#include "programdata.h"
#include "renderable.h"
#include "renderer.h"
+#include "resourcemanager.h"
#include "sampler.h"
#include "texture.h"
-#include "texunit.h"
#include "vertexarray.h"
#include "vertexsetup.h"
-#include "windingtest.h"
using namespace std;
void Renderer::set_texture(Tag tag, const Texture *tex, const Sampler *samp)
{
+ if(tex)
+ if(ResourceManager *res_mgr = tex->get_manager())
+ res_mgr->resource_used(*tex);
+
if(texture_stack.size()>state->texture_count)
{
BoundTexture &bt = texture_stack[state->texture_count];
void Renderer::flush_textures()
{
- for(unsigned i=0; i<texture_stack.size(); ++i)
- {
- BoundTexture &bt = texture_stack[i];
- if(i>=state->texture_count && bt.unit>=0)
- {
- Texture::unbind_from(bt.unit);
- Sampler::unbind_from(bt.unit);
- }
- else if(bt.replaced>=static_cast<int>(state->texture_count))
- bt.replaced = -1;
- }
+ for(unsigned i=0; i<state->texture_count; ++i)
+ if(texture_stack[i].replaced>=static_cast<int>(state->texture_count))
+ texture_stack[i].replaced = -1;
texture_stack.erase(texture_stack.begin()+state->texture_count, texture_stack.end());
}
state->vertex_setup = vs;
}
-void Renderer::set_winding_test(const WindingTest *w)
+void Renderer::set_front_face(FaceWinding winding)
{
- state->winding_test = w;
+ state->front_face = winding;
}
-void Renderer::set_reverse_winding(bool r)
+void Renderer::set_face_cull(CullMode cull)
{
- state->reverse_winding = r;
+ state->face_cull = cull;
}
void Renderer::set_object_lod_bias(unsigned b)
*state = State();
shdata_stack.clear();
+ add_shader_data(standard_shdata);
excluded.clear();
- for(vector<BoundTexture>::iterator i=texture_stack.begin(); i!=texture_stack.end(); ++i)
- if(i->unit>=0)
- {
- Texture::unbind_from(i->unit);
- Sampler::unbind_from(i->unit);
- }
- Clipping::unbind();
- Program::unbind();
- VertexSetup::unbind();
- Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
- WindingTest::unbind();
+ PipelineState::clear();
}
void Renderer::exclude(const Renderable &renderable)
if(!state->shprog)
throw invalid_operation("Renderer::apply_state");
- /* We (mostly) let the objects themselves figure out if the binding has
- changed */
+ if(changed&MATRIX)
+ {
+ standard_shdata.uniform("world_obj_matrix", state->model_matrix);
+ LinAl::SquareMatrix<float, 3> nm = state->model_matrix.block<3, 3>(0, 0);
+ nm = transpose(invert(nm));
+ standard_shdata.uniform("world_obj_normal_matrix", nm);
+ changed &= ~MATRIX;
+ }
- if(state->texture_count<texture_stack.size())
- flush_textures();
+ bool shprog_changed = (state->shprog!=pipeline_state.get_shader_program());
+ pipeline_state.set_shader_program(state->shprog);
- for(vector<BoundTexture>::const_iterator i=texture_stack.begin(); i!=texture_stack.end(); ++i)
+ if(state->vertex_setup)
{
- int unit = state->shprog->get_uniform_binding(i->tag);
- if(unit>=0)
- {
- if(i->texture)
- i->texture->bind_to(unit);
- if(i->sampler)
- i->sampler->bind_to(unit);
- i->unit = unit;
- }
+ if(const VertexArray *array = state->vertex_setup->get_vertex_array())
+ array->refresh();
+ if(const VertexArray *array = state->vertex_setup->get_instance_array())
+ array->refresh();
}
+ pipeline_state.set_vertex_setup(state->vertex_setup);
- if(state->clipping)
- state->clipping->bind();
- else
- Clipping::unbind();
+ pipeline_state.set_front_face(state->front_face);
+ pipeline_state.set_face_cull(state->face_cull);
+ pipeline_state.set_enabled_clip_planes(state->clipping ? (1<<state->clipping->get_n_planes())-1 : 0);
- bool shprog_changed = (state->shprog!=Program::current());
- state->shprog->bind();
+ if(state->texture_count<texture_stack.size())
+ flush_textures();
- if(changed&MATRIX)
+ for(vector<BoundTexture>::const_iterator i=texture_stack.begin(); i!=texture_stack.end(); ++i)
{
- standard_shdata.uniform("world_obj_matrix", state->model_matrix);
- LinAl::SquareMatrix<float, 3> nm = state->model_matrix.block<3, 3>(0, 0);
- nm = transpose(invert(nm));
- standard_shdata.uniform("world_obj_normal_matrix", nm);
- changed &= ~MATRIX;
+ int unit = (i->tag.id ? state->shprog->get_uniform_binding(i->tag) : i->unit);
+ if(unit>=0)
+ pipeline_state.set_texture(unit, i->texture, i->sampler);
}
bool shdata_changed = changed&SHADER_DATA;
shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
for(vector<BoundProgramData>::const_iterator i=shdata_stack.begin(); i!=shdata_stack.end(); ++i)
{
- i->shdata->apply();
+ i->shdata->apply(*state->shprog, pipeline_state);
i->generation = i->shdata->get_generation();
}
changed &= ~SHADER_DATA;
}
- if(state->vertex_setup)
- state->vertex_setup->bind();
- else
- VertexSetup::unbind();
-
- if(state->winding_test)
- {
- if(state->reverse_winding)
- state->winding_test->get_reverse().bind();
- else
- state->winding_test->bind();
- }
- else
- WindingTest::unbind();
+ pipeline_state.apply();
}
shprog(0),
shdata_count(0),
vertex_setup(0),
- winding_test(0),
- reverse_winding(false),
+ front_face(NON_MANIFOLD),
+ face_cull(NO_CULL),
object_lod_bias(0)
{ }