]> git.tdb.fi Git - libs/gl.git/blob - source/renderer.cpp
Remove various old deprecated things
[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 "program.h"
9 #include "programdata.h"
10 #include "renderable.h"
11 #include "renderer.h"
12 #include "texture.h"
13 #include "texturing.h"
14 #include "texunit.h"
15 #include "vertexarray.h"
16 #include "vertexsetup.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         default_camera(c),
26         changed(0),
27         state_stack(1)
28 {
29         state_stack.reserve(16);
30         shdata_stack.reserve(32);
31         state = &state_stack.back();
32
33         if(c)
34                 set_camera(*c);
35         else
36         {
37                 standard_shdata.uniform("projection_matrix", Matrix());
38                 standard_shdata.uniform("eye_world_matrix", Matrix());
39         }
40 }
41
42 Renderer::~Renderer()
43 {
44         end();
45 }
46
47 void Renderer::set_camera(const Camera &c)
48 {
49         state->camera = &c;
50         standard_shdata.uniform("projection_matrix", state->camera->get_projection_matrix());
51         standard_shdata.uniform("eye_world_matrix", state->camera->get_view_matrix());
52         changed |= STANDARD_SHDATA;
53         set_matrix(state->camera->get_view_matrix());
54 }
55
56 void Renderer::set_matrix(const Matrix &matrix)
57 {
58         state->modelview_matrix = matrix;
59         changed |= MATRIX;
60 }
61
62 void Renderer::transform(const Matrix &matrix)
63 {
64         state->modelview_matrix *= matrix;
65         changed |= MATRIX;
66 }
67
68 void Renderer::set_texture(const Texture *t)
69 {
70         state->texture = t;
71         state->texturing = 0;
72 }
73
74 void Renderer::set_texturing(const Texturing *t)
75 {
76         state->texturing = t;
77         state->texture = 0;
78 }
79
80 unsigned Renderer::allocate_effect_texunit()
81 {
82         return --state->lowest_effect_texunit;
83 }
84
85 void Renderer::set_material(const Material *m)
86 {
87         state->material = m;
88         changed |= MATERIAL_SHDATA;
89 }
90
91 void Renderer::set_lighting(const Lighting *l)
92 {
93         state->lighting = l;
94         state->lighting_matrix = state->modelview_matrix;
95         if(l)
96         {
97                 l->update_shader_data(standard_shdata, state->lighting_matrix);
98                 changed |= STANDARD_SHDATA;
99         }
100 }
101
102 void Renderer::set_clipping(const Clipping *c)
103 {
104         state->clipping = c;
105         state->clipping_matrix = state->modelview_matrix;
106         if(c)
107         {
108                 c->update_shader_data(standard_shdata, state->clipping_matrix);
109                 changed |= STANDARD_SHDATA;
110         }
111 }
112
113 void Renderer::set_shader_program(const Program *p, const ProgramData *d)
114 {
115         state->shprog = p;
116         if(p && d)
117                 add_shader_data(*d);
118 }
119
120 void Renderer::add_shader_data(const ProgramData &d)
121 {
122         if(state->shdata_count<shdata_stack.size() && shdata_stack[state->shdata_count]==&d)
123                 ++state->shdata_count;
124         else
125         {
126                 flush_shader_data();
127                 shdata_stack.push_back(&d);
128                 state->shdata_count = shdata_stack.size();
129                 changed |= SHADER_DATA;
130         }
131 }
132
133 void Renderer::flush_shader_data()
134 {
135         if(shdata_stack.size()>state->shdata_count)
136                 shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
137 }
138
139 void Renderer::set_vertex_setup(const VertexSetup *vs)
140 {
141         state->vertex_setup = vs;
142 }
143
144 void Renderer::set_winding_test(const WindingTest *w)
145 {
146         state->winding_test = w;
147 }
148
149 void Renderer::set_reverse_winding(bool r)
150 {
151         state->reverse_winding = r;
152 }
153
154 void Renderer::set_object_lod_bias(unsigned b)
155 {
156         state->object_lod_bias = b;
157 }
158
159 void Renderer::push_state()
160 {
161         state_stack.push_back(state_stack.back());
162         state = &state_stack.back();
163 }
164
165 void Renderer::pop_state()
166 {
167         if(state_stack.size()==1)
168                 throw stack_underflow("Renderer::pop_state");
169
170         const Camera *old_camera = state->camera;
171         const Lighting *old_lighting = state->lighting;
172         const Clipping *old_clipping = state->clipping;
173         state_stack.pop_back();
174         state = &state_stack.back();
175         changed |= MATRIX;
176         bool camera_changed = (state->camera!=old_camera);
177         if(camera_changed)
178         {
179                 if(state->camera)
180                 {
181                         standard_shdata.uniform("projection_matrix", state->camera->get_projection_matrix());
182                         standard_shdata.uniform("eye_world_matrix", state->camera->get_view_matrix());
183                 }
184                 else
185                 {
186                         standard_shdata.uniform("projection_matrix", Matrix());
187                         standard_shdata.uniform("eye_world_matrix", Matrix());
188                 }
189                 changed |= STANDARD_SHDATA;
190         }
191         /* This actually should compare the relevant matrices rather than check for
192         camera, but in practice lighting and clipping is set right after the camera
193         and a boolean check is much faster than matrix comparison. */
