]> git.tdb.fi Git - libs/gl.git/blobdiff - source/render/renderer.cpp
Reorder members of Renderer and PipelineState
[libs/gl.git] / source / render / renderer.cpp
index 19148a4dbf5a4f9bf1c9743481336ecf80297bb3..3b28d8545b668b75fe2b0d580232dfe96a22e06b 100644 (file)
@@ -1,9 +1,8 @@
 #include "batch.h"
 #include "buffer.h"
 #include "camera.h"
-#include "clipping.h"
-#include "deviceinfo.h"
 #include "error.h"
+#include "framebuffer.h"
 #include "lighting.h"
 #include "material.h"
 #include "program.h"
@@ -21,8 +20,7 @@ using namespace std;
 namespace Msp {
 namespace GL {
 
-Renderer::Renderer():
-       changed(0)
+Renderer::Renderer()
 {
        state_stack.reserve(16);
        state_stack.push_back(State());
@@ -36,6 +34,34 @@ Renderer::~Renderer()
        end();
 }
 
+void Renderer::end()
+{
+       if(state_stack.size()>1)
+               throw invalid_operation("Renderer::end");
+
+       *state = State();
+       shdata_stack.clear();
+       add_shader_data(standard_shdata);
+
+       commands.use_pipeline(0);
+}
+
+void Renderer::push_state()
+{
+       state_stack.push_back(state_stack.back());
+       state = &state_stack.back();
+}
+
+void Renderer::pop_state()
+{
+       if(state_stack.size()==1)
+               throw stack_underflow("Renderer::pop_state");
+
+       state_stack.pop_back();
+       state = &state_stack.back();
+       changed |= MATRIX;
+}
+
 void Renderer::set_camera(const Camera &c)
 {
        state->camera = &c;
@@ -70,6 +96,31 @@ void Renderer::set_scissor(const Rect *s)
        state->scissor = s;
 }
 
+void Renderer::set_shader_program(const Program *p, const ProgramData *d)
+{
+       state->shprog = p;
+       if(p && d)
+               add_shader_data(*d);
+}
+
+void Renderer::add_shader_data(const ProgramData &d)
+{
+       if(state->shdata_count<shdata_stack.size())
+       {
+               const BoundProgramData &top = shdata_stack.back();
+               if(top.shdata==&d && top.generation==d.get_generation())
+               {
+                       ++state->shdata_count;
+                       return;
+               }
+       }
+
+       flush_shader_data();
+       shdata_stack.push_back(&d);
+       state->shdata_count = shdata_stack.size();
+       changed |= SHADER_DATA;
+}
+
 void Renderer::set_texture(Tag tag, const Texture *tex, const Sampler *samp)
 {
        if(tex)
@@ -103,6 +154,12 @@ void Renderer::set_texture(Tag tag, const Texture *tex, const Sampler *samp)
        state->texture_count = texture_stack.size();
 }
 
+void Renderer::flush_shader_data()
+{
+       if(shdata_stack.size()>state->shdata_count)
+               shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
+}
+
 void Renderer::flush_textures()
 {
        for(unsigned i=0; i<state->texture_count; ++i)
@@ -112,56 +169,6 @@ void Renderer::flush_textures()
        texture_stack.erase(texture_stack.begin()+state->texture_count, texture_stack.end());
 }
 
-void Renderer::set_material(const Material *m)
-{
-       if(m)
-               add_shader_data(m->get_shader_data());
-}
-
-void Renderer::set_lighting(const Lighting *l)
-{
-       if(l)
-               add_shader_data(l->get_shader_data());
-}
-
-void Renderer::set_clipping(const Clipping *c)
-{
-       state->clipping = c;
-       if(c)
-               add_shader_data(c->get_shader_data());
-}
-
-void Renderer::set_shader_program(const Program *p, const ProgramData *d)
-{
-       state->shprog = p;
-       if(p && d)
-               add_shader_data(*d);
-}
-
-void Renderer::add_shader_data(const ProgramData &d)
-{
-       if(state->shdata_count<shdata_stack.size())
-       {
-               const BoundProgramData &top = shdata_stack.back();
-               if(top.shdata==&d && top.generation==d.get_generation())
-               {
-                       ++state->shdata_count;
-                       return;
-               }
-       }
-
-       flush_shader_data_();
-       shdata_stack.push_back(&d);
-       state->shdata_count = shdata_stack.size();
-       changed |= SHADER_DATA;
-}
-
-void Renderer::flush_shader_data_()
-{
-       if(shdata_stack.size()>state->shdata_count)
-               shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
-}
-
 void Renderer::set_vertex_setup(const VertexSetup *vs)
 {
        state->vertex_setup = vs;
@@ -197,54 +204,11 @@ void Renderer::set_object_lod_bias(unsigned b)
        state->object_lod_bias = b;
 }
 
