ~MATERIAL_SHDATA;
317                 }
318
319                 if((changed&STANDARD_SHDATA) || shprog_changed)
320                 {
321                         standard_shdata.apply();
322                         changed &= ~STANDARD_SHDATA;
323                 }
324
325                 bool extra_shdata = (shdata_stack.size()>state->shdata_count);
326
327                 if((changed&SHADER_DATA) || shprog_changed || extra_shdata)
328                 {
329                         if(extra_shdata)
330                                 shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
331                         for(vector<const ProgramData *>::const_iterator i=shdata_stack.begin(); i!=shdata_stack.end(); ++i)
332                                 (*i)->apply();
333                         changed &= ~SHADER_DATA;
334                 }
335         }
336         else
337                 Program::unbind();
338
339         if(state->mesh)
340                 state->mesh->bind();
341         else
342         {
343                 Mesh::unbind();
344
345                 if(state->vertex_setup)
346                         state->vertex_setup->bind();
347                 else
348                         VertexSetup::unbind();
349         }
350
351         if(state->winding_test)
352         {
353                 if(state->reverse_winding)
354                         state->winding_test->get_reverse().bind();
355                 else
356                         state->winding_test->bind();
357         }
358         else
359                 WindingTest::unbind();
360 }
361
362
363 Renderer::State::State():
364         camera(0),
365         texture(0),
366         texturing(0),
367         lowest_effect_texunit(TexUnit::get_n_units()),
368         material(0),
369         lighting(0),
370         clipping(0),
371         shprog(0),
372         shdata_count(0),
373         mesh(0),
374         vertex_setup(0),
375         winding_test(0),
376         reverse_winding(false),
377         object_lod_bias(0)
378 { }
379
380 } // namespace GL
381 } // namespace Msp