194         if(state->lighting!=old_lighting || camera_changed)
195         {
196                 if(state->lighting)
197                 {
198                         state->lighting->update_shader_data(standard_shdata, state->lighting_matrix);
199                         changed |= STANDARD_SHDATA;
200                 }
201         }
202         if(state->clipping!=old_clipping || camera_changed)
203         {
204                 if(state->clipping)
205                 {
206                         state->clipping->update_shader_data(standard_shdata, state->clipping_matrix);
207                         changed |= STANDARD_SHDATA;
208                 }
209         }
210 }
211
212 void Renderer::end()
213 {
214         if(state_stack.size()>1)
215                 throw invalid_operation("Renderer::end");
216
217         *state = State();
218         if(default_camera)
219                 set_camera(*default_camera);
220         else
221                 standard_shdata.uniform("projection_matrix", Matrix());
222         shdata_stack.clear();
223         excluded.clear();
224
225         Texturing::unbind();
226         Texture::unbind_from(0);
227         Clipping::unbind();
228         Program::unbind();
229         VertexSetup::unbind();
230         Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
231         WindingTest::unbind();
232 }
233
234 void Renderer::exclude(const Renderable &renderable)
235 {
236         excluded.insert(&renderable);
237 }
238
239 void Renderer::include(const Renderable &renderable)
240 {
241         excluded.erase(&renderable);
242 }
243
244 void Renderer::render(const Renderable &renderable, const Tag &tag)
245 {
246         if(!excluded.count(&renderable))
247                 renderable.render(*this, tag);
248 }
249
250 void Renderer::draw(const Batch &batch)
251 {
252         apply_state();
253
254         batch.draw();
255 }
256
257 void Renderer::draw_instanced(const Batch &batch, unsigned count)
258 {
259         apply_state();
260
261         batch.draw_instanced(count);
262 }
263
264 void Renderer::apply_state()
265 {
266         /* We (mostly) let the objects themselves figure out if the binding has
267         changed */
268
269         if(state->texturing)
270                 state->texturing->bind();
271         else
272         {
273                 Texturing::unbind();
274                 if(state->texture)
275                         state->texture->bind_to(0);
276                 else
277                         Texture::unbind_from(0);
278         }
279
280         if(state->clipping)
281                 state->clipping->bind();
282         else
283                 Clipping::unbind();
284
285         if(state->shprog)
286         {
287                 bool shprog_changed = (state->shprog!=Program::current());
288                 state->shprog->bind();
289
290                 if(changed&MATRIX)
291                 {
292                         standard_shdata.uniform("eye_obj_matrix", state->modelview_matrix);
293                         LinAl::SquareMatrix<float, 3> nm = state->modelview_matrix.block<3, 3>(0, 0);
294                         nm = transpose(invert(nm));
295                         standard_shdata.uniform_matrix3("eye_obj_normal_matrix", &nm(0, 0));
296                         changed = (changed&~MATRIX)|STANDARD_SHDATA;
297                 }
298
299                 if(state->material && ((changed&MATERIAL_SHDATA) || shprog_changed))
300                 {
301                         state->material->get_shader_data().apply();
302                         changed &= ~MATERIAL_SHDATA;
303                 }
304
305                 if((changed&STANDARD_SHDATA) || shprog_changed)
306                 {
307                         standard_shdata.apply();
308                         changed &= ~STANDARD_SHDATA;
309                 }
310
311                 bool extra_shdata = (shdata_stack.size()>state->shdata_count);
312
313                 if((changed&SHADER_DATA) || shprog_changed || extra_shdata)
314                 {
315                         if(extra_shdata)
316                                 shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
317                         for(vector<const ProgramData *>::const_iterator i=shdata_stack.begin(); i!=shdata_stack.end(); ++i)
318                                 (*i)->apply();
319                         changed &= ~SHADER_DATA;
320                 }
321         }
322         else
323                 Program::unbind();
324
325         if(state->vertex_setup)
326                 state->vertex_setup->bind();
327         else
328                 VertexSetup::unbind();
329
330         if(state->winding_test)
331         {
332                 if(state->reverse_winding)
333                         state->winding_test->get_reverse().bind();
334                 else
335                         state->winding_test->bind();
336         }
337         else
338                 WindingTest::unbind();
339 }
340
341
342 Renderer::State::State():
343         camera(0),
344         texture(0),
345         texturing(0),
346         lowest_effect_texunit(TexUnit::get_n_units()),
347         material(0),
348         lighting(0),
349         clipping(0),
350         shprog(0),
351         shdata_count(0),
352         vertex_setup(0),
353         winding_test(0),
354         reverse_winding(false),
355         object_lod_bias(0)
356 { }
357
358 } // namespace GL
359 } // namespace Msp