]> git.tdb.fi Git - libs/gl.git/blob - source/renderer.cpp
Deprecate Renderer::begin() and remove the already deprecated escape()
[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         if(c)
35                 set_camera(*c);
36 }
37
38 Renderer::~Renderer()
39 {
40         end();
41 }
42
43 void Renderer::begin(const Camera *c)
44 {
45         end();
46         if(c)
47                 set_camera(*c);
48 }
49
50 void Renderer::set_camera(const Camera &c)
51 {
52         state->camera = &c;
53         standard_shdata.uniform("projection_matrix", state->camera->get_projection_matrix());
54         changed |= STANDARD_SHDATA|LEGACY_PROJECTION;
55         set_matrix(state->camera->get_view_matrix());
56 }
57
58 void Renderer::set_matrix(const Matrix &matrix)
59 {
60         state->modelview_matrix = matrix;
61         changed |= MATRIX;
62 }
63
64 void Renderer::transform(const Matrix &matrix)
65 {
66         state->modelview_matrix *= matrix;
67         changed |= MATRIX;
68 }
69
70 void Renderer::set_texture(const Texture *t)
71 {
72         state->texture = t;
73         state->texturing = 0;
74 }
75
76 void Renderer::set_texturing(const Texturing *t)
77 {
78         state->texturing = t;
79         state->texture = 0;
80 }
81
82 unsigned Renderer::allocate_effect_texunit()
83 {
84         return --state->lowest_effect_texunit;
85 }
86
87 void Renderer::set_material(const Material *m)
88 {
89         state->material = m;
90         changed |= MATERIAL_SHDATA;
91 }
92
93 void Renderer::set_lighting(const Lighting *l)
94 {
95         state->lighting = l;
96         state->lighting_matrix = state->modelview_matrix;
97         if(l)
98         {
99                 l->update_shader_data(standard_shdata, state->lighting_matrix);
100                 changed |= STANDARD_SHDATA;
101         }
102         changed |= LEGACY_LIGHTING;
103 }
104
105 void Renderer::set_clipping(const Clipping *c)
106 {
107         state->clipping = c;
108         state->clipping_matrix = state->modelview_matrix;
109         if(c)
110         {
111                 c->update_shader_data(standard_shdata, state->clipping_matrix);
112                 changed |= STANDARD_SHDATA;
113         }
114         changed |= LEGACY_CLIPPING;
115 }
116
117 void Renderer::set_shader_program(const Program *p, const ProgramData *d)
118 {
119         state->shprog = p;
120         if(p && d)
121                 add_shader_data(*d);
122 }
123
124 void Renderer::add_shader_data(const ProgramData &d)
125 {
126         shdata_stack.push_back(&d);
127         state->shdata_count = shdata_stack.size();
128         changed |= SHADER_DATA;
129 }
130
131 void Renderer::set_mesh(const Mesh *m)
132 {
133         state->mesh = m;
134 }
135
136 void Renderer::set_winding_test(const WindingTest *w)
137 {
138         state->winding_test = w;
139 }
140
141 void Renderer::set_reverse_winding(bool r)
142 {
143         state->reverse_winding = r;
144 }
145
146 void Renderer::push_state()
147 {
148         state_stack.push_back(state_stack.back());
149         state = &state_stack.back();
150 }
151
152 void Renderer::pop_state()
153 {
154         if(state_stack.size()==1)
155                 throw stack_underflow("Renderer::pop_state");
156
157         const Camera *old_camera = state->camera;
158         const Lighting *old_lighting = state->lighting;
159         const Clipping *old_clipping = state->clipping;
160         state_stack.pop_back();
161         state = &state_stack.back();
162         if(shdata_stack.size()>state->shdata_count)
163         {
164                 shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
165                 changed |= SHADER_DATA;
166         }
167         shdata_applied = min<unsigned>(shdata_applied, shdata_stack.size());
168         changed |= MATRIX;
169         if(state->camera!=old_camera)
170         {
171                 standard_shdata.uniform("projection_matrix", state->camera->get_projection_matrix());
172                 changed |= STANDARD_SHDATA|LEGACY_PROJECTION;
173         }
174         if(state->lighting!=old_lighting)
175         {
176                 if(state->lighting)
177                 {
178                         state->lighting->update_shader_data(standard_shdata, state->lighting_matrix);
179                         changed |= STANDARD_SHDATA;
180                 }
181                 changed |= LEGACY_LIGHTING;
182         }
183         if(state->clipping!=old_clipping)
184         {
185                 if(state->clipping)
186                 {
187                         state->clipping->update_shader_data(standard_shdata, state->clipping_matrix);
188                         changed |= STANDARD_SHDATA;
189                 }
190                 changed |= LEGACY_CLIPPING;
191         }
192 }
193
194 void Renderer::end()
195 {
196         if(state_stack.size()>1)
197                 throw invalid_operation("Renderer::end");
198
199         *state = State();
200         shdata_stack.clear();
201         excluded.clear();
202
203         Mesh::unbind();
204         Texturing::unbind();
205         Texture::unbind_from(0);
206         Material::unbind();
207         Lighting::unbind();
208         Clipping::unbind();
209         Program::unbind();
210         Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
211         WindingTest::unbind();
212
213         if(matrices_loaded)
214         {
215                 MatrixStack::projection().pop();
216                 MatrixStack::modelview().pop();
217                 matrices_loaded = false;
218         }
219 }
220
221 void Renderer::exclude(const Renderable &renderable)
222 {
223         excluded.insert(&renderable);
224 }
225
226 void Renderer::include(const Renderable &renderable)
227 {
228         excluded.erase(&renderable);
229 }
230
231 void Renderer::render(const Renderable &renderable, const Tag &tag)
232 {
233         if(!excluded.count(&renderable))
234                 renderable.render(*this, tag);
235 }
236
237 void Renderer::draw(const Batch &batch)
238 {
239         apply_state();
240
241         bool legacy_bindings = (!state->shprog || state->shprog->uses_legacy_variables());
242         if(state->mesh && legacy_bindings)
243         {
244                 if(const Buffer *ibuf = state->mesh->get_index_buffer())
245                         ibuf->bind_to(ELEMENT_ARRAY_BUFFER);
246                 else
247                         Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
248         }
249
250         batch.draw();
251 }
252
253 void Renderer::apply_state()
254 {
255         /* We (mostly) let the objects themselves figure out if the binding has
256         changed */
257
258         bool legacy_bindings = (!state->shprog || state->shprog->uses_legacy_variables());
259
260         if(state->texturing)
261                 state->texturing->bind();
262         else
263         {
264                 Texturing::unbind();
265                 if(state->texture)
266                         state->texture->bind_to(0);
267                 else
268                         Texture::unbind_from(0);
269         }
270
271         if(legacy_bindings)
272         {
273                 if(state->material)
274                         state->material->bind();
275                 else
276                         Material::unbind();
277
278                 if(changed&LEGACY_LIGHTING)
279                 {
280                         if(state->lighting)
281                         {
282                                 MatrixStack::modelview() = state->lighting_matrix;
283                                 state->lighting->bind();
284                                 changed = (changed&~LEGACY_LIGHTING)|LEGACY_MATRIX;
285                         }
286                         else
287                                 Lighting::unbind();
288                 }
289         }
290
291         if(state->clipping)
292         {
293                 if(legacy_bindings)
294                 {
295                         if(changed&LEGACY_CLIPPING)
296                         {
297                                 MatrixStack::modelview() = state->clipping_matrix;
298                                 state->clipping->bind(true);
299                                 changed = (changed&~LEGACY_CLIPPING)|LEGACY_MATRIX;
300                         }
301                 }
302                 else
303                         state->clipping->bind(false);
304         }
305         else
306                 Clipping::unbind();
307
308         if(state->shprog)
309         {
310                 bool shprog_changed = (state->shprog!=Program::current());
311                 state->shprog->bind();
312
313                 if(!legacy_bindings)
314                 {
315                         if(changed&MODERN_MATRIX)
316                         {
317                                 standard_shdata.uniform("eye_obj_matrix", state->modelview_matrix);
318                                 LinAl::SquareMatrix<float, 3> nm = state->modelview_matrix.block<3, 3>(0, 0);
319                                 nm = transpose(invert(nm));
320                                 standard_shdata.uniform_matrix3("eye_obj_normal_matrix", &nm(0, 0));
321                                 changed = (changed&~MODERN_MATRIX)|STANDARD_SHDATA;
322                         }
323
324                         if(state->material && (changed&MATERIAL_SHDATA))
325                         {
326                                 state->material->get_shader_data().apply();
327                                 changed &= ~MATERIAL_SHDATA;
328                         }
329
330                         if(changed&STANDARD_SHDATA)
331                         {
332                                 standard_shdata.apply();
333                                 changed &= ~STANDARD_SHDATA;
334                         }
335                 }
336
337                 if((changed&SHADER_DATA) || shprog_changed)
338                 {
339                         vector<const ProgramData *>::const_iterator i = shdata_stack.begin();
340                         if(!shprog_changed)
341                                 i += shdata_applied;
342                         for(; i!=shdata_stack.end(); ++i)
343                                 (*i)->apply();
344                         changed &= ~SHADER_DATA;
345                         shdata_applied = shdata_stack.size();
346                 }
347         }
348         else
349                 Program::unbind();
350
351         if(state->mesh)
352         {
353                 if(legacy_bindings)
354                 {
355                         Mesh::unbind();
356                         state->mesh->get_vertices().apply();
357                 }
358                 else
359                         state->mesh->bind();
360         }
361         else
362                 Mesh::unbind();
363
364         if(state->winding_test)
365         {
366                 if(state->reverse_winding)
367                         state->winding_test->get_reverse().bind();
368                 else
369                         state->winding_test->bind();
370         }
371         else
372                 WindingTest::unbind();
373
374         if(legacy_bindings)
375         {
376                 if(!matrices_loaded)
377                 {
378                         MatrixStack::modelview().push();
379                         MatrixStack::projection().push();
380                         matrices_loaded = true;
381                 }
382
383                 if(changed&LEGACY_PROJECTION)
384                 {
385                         MatrixStack::projection() = state->camera->get_projection_matrix();
386                         changed &= ~LEGACY_PROJECTION;
387                 }
388
389                 if(changed&LEGACY_MATRIX)
390                 {
391                         MatrixStack::modelview() = state->modelview_matrix;
392                         changed &= ~LEGACY_MATRIX;
393                 }
394         }
395 }
396
397
398 Renderer::State::State():
399         camera(0),
400         texture(0),
401         texturing(0),
402         lowest_effect_texunit(TexUnit::get_n_units()),
403         material(0),
404         lighting(0),
405         clipping(0),
406         shprog(0),
407         shdata_count(0),
408         mesh(0),
409         winding_test(0),
410         reverse_winding(false)
411 { }
412
413 } // namespace GL
414 } // namespace Msp