9 #include "programdata.h"
10 #include "renderable.h"
13 #include "texturing.h"
15 #include "vertexarray.h"
16 #include "windingtest.h"
23 Renderer::Renderer(const Camera *c):
26 matrices_loaded(false),
32 state_stack.reserve(16);
33 shdata_stack.reserve(32);
34 state = &state_stack.back();
38 mtx_stack.load(camera->get_matrix());
39 standard_shdata.uniform("projection_matrix", camera->get_projection_matrix());
43 standard_shdata.uniform("projection_matrix", MatrixStack::projection().top());
44 mtx_stack.load(MatrixStack::modelview().top());
53 void Renderer::set_texture(const Texture *t)
59 void Renderer::set_texturing(const Texturing *t)
65 unsigned Renderer::allocate_effect_texunit()
67 return --state->lowest_effect_texunit;
70 void Renderer::set_material(const Material *m)
75 void Renderer::set_lighting(const Lighting *l)
78 state->lighting_matrix = mtx_stack.top();
80 l->update_shader_data(standard_shdata, mtx_stack.top());
84 void Renderer::set_shader_program(const Program *p, const ProgramData *d)
91 void Renderer::add_shader_data(const ProgramData &d)
93 shdata_stack.push_back(&d);
94 state->shdata_count = shdata_stack.size();
95 changed |= SHADER_DATA;
98 void Renderer::set_mesh(const Mesh *m)
103 void Renderer::set_element_buffer(const Buffer *b)
108 void Renderer::set_winding_test(const WindingTest *w)
110 state->winding_test = w;
113 void Renderer::set_reverse_winding(bool r)
115 state->reverse_winding = r;
118 void Renderer::push_state()
120 state_stack.push_back(state_stack.back());
121 state = &state_stack.back();
125 void Renderer::pop_state()
127 if(state_stack.size()==1)
128 throw stack_underflow("Renderer::pop_state");
130 const Lighting *old_lighting = state->lighting;
131 state_stack.pop_back();
132 state = &state_stack.back();
133 if(shdata_stack.size()>state->shdata_count)
135 shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
136 changed |= SHADER_DATA;
138 shdata_applied = min<unsigned>(shdata_applied, shdata_stack.size());
141 if(state->lighting!=old_lighting)
144 state->lighting->update_shader_data(standard_shdata, state->lighting_matrix);
149 void Renderer::escape()
152 Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
153 matrices_loaded = false;
158 if(state_stack.size()>1)
159 throw invalid_operation("Renderer::end");
164 MatrixStack::projection().pop();
165 MatrixStack::modelview().pop();
166 matrices_loaded = false;
171 Texture::unbind_from(0);
175 Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
176 WindingTest::unbind();
181 void Renderer::exclude(const Renderable &renderable)
183 excluded.insert(&renderable);
186 void Renderer::include(const Renderable &renderable)
188 excluded.erase(&renderable);
191 void Renderer::render(const Renderable &renderable, const Tag &tag)
193 if(!excluded.count(&renderable))
194 renderable.render(*this, tag);
197 void Renderer::draw(const Batch &batch)
201 bool legacy_bindings = (!state->shprog || state->shprog->uses_legacy_variables());
205 element_buffer->bind_to(ELEMENT_ARRAY_BUFFER);
207 Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
213 void Renderer::apply_state()
215 /* We (mostly) let the objects themselves figure out if the binding has
218 bool legacy_bindings = (!state->shprog || state->shprog->uses_legacy_variables());
221 state->texturing->bind();
226 state->texture->bind_to(0);
228 Texture::unbind_from(0);
234 state->material->bind();
242 MatrixStack::modelview() = state->lighting_matrix;
243 state->lighting->bind();
244 changed = (changed&~LIGHTING)|LEGACY_MATRIX;
253 bool shprog_changed = (state->shprog!=Program::current());
254 state->shprog->bind();
258 if(changed&MODERN_MATRIX)
260 const Matrix &m = mtx_stack.top();
261 standard_shdata.uniform("eye_obj_matrix", mtx_stack.top());
262 LinAl::SquareMatrix<float, 3> nm;
263 for(unsigned i=0; i<3; ++i)
264 for(unsigned j=0; j<3; ++j)
266 nm = transpose(invert(nm));
267 standard_shdata.uniform_matrix3("eye_obj_normal_matrix", &nm(0, 0));
268 changed &= ~MODERN_MATRIX;
272 state->material->get_shader_data().apply();
273 standard_shdata.apply();
276 if((changed&SHADER_DATA) || shprog_changed)
278 vector<const ProgramData *>::const_iterator i = shdata_stack.begin();
281 for(; i!=shdata_stack.end(); ++i)
283 changed &= ~SHADER_DATA;
284 shdata_applied = shdata_stack.size();
295 state->mesh->get_vertices().apply();
303 if(state->winding_test)
305 if(state->reverse_winding)
306 state->winding_test->get_reverse().bind();
308 state->winding_test->bind();
311 WindingTest::unbind();
317 MatrixStack::modelview().push();
320 MatrixStack::projection().push();
323 matrices_loaded = true;
326 if(changed&LEGACY_MATRIX)
328 MatrixStack::modelview() = mtx_stack.top();
329 changed &= ~LEGACY_MATRIX;
335 Renderer::State::State():
338 lowest_effect_texunit(TexUnit::get_n_units()),
345 reverse_winding(false)
349 Renderer::MtxStack::MtxStack(Renderer &r):
353 void Renderer::MtxStack::update()
355 renderer.changed |= MATRIX;