]> git.tdb.fi Git - libs/gl.git/blobdiff - source/render/renderer.cpp
Use default member initializers for simple types
[libs/gl.git] / source / render / renderer.cpp
index 2da4bd78f4969a016ee71099ac2655567ca051f0..ad5f87d5a4fd6fd8add9613b7562cb4415de0156 100644 (file)
@@ -3,19 +3,18 @@
 #include "camera.h"
 #include "clipping.h"
 #include "error.h"
+#include "framebuffer.h"
 #include "lighting.h"
 #include "material.h"
 #include "program.h"
 #include "programdata.h"
 #include "renderable.h"
 #include "renderer.h"
+#include "resourcemanager.h"
 #include "sampler.h"
 #include "texture.h"
-#include "texturing.h"
-#include "texunit.h"
 #include "vertexarray.h"
 #include "vertexsetup.h"
-#include "windingtest.h"
 
 using namespace std;
 
@@ -23,26 +22,13 @@ namespace Msp {
 namespace GL {
 
 Renderer::Renderer():
-       default_camera(0)
-{
-       init();
-}
-
-Renderer::Renderer(const Camera *c):
-       default_camera(c)
-{
-       init();
-
-       if(c)
-               set_camera(*c);
-}
-
-void Renderer::init()
+       changed(0)
 {
        state_stack.reserve(16);
        state_stack.push_back(State());
        shdata_stack.reserve(32);
        state = &state_stack.back();
+       add_shader_data(standard_shdata);
 }
 
 Renderer::~Renderer()
@@ -53,7 +39,7 @@ Renderer::~Renderer()
 void Renderer::set_camera(const Camera &c)
 {
        state->camera = &c;
-       changed |= CAMERA_SHDATA;
+       add_shader_data(c.get_shader_data());
        set_matrix(Matrix());
 }
 
@@ -69,17 +55,31 @@ void Renderer::transform(const Matrix &matrix)
        changed |= MATRIX;
 }
 
-void Renderer::set_texture(Tag tag, const Texture *tex, const Sampler *samp)
+void Renderer::set_framebuffer(const Framebuffer *f)
+{
+       state->framebuffer = f;
+}
+
+void Renderer::set_viewport(const Rect *v)
 {
-       set_texture(tag, -1, tex, samp);
+       state->viewport = v;
 }
 
-void Renderer::set_texture(Tag tag, int unit, const Texture *tex, const Sampler *samp)
+void Renderer::set_scissor(const Rect *s)
 {
+       state->scissor = s;
+}
+
+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];
-               if((!tag.id || bt.tag==tag) && (unit<0 || bt.unit==unit) && bt.texture==tex && bt.sampler==samp)
+               if(bt.tag==tag && bt.texture==tex && bt.sampler==samp)
                {
                        ++state->texture_count;
                        return;
@@ -88,8 +88,8 @@ void Renderer::set_texture(Tag tag, int unit, const Texture *tex, const Sampler
                        flush_textures();
        }
 
-       for(vector<BoundTexture>::iterator i=texture_stack.end(); i!=texture_stack.begin(); )
-               if((--i)->tag==tag && i->unit==unit)
+       for(auto i=texture_stack.end(); i!=texture_stack.begin(); )
+               if((--i)->tag==tag)
                {
                        i->replaced = texture_stack.size();
                        break;
@@ -98,69 +98,37 @@ void Renderer::set_texture(Tag tag, int unit, const Texture *tex, const Sampler
        texture_stack.push_back(BoundTexture());
        BoundTexture &bound_tex = texture_stack.back();
        bound_tex.tag = tag;
-       bound_tex.unit = unit;
        bound_tex.texture = tex;
        bound_tex.sampler = samp;
        state->texture_count = texture_stack.size();
 }
 
-void Renderer::set_texture(const Texture *t, const Sampler *s)
-{
-       set_texture(Tag(), 0, t, s);
-}
-
 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());
 }
 