-void Renderer::push_state()
-{
-       state_stack.push_back(state_stack.back());
-       state = &state_stack.back();
-}
-
-void Renderer::pop_state()
-{
-       if(state_stack.size()==1)
-               throw stack_underflow("Renderer::pop_state");
-
-       state_stack.pop_back();
-       state = &state_stack.back();
-       changed |= MATRIX;
-}
-
-void Renderer::end()
-{
-       if(state_stack.size()>1)
-               throw invalid_operation("Renderer::end");
-
-       *state = State();
-       shdata_stack.clear();
-       add_shader_data(standard_shdata);
-       excluded.clear();
-
-       commands.use_pipeline(0);
-}
-
-void Renderer::exclude(const Renderable &renderable)
-{
-       excluded.insert(&renderable);
-}
-
-void Renderer::include(const Renderable &renderable)
-{
-       excluded.erase(&renderable);
-}
-
-void Renderer::render(const Renderable &renderable, Tag tag)
-{
-       if(!excluded.count(&renderable))
-               renderable.render(*this, tag);
-}
-
 void Renderer::clear(const ClearValue *values)
 {
        pipeline_state.set_framebuffer(state->framebuffer);
+       pipeline_state.set_viewport(state->viewport);
+       pipeline_state.set_scissor(state->scissor);
        commands.use_pipeline(&pipeline_state);
        commands.clear(values);
 }
@@ -280,11 +244,28 @@ void Renderer::resolve_multisample(Framebuffer &target)
        commands.resolve_multisample(target);
 }
 
+void Renderer::begin_query(const QueryPool &pool, unsigned index)
+{
+       commands.begin_query(pool, index);
+}
+
+void Renderer::end_query(const QueryPool &pool, unsigned index)
+{
+       commands.end_query(pool, index);
+}
+
 void Renderer::apply_state()
 {
        if(!state->shprog)
                throw invalid_operation("Renderer::apply_state");
 
+       pipeline_state.set_framebuffer(state->framebuffer);
+       pipeline_state.set_viewport(state->viewport);
+       pipeline_state.set_scissor(state->scissor);
+
+       bool shprog_changed = (state->shprog!=pipeline_state.get_shader_program());
+       pipeline_state.set_shader_program(state->shprog);
+
        if(changed&MATRIX)
        {
                standard_shdata.uniform("world_obj_matrix", state->model_matrix);
@@ -294,12 +275,22 @@ void Renderer::apply_state()
                changed &= ~MATRIX;
        }
 
-       pipeline_state.set_framebuffer(state->framebuffer);
-       pipeline_state.set_viewport(state->viewport);
-       pipeline_state.set_scissor(state->scissor);
+       bool shdata_changed = changed&SHADER_DATA;
+       for(auto i=shdata_stack.begin(); (!shdata_changed && i!=shdata_stack.end()); ++i)
+               shdata_changed = (i->shdata->get_generation()!=i->generation);
+       bool extra_shdata = (shdata_stack.size()>state->shdata_count);
 
-       bool shprog_changed = (state->shprog!=pipeline_state.get_shader_program());
-       pipeline_state.set_shader_program(state->shprog);
+       if(shdata_changed || shprog_changed || extra_shdata)
+       {
+               if(extra_shdata)
+                       shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
+               for(const BoundProgramData &d: shdata_stack)
+               {
+                       d.shdata->apply(*state->shprog, pipeline_state);
+                       d.generation = d.shdata->get_generation();
+               }
+               changed &= ~SHADER_DATA;
+       }
 
        if(state->vertex_setup)
        {
@@ -312,34 +303,18 @@ void Renderer::apply_state()
 
        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);
 
        if(state->texture_count<texture_stack.size())
                flush_textures();
 
        for(const BoundTexture &t: texture_stack)
-       {
-               int unit = (t.tag.id ? state->shprog->get_uniform_binding(t.tag) : t.unit);
-               if(unit>=0)
-                       pipeline_state.set_texture(unit, t.texture, t.sampler);
-       }
-
-       bool shdata_changed = changed&SHADER_DATA;
-       for(auto i=shdata_stack.begin(); (!shdata_changed && i!=shdata_stack.end()); ++i)
-               shdata_changed = (i->shdata->get_generation()!=i->generation);
-       bool extra_shdata = (shdata_stack.size()>state->shdata_count);
-
-       if(shdata_changed || shprog_changed || extra_shdata)
-       {
-               if(extra_shdata)
-                       shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
-               for(const BoundProgramData &d: shdata_stack)
+               if(t.texture && t.replaced<0)
                {
-                       d.shdata->apply(*state->shprog, pipeline_state);
-                       d.generation = d.shdata->get_generation();
+                       if(t.binding<0 || shprog_changed)
+                               t.binding = state->shprog->get_uniform_binding(t.tag);
+                       if(t.binding>=0)
+                               pipeline_state.set_texture(t.binding, t.texture, t.sampler);
                }
-               changed &= ~SHADER_DATA;
-       }
 
        pipeline_state.set_depth_test(state->depth_test);
        pipeline_state.set_stencil_test(state->stencil_test);
@@ -347,36 +322,8 @@ void Renderer::apply_state()
 }
 
 
-Renderer::BoundTexture::BoundTexture():
-       unit(-1),
-       texture(0),
-       sampler(0),
-       replaced(-1)
-{ }
-
-
 Renderer::BoundProgramData::BoundProgramData(const ProgramData *d):
-       shdata(d),
-       generation(0)
-{ }
-
-
-Renderer::State::State():
-       camera(0),
-       framebuffer(0),
-       viewport(0),
-       scissor(0),
-       texture_count(0),
-       clipping(0),
-       shprog(0),
-       shdata_count(0),
-       vertex_setup(0),
-       front_face(NON_MANIFOLD),
-       face_cull(NO_CULL),
-       depth_test(0),
-       stencil_test(0),
-       blend(0),
-       object_lod_bias(0)
+       shdata(d)
 { }
 
 } // namespace GL