]> git.tdb.fi Git - libs/gl.git/blob - source/renderer.cpp
Make the camera part of changeable Renderer 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         begin(c);
35 }
36
37 Renderer::~Renderer()
38 {
39         end();
40 }
41
42 void Renderer::begin(const Camera *c)
43 {
44         if(state_stack.size()>1)
45                 throw invalid_operation("Renderer::begin");
46
47         reset_state();
48         excluded.clear();
49
50         if(c)
51                 set_camera(*c);
52 }
53
54 void Renderer::set_camera(const Camera &c)
55 {
56         state->camera = &c;
57         standard_shdata.uniform("projection_matrix", state->camera->get_projection_matrix());
58         changed |= STANDARD_SHDATA|LEGACY_PROJECTION;
59         set_matrix(state->camera->get_view_matrix());
60 }
61
62 void Renderer::set_matrix(const Matrix &matrix)
63 {
64         state->modelview_matrix = matrix;
65         changed |= MATRIX;
66 }
67
68 void Renderer::transform(const Matrix &matrix)
69 {
70         state->modelview_matrix *= matrix;
71         changed |= MATRIX;
72 }
73
74 void Renderer::set_texture(const Texture *t)
75 {
76         state->texture = t;
77         state->texturing = 0;
78 }
79
80 void Renderer::set_texturing(const Texturing *t)
81 {
82         state->texturing = t;
83         state->texture = 0;
84 }
85
86 unsigned Renderer::allocate_effect_texunit()
87 {
88         return --state->lowest_effect_texunit;
89 }
90
91 void Renderer::set_material(const Material *m)
92 {
93         state->material = m;
94         changed |= MATERIAL_SHDATA;
95 }
96
97 void Renderer::set_lighting(const Lighting *l)
98 {
99         state->lighting = l;
100         state->lighting_matrix = state->modelview_matrix;
101         if(l)
102         {
103                 l->update_shader_data(standard_shdata, state->lighting_matrix);
104                 changed |= STANDARD_SHDATA;
105         }
106         changed |= LEGACY_LIGHTING;
107 }
108
109 void Renderer::set_clipping(const Clipping *c)
110 {
111         state->clipping = c;
112         state->clipping_matrix = state->modelview_matrix;
113         if(c)
114         {
115                 c->update_shader_data(standard_shdata, state->clipping_matrix);
116                 changed |= STANDARD_SHDATA;
117         }
118         changed |= LEGACY_CLIPPING;
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         shdata_stack.push_back(&d);
131         state->shdata_count = shdata_stack.size();
132         changed |= SHADER_DATA;
133 }
134
135 void Renderer::set_mesh(const Mesh *m)
136 {
137         state->mesh = m;
138 }
139
140 void Renderer::set_winding_test(const WindingTest *w)
141 {
142         state->winding_test = w;
143 }
144
145 void Renderer::set_reverse_winding(bool r)
146 {
147         state->reverse_winding = r;
148 }
149
150 void Renderer::push_state()
151 {
152         state_stack.push_back(state_stack.back());
153         state = &state_stack.back();
154 }
155
156 void Renderer::pop_state()
157 {
158         if(state_stack.size()==1)
159                 throw stack_underflow("Renderer::pop_state");
160
161         const Camera *old_camera = state->camera;
162         const Lighting *old_lighting = state->lighting;
163         const Clipping *old_clipping = state->clipping;
164         state_stack.pop_back();
165         state = &state_stack.back();
166         if(shdata_stack.size()>state->shdata_count)
167         {
168                 shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
169                 changed |= SHADER_DATA;
170         }
171         shdata_applied = min<unsigned>(shdata_applied, shdata_stack.size());
172         changed |= MATRIX;
173         if(state->camera!=old_camera)
174         {
175                 standard_shdata.uniform("projection_matrix", state->camera->get_projection_matrix());
176                 changed |= STANDARD_SHDATA|LEGACY_PROJECTION;
177         }
178         if(state->lighting!=old_lighting)
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)
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::escape()
199 {
200         apply_state();
201         Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
202         matrices_loaded = false;
203 }
204
205 void Renderer::end()
206 {
207         if(state_stack.size()>1)
208                 throw invalid_operation("Renderer::end");
209
210         reset_state();
211
212         Mesh::unbind();
213         Texturing::unbind();
214         Texture::unbind_from(0);
215         Material::unbind();
216         Lighting::unbind();
217         Clipping::unbind();
218         Program::unbind();
219         Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
220         WindingTest::unbind();
221 }
222
223 void Renderer::exclude(const Renderable &renderable)
224 {
225         excluded.insert(&renderable);
226 }
227
228 void Renderer::include(const Renderable &renderable)
229 {
230         excluded.erase(&renderable);
231 }
232
233 void Renderer::render(const Renderable &renderable, const Tag &tag)
234 {
235         if(!excluded.count(&renderable))
236                 renderable.render(*this, tag);
237 }
238
239 void Renderer::draw(const Batch &batch)
240 {
241         apply_state();
242
243         bool legacy_bindings = (!state->shprog || state->shprog->uses_legacy_variables());
244         if(state->mesh && legacy_bindings)
245         {
246                 if(const Buffer *ibuf = state->mesh->get_index_buffer())
247                         ibuf->bind_to(ELEMENT_ARRAY_BUFFER);
248                 else
249                         Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
250         }
251
252         batch.draw();
253 }
254
255 void Renderer::apply_state()
256 {
257         /* We (mostly) let the objects themselves figure out if the binding has
258         changed */
259
260         bool legacy_bindings = (!state->shprog || state->shprog->uses_legacy_variables());
261
262         if(state->texturing)
263                 state->texturing->bind();
264         else
265         {
266                 Texturing::unbind();
267                 if(state->texture)
268                         state->texture->bind_to(0);
269                 else
270                         Texture::unbind_from(0);
271         }
272
273         if(legacy_bindings)
274         {
275                 if(state->material)
276                         state->material->bind();
277                 else
278                         Material::unbind();
279
280                 if(changed&LEGACY_LIGHTING)
281                 {
282                         if(state->lighting)
283                         {
284                                 MatrixStack::modelview() = state->lighting_matrix;
285                                 state->lighting->bind();
286                                 changed = (changed&~LEGACY_LIGHTING)|LEGACY_MATRIX;
287                         }
288                         else
289                                 Lighting::unbind();
290                 }
291         }
292
293         if(state->clipping)
294         {
295                 if(legacy_bindings)
296                 {
297                         if(changed&LEGACY_CLIPPING)
298                         {
299                                 MatrixStack::modelview() = state->clipping_matrix;
300                                 state->clipping->bind(true);
301                                 changed = (changed&~LEGACY_CLIPPING)|LEGACY_MATRIX;
302                         }
303                 }
304                 else
305                         state->clipping->bind(false);
306         }
307         else
308                 Clipping::unbind();
309
310         if(state->shprog)
311         {
312                 bool shprog_changed = (state->shprog!=Program::current());
313                 state->shprog->bind();
314
315                 if(!legacy_bindings)
316                 {
317                         if(changed&MODERN_MATRIX)
318                         {
319                                 standard_shdata.uniform("eye_obj_matrix", state->modelview_matrix);
320                                 LinAl::SquareMatrix<float, 3> nm = state->modelview_matrix.block<3, 3>(0, 0);
321                                 nm = transpose(invert(nm));
322                                 standard_shdata.uniform_matrix3("eye_obj_normal_matrix", &nm(0, 0));
323                                 changed = (changed&~MODERN_MATRIX)|STANDARD_SHDATA;
324                         }
325
326                         if(state->material && (changed&MATERIAL_SHDATA))
327                         {
328                                 state->material->get_shader_data().apply();
329                                 changed &= ~MATERIAL_SHDATA;
330                         }
331
332                         if(changed&STANDARD_SHDATA)
333                         {
334                                 standard_shdata.apply();
335                                 changed &= ~STANDARD_SHDATA;
336                         }
337                 }
338
339                 if((changed&SHADER_DATA) || shprog_changed)
340                 {
341                         vector<const ProgramData *>::const_iterator i = shdata_stack.begin();
342                         if(!shprog_changed)
343                                 i += shdata_applied;
344                         for(; i!=shdata_stack.end(); ++i)
345                                 (*i)->apply();
346                         changed &= ~SHADER_DATA;
347                         shdata_applied = shdata_stack.size();
348                 }
349         }
350         else
351                 Program::unbind();
352
353         if(state->mesh)
354         {
355                 if(legacy_bindings)
356                 {
357                         Mesh::unbind();
358                         state->mesh->get_vertices().apply();
359                 }
360                 else
361                         state->mesh->bind();
362         }
363         else
364                 Mesh::unbind();
365
366         if(state->winding_test)
367         {
368                 if(state->reverse_winding)
369                         state->winding_test->get_reverse().bind();
370                 else
371                         state->winding_test->bind();
372         }
373         else
374                 WindingTest::unbind();
375
376         if(legacy_bindings)
377         {
378                 if(!matrices_loaded)
379                 {
380                         MatrixStack::modelview().push();
381                         MatrixStack::projection().push();
382                         matrices_loaded = true;
383                 }
384
385                 if(changed&LEGACY_PROJECTION)
386                 {
387                         MatrixStack::projection() = state->camera->get_projection_matrix();
388                         changed &= ~LEGACY_PROJECTION;
389                 }
390
391                 if(changed&LEGACY_MATRIX)
392                 {
393                         MatrixStack::modelview() = state->modelview_matrix;
394                         changed &= ~LEGACY_MATRIX;
395                 }
396         }
397 }
398
399 void Renderer::reset_state()
400 {
401         if(!matrices_loaded)
402                 return;
403
404         if(camera)
405                 MatrixStack::projection().pop();
406         MatrixStack::modelview().pop();
407         matrices_loaded = false;
408         changed |= MATRIX;
409
410         *state = State();
411 }
412
413
414 Renderer::State::State():
415         camera(0),
416         texture(0),
417         texturing(0),
418         lowest_effect_texunit(TexUnit::get_n_units()),
419         material(0),
420         lighting(0),
421         clipping(0),
422         shprog(0),
423         shdata_count(0),
424         mesh(0),
425         winding_test(0),
426         reverse_winding(false)
427 { }
428
429 } // namespace GL
430 } // namespace Msp