-#pragma GCC diagnostic push
-#pragma GCC diagnostic ignored "-Wdeprecated-declarations"
-void Renderer::set_texturing(const Texturing *t)
-{
-       if(t)
-       {
-               unsigned n_units = TexUnit::get_n_units();
-               for(unsigned i=0; i<n_units; ++i)
-                       if(const Texture *tex = t->get_attached_texture(i))
-                               set_texture(Tag(), i, tex, t->get_attached_sampler(i));
-       }
-}
-#pragma GCC diagnostic pop
-
-unsigned Renderer::allocate_effect_texunit()
-{
-       return --state->lowest_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;
-       changed |= LIGHTING_SHDATA;
+       if(l)
+               add_shader_data(l->get_shader_data());
 }
 
 void Renderer::set_clipping(const Clipping *c)
 {
        state->clipping = c;
-       changed |= CLIPPING_SHDATA;
+       if(c)
+               add_shader_data(c->get_shader_data());
 }
 
 void Renderer::set_shader_program(const Program *p, const ProgramData *d)
@@ -182,13 +150,13 @@ 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());
@@ -199,14 +167,29 @@ void Renderer::set_vertex_setup(const VertexSetup *vs)
        state->vertex_setup = vs;
 }
 
-void Renderer::set_winding_test(const WindingTest *w)
+void Renderer::set_front_face(FaceWinding winding)
+{
+       state->front_face = winding;
+}
+
+void Renderer::set_face_cull(CullMode cull)
+{
+       state->face_cull = cull;
+}
+
+void Renderer::set_depth_test(const DepthTest *dt)
 {
-       state->winding_test = w;
+       state->depth_test = dt;
 }
 
-void Renderer::set_reverse_winding(bool r)
+void Renderer::set_stencil_test(const StencilTest *st)
 {
-       state->reverse_winding = r;
+       state->stencil_test = st;
+}
+
+void Renderer::set_blend(const Blend *b)
+{
+       state->blend = b;
 }
 
 void Renderer::set_object_lod_bias(unsigned b)
@@ -225,19 +208,9 @@ void Renderer::pop_state()
        if(state_stack.size()==1)
                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)
-               changed |= CAMERA_SHDATA;
-       if(state->lighting!=old_lighting)
-               changed |= LIGHTING_SHDATA;
-       if(state->clipping!=old_clipping)
-               changed |= CLIPPING_SHDATA;
 }
 
 void Renderer::end()
@@ -246,22 +219,11 @@ void Renderer::end()
                throw invalid_operation("Renderer::end");
 
        *state = State();
-       if(default_camera)
-               set_camera(*default_camera);
        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();
+       commands.use_pipeline(0);
 }
 
 void Renderer::exclude(const Renderable &renderable)
@@ -280,51 +242,60 @@ void Renderer::render(const Renderable &renderable, Tag tag)
                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);
+}
+
 void Renderer::draw(const Batch &batch)
 {
        apply_state();
-
-       batch.draw();
+       batch.refresh();
+       commands.use_pipeline(&pipeline_state);
+       commands.draw(batch);
 }
 
 void Renderer::draw_instanced(const Batch &batch, unsigned count)
 {
        apply_state();
-
-       batch.draw_instanced(count);
+       batch.refresh();
+       commands.use_pipeline(&pipeline_state);
+       commands.draw_instanced(batch, count);
 }
 
-void Renderer::apply_state()
+void Renderer::resolve_multisample(Framebuffer &target)
 {
-       if(!state->shprog)
-               throw invalid_operation("Renderer::apply_state");
+       if(!state->framebuffer)
+               throw invalid_operation("Renderer::resolve_multisample");
 
-       /* We (mostly) let the objects themselves figure out if the binding has
-       changed */
+       unsigned width = state->framebuffer->get_width();
+       unsigned height = state->framebuffer->get_height();
+       if(target.get_width()!=width || target.get_height()!=height)
+               throw incompatible_data("Renderer::resolve_multisample");
 
