]> 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 ad7ba5a78e173bbfe7d13a62cfa87d3b66e01a42..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;
 
@@ -23,29 +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();
-
-       standard_shdata.uniform("projection_matrix", Matrix());
-       standard_shdata.uniform("eye_world_matrix", Matrix());
+       add_shader_data(standard_shdata);
 }
 
 Renderer::~Renderer()
@@ -56,69 +39,96 @@ 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());
+       add_shader_data(c.get_shader_data());
+       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;
 }
 
-void Renderer::set_texture(const Texture *t, const Sampler *s)
+void Renderer::set_framebuffer(const Framebuffer *f)
+{
+       state->framebuffer = f;
+}
+
+void Renderer::set_viewport(const Rect *v)
 {
-       state->texture = t;
-       state->sampler = s;
-       state->texturing = 0;
+       state->viewport = v;
 }
 
-void Renderer::set_texturing(const Texturing *t)
+void Renderer::set_scissor(const Rect *s)
 {
-       state->texturing = t;
-       state->texture = 0;
-       state->sampler = 0;
+       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(bt.tag==tag && bt.texture==tex && bt.sampler==samp)
+               {
+                       ++state->texture_count;
+                       return;
+               }
+               else
+                       flush_textures();
+       }
+
+       for(auto i=texture_stack.end(); i!=texture_stack.begin(); )
+               if((--i)->tag==tag)
+               {
+                       i->replaced = texture_stack.size();
+                       break;
+               }
+
+       texture_stack.push_back(BoundTexture());
+       BoundTexture &bound_tex = texture_stack.back();
+       bound_tex.tag = tag;
+       bound_tex.texture = tex;
+       bound_tex.sampler = samp;
+       state->texture_count = texture_stack.size();
 }
 
-unsigned Renderer::allocate_effect_texunit()
+void Renderer::flush_textures()
 {
-       return --state->lowest_effect_texunit;
+       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());
 }
 
 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;
-       }
+               add_shader_data(c->get_shader_data());
 }
 
 void Renderer::set_shader_program(const Program *p, const ProgramData *d)
@@ -130,18 +140,23 @@ void Renderer::set_shader_program(const Program *p, const ProgramData *d)
 
 void Renderer::add_shader_data(const ProgramData &d)
 {
-       if(state->shdata_count<shdata_stack.size() && shdata_stack[state->shdata_count]==&d)
-               ++state->shdata_count;
-       else
+       if(state->shdata_count<shdata_stack.size())
        {
-               flush_shader_data();
-               shdata_stack.push_back(&d);
-               state->shdata_count = shdata_stack.size();
-               changed |= SHADER_DATA;
+               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()
+void Renderer::flush_shader_data_()
 {
        if(shdata_stack.size()>state->shdata_count)
                shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
@@ -152,14 +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->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_depth_test(const DepthTest *dt)
+{
+       state->depth_test = dt;
+}
+
+void Renderer::set_stencil_test(const StencilTest *st)
+{
+       state->stencil_test = st;
+}
+
+void Renderer::set_blend(const Blend *b)
+{
+       state->blend = b;
 }
 
 void Renderer::set_object_lod_bias(unsigned b)
@@ -178,46 +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)
-       {
-               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;
-               }
-       }
 }
 
 void Renderer::end()
@@ -226,20 +219,11 @@ void Renderer::end()
                throw invalid_operation("Renderer::end");
 
        *state = State();
-       if(default_camera)
-               set_camera(*default_camera);
-       else
-               standard_shdata.uniform("projection_matrix", Matrix());
        shdata_stack.clear();
+       add_shader_data(standard_shdata);
        excluded.clear();
 
-       Texturing::unbind();
-       Texture::unbind_from(0);
-       Clipping::unbind();
-       Program::unbind();
-       VertexSetup::unbind();
-       Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
-       WindingTest::unbind();
+       commands.use_pipeline(0);
 }
 
 void Renderer::exclude(const Renderable &renderable)
@@ -258,18 +242,54 @@ 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.refresh();
+       commands.use_pipeline(&pipeline_state);
+       commands.draw_instanced(batch, count);
+}
+
+void Renderer::resolve_multisample(Framebuffer &target)
+{
+       if(!state->framebuffer)
+               throw invalid_operation("Renderer::resolve_multisample");
 
-       batch.draw_instanced(count);
+       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");
+
+       pipeline_state.set_framebuffer(state->framebuffer);
+       commands.use_pipeline(&pipeline_state);
+       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()
@@ -277,97 +297,70 @@ void Renderer::apply_state()
        if(!state->shprog)
                throw invalid_operation("Renderer::apply_state");
 
-       /* We (mostly) let the objects themselves figure out if the binding has
-       changed */
-
-       if(state->texturing)
-               state->texturing->bind();
-       else
+       if(changed&MATRIX)
        {
-               Texturing::unbind();
-               if(state->texture)
-               {
-                       if(state->sampler)
-                               state->sampler->bind_to(0);
-                       else
-                               Sampler::unbind_from(0);
-                       state->texture->bind_to(0);
-               }
-               else
-                       Texture::unbind_from(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("world_obj_normal_matrix", nm);
+               changed &= ~MATRIX;
        }
 
-       if(state->clipping)
-               state->clipping->bind();
-       else
-               Clipping::unbind();
+       pipeline_state.set_framebuffer(state->framebuffer);
+       pipeline_state.set_viewport(state->viewport);
+       pipeline_state.set_scissor(state->scissor);
 
-       bool shprog_changed = (state->shprog!=Program::current());
-       state->shprog->bind();
+       bool shprog_changed = (state->shprog!=pipeline_state.get_shader_program());
+       pipeline_state.set_shader_program(state->shprog);
 
-       if(changed&MATRIX)
+       if(state->vertex_setup)
        {
-               standard_shdata.uniform("eye_obj_matrix", state->modelview_matrix);
-               LinAl::SquareMatrix<float, 3> nm = state->modelview_matrix.block<3, 3>(0, 0);
-               nm = transpose(invert(nm));
-               standard_shdata.uniform_matrix3("eye_obj_normal_matrix", &nm(0, 0));
-               changed = (changed&~MATRIX)|STANDARD_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->material && ((changed&MATERIAL_SHDATA) || shprog_changed))
-       {
-               state->material->get_shader_data().apply();
-               changed &= ~MATERIAL_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(state->texture_count<texture_stack.size())
+               flush_textures();
 
-       if((changed&STANDARD_SHDATA) || shprog_changed)
+       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(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((changed&SHADER_DATA) || shprog_changed || extra_shdata)
+       if(shdata_changed || shprog_changed || extra_shdata)
        {
                if(extra_shdata)
                        shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
-               for(vector<const ProgramData *>::const_iterator i=shdata_stack.begin(); i!=shdata_stack.end(); ++i)
-                       (*i)->apply();
+               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)
-               state->vertex_setup->bind();
-       else
-               VertexSetup::unbind();
+       pipeline_state.set_depth_test(state->depth_test);
+       pipeline_state.set_stencil_test(state->stencil_test);
+       pipeline_state.set_blend(state->blend);
+}
 
-       if(state->winding_test)
-       {
-               if(state->reverse_winding)
-                       state->winding_test->get_reverse().bind();
-               else
-                       state->winding_test->bind();
-       }
-       else
-               WindingTest::unbind();
-}
-
-
-Renderer::State::State():
-       camera(0),
-       texture(0),
-       texturing(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)
+
+Renderer::BoundProgramData::BoundProgramData(const ProgramData *d):
+       shdata(d)
 { }
 
 } // namespace GL