]> git.tdb.fi Git - libs/gl.git/blobdiff - source/render/renderer.cpp
Store implementation limits in a central struct
[libs/gl.git] / source / render / renderer.cpp
index 2485a9e26dedfb866c1ff22c513e8f8e9670cf7b..a8f5ce3ab07f9ea3c6ef867678043315f84394de 100644 (file)
@@ -2,6 +2,7 @@
 #include "buffer.h"
 #include "camera.h"
 #include "clipping.h"
+#include "deviceinfo.h"
 #include "error.h"
 #include "lighting.h"
 #include "material.h"
@@ -43,9 +44,6 @@ void Renderer::init()
        state_stack.push_back(State());
        shdata_stack.reserve(32);
        state = &state_stack.back();
-
-       standard_shdata.uniform("projection_matrix", Matrix());
-       standard_shdata.uniform("eye_world_matrix", Matrix());
 }
 
 Renderer::~Renderer()
@@ -56,21 +54,19 @@ Renderer::~Renderer()
 void Renderer::set_camera(const Camera &c)
 {
        state->camera = &c;
-       standard_shdata.uniform("projection_matrix", state->camera->get_projection_matrix());
-       standard_shdata.uniform("eye_world_matrix", state->camera->get_view_matrix());
-       changed |= STANDARD_SHDATA;
-       set_matrix(state->camera->get_view_matrix());
+       changed |= CAMERA_SHDATA;
+       set_matrix(Matrix());
 }
 
 void Renderer::set_matrix(const Matrix &matrix)
 {
-       state->modelview_matrix = matrix;
+       state->model_matrix = matrix;
        changed |= MATRIX;
 }
 
 void Renderer::transform(const Matrix &matrix)
 {
-       state->modelview_matrix *= matrix;
+       state->model_matrix *= matrix;
        changed |= MATRIX;
 }
 
@@ -152,30 +148,20 @@ unsigned Renderer::allocate_effect_texunit()
 
 void Renderer::set_material(const Material *m)
 {
-       state->material = m;
-       changed |= MATERIAL_SHDATA;
+       if(m)
+               add_shader_data(m->get_shader_data());
 }
 
 void Renderer::set_lighting(const Lighting *l)
 {
-       state->lighting = l;
-       state->lighting_matrix = state->modelview_matrix;
        if(l)
-       {
-               l->update_shader_data(standard_shdata, state->lighting_matrix);
-               changed |= STANDARD_SHDATA;
-       }
+               add_shader_data(l->get_shader_data());
 }
 
 void Renderer::set_clipping(const Clipping *c)
 {
        state->clipping = c;
-       state->clipping_matrix = state->modelview_matrix;
-       if(c)
-       {
-               c->update_shader_data(standard_shdata, state->clipping_matrix);
-               changed |= STANDARD_SHDATA;
-       }
+       changed |= CLIPPING_SHDATA;
 }
 
 void Renderer::set_shader_program(const Program *p, const ProgramData *d)
@@ -197,13 +183,13 @@ void Renderer::add_shader_data(const ProgramData &d)
                }
        }
 
-       flush_shader_data();
+       flush_shader_data_();
        shdata_stack.push_back(&d);
        state->shdata_count = shdata_stack.size();
        changed |= SHADER_DATA;
 }
 
-void Renderer::flush_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());
@@ -241,45 +227,15 @@ void Renderer::pop_state()
                throw stack_underflow("Renderer::pop_state");
 
        const Camera *old_camera = state->camera;
-       const Lighting *old_lighting = state->lighting;
        const Clipping *old_clipping = state->clipping;
        state_stack.pop_back();
        state = &state_stack.back();
        changed |= MATRIX;
        bool camera_changed = (state->camera!=old_camera);
        if(camera_changed)
-       {
-               if(state->camera)
-               {
-                       standard_shdata.uniform("projection_matrix", state->camera->get_projection_matrix());
-                       standard_shdata.uniform("eye_world_matrix", state->camera->get_view_matrix());
-               }
-               else
-               {
-                       standard_shdata.uniform("projection_matrix", Matrix());
-                       standard_shdata.uniform("eye_world_matrix", Matrix());
-               }
-               changed |= STANDARD_SHDATA;
-       }
-       /* This actually should compare the relevant matrices rather than check for
-       camera, but in practice lighting and clipping is set right after the camera
-       and a boolean check is much faster than matrix comparison. */
-       if(state->lighting!=old_lighting || camera_changed)
-       {
-               if(state->lighting)
-               {
-                       state->lighting->update_shader_data(standard_shdata, state->lighting_matrix);
-                       changed |= STANDARD_SHDATA;
-               }
-       }
-       if(state->clipping!=old_clipping || camera_changed)
-       {
-               if(state->clipping)
-               {
-                       state->clipping->update_shader_data(standard_shdata, state->clipping_matrix);
-                       changed |= STANDARD_SHDATA;
-               }
-       }
+               changed |= CAMERA_SHDATA;
+       if(state->clipping!=old_clipping)
+               changed |= CLIPPING_SHDATA;
 }
 
 void Renderer::end()
@@ -290,8 +246,6 @@ void Renderer::end()
        *state = State();
        if(default_camera)
                set_camera(*default_camera);
-       else
-               standard_shdata.uniform("projection_matrix", Matrix());
        shdata_stack.clear();
        excluded.clear();
 
@@ -372,17 +326,23 @@ void Renderer::apply_state()
 
        if(changed&MATRIX)
        {
-               standard_shdata.uniform("eye_obj_matrix", state->modelview_matrix);
-               LinAl::SquareMatrix<float, 3> nm = state->modelview_matrix.block<3, 3>(0, 0);
+               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("eye_obj_normal_matrix", nm);
+               standard_shdata.uniform("world_obj_normal_matrix", nm);
                changed = (changed&~MATRIX)|STANDARD_SHDATA;
        }
 
-       if(state->material && ((changed&MATERIAL_SHDATA) || shprog_changed))
+       if(state->camera && ((changed&CAMERA_SHDATA) || shprog_changed))
+       {
+               state->camera->get_shader_data().apply();
+               changed &= ~CAMERA_SHDATA;
+       }
+
+       if(state->clipping && ((changed&CLIPPING_SHDATA) || shprog_changed))
        {
-               state->material->get_shader_data().apply();
-               changed &= ~MATERIAL_SHDATA;
+               state->clipping->get_shader_data().apply();
+               changed &= ~CLIPPING_SHDATA;
        }
 
        if((changed&STANDARD_SHDATA) || shprog_changed)
@@ -442,9 +402,7 @@ Renderer::BoundProgramData::BoundProgramData(const ProgramData *d):
 Renderer::State::State():
        camera(0),
        texture_count(0),
-       lowest_effect_texunit(TexUnit::get_n_units()),
-       material(0),
-       lighting(0),
+       lowest_effect_texunit(Limits::get_global().max_texture_bindings),
        clipping(0),
        shprog(0),
        shdata_count(0),