-       if(state->texture_count<texture_stack.size())
-               flush_textures();
+       pipeline_state.set_framebuffer(state->framebuffer);
+       commands.use_pipeline(&pipeline_state);
+       commands.resolve_multisample(target);
+}
 
-       for(vector<BoundTexture>::const_iterator i=texture_stack.begin(); i!=texture_stack.end(); ++i)
-       {
-               int unit = (i->tag.id ? state->shprog->get_uniform_binding(i->tag) : i->unit);
-               if(unit>=0)
-               {
-                       if(i->texture)
-                               i->texture->bind_to(unit);
-                       if(i->sampler)
-                               i->sampler->bind_to(unit);
-                       i->unit = unit;
-               }
-       }
+void Renderer::begin_query(const QueryPool &pool, unsigned index)
+{
+       commands.begin_query(pool, index);
+}
 
-       if(state->clipping)
-               state->clipping->bind();
-       else
-               Clipping::unbind();
+void Renderer::end_query(const QueryPool &pool, unsigned index)
+{
+       commands.end_query(pool, index);
+}
 
-       bool shprog_changed = (state->shprog!=Program::current());
-       state->shprog->bind();
+void Renderer::apply_state()
+{
+       if(!state->shprog)
+               throw invalid_operation("Renderer::apply_state");
 
        if(changed&MATRIX)
        {
@@ -332,41 +303,41 @@ void Renderer::apply_state()
                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 = (changed&~MATRIX)|STANDARD_SHDATA;
+               changed &= ~MATRIX;
        }
 
-       if(state->camera && ((changed&CAMERA_SHDATA) || shprog_changed))
-       {
-               state->camera->get_shader_data().apply();
-               changed &= ~CAMERA_SHDATA;
-       }
+       pipeline_state.set_framebuffer(state->framebuffer);
+       pipeline_state.set_viewport(state->viewport);
+       pipeline_state.set_scissor(state->scissor);
 
-       if(state->material && ((changed&MATERIAL_SHDATA) || shprog_changed))
-       {
-               state->material->get_shader_data().apply();
-               changed &= ~MATERIAL_SHDATA;
-       }
+       bool shprog_changed = (state->shprog!=pipeline_state.get_shader_program());
+       pipeline_state.set_shader_program(state->shprog);
 
-       if(state->lighting && ((changed&LIGHTING_SHDATA) || shprog_changed))
+       if(state->vertex_setup)
        {
-               state->lighting->get_shader_data().apply();
-               changed &= ~LIGHTING_SHDATA;
+               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 && ((changed&CLIPPING_SHDATA) || shprog_changed))
-       {
-               state->clipping->get_shader_data().apply();
-               changed &= ~CLIPPING_SHDATA;
-       }
+       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((changed&STANDARD_SHDATA) || shprog_changed)
+       if(state->texture_count<texture_stack.size())
+               flush_textures();
+
+       for(const BoundTexture &t: texture_stack)
        {
-               standard_shdata.apply();
-               changed &= ~STANDARD_SHDATA;
+               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(vector<BoundProgramData>::const_iterator i=shdata_stack.begin(); (!shdata_changed && i!=shdata_stack.end()); ++i)
+       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);
 
@@ -374,58 +345,22 @@ void Renderer::apply_state()
        {
                if(extra_shdata)
                        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)
+               for(const BoundProgramData &d: shdata_stack)
                {
-                       i->shdata->apply();
-                       i->generation = i->shdata->get_generation();
+                       d.shdata->apply(*state->shprog, pipeline_state);
+                       d.generation = d.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.set_depth_test(state->depth_test);
+       pipeline_state.set_stencil_test(state->stencil_test);
+       pipeline_state.set_blend(state->blend);
 }
 
 
-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),
-       texture_count(0),
-       lowest_effect_texunit(TexUnit::get_n_units()),
-       material(0),
-       lighting(0),
-       clipping(0),
-       shprog(0),
-       shdata_count(0),
-       vertex_setup(0),
-       winding_test(0),
-       reverse_winding(false),
-       object_lod_bias(0)
+       shdata(d)
 { }
 
 } // namespace GL