]> git.tdb.fi Git - libs/gl.git/blobdiff - source/renderer.cpp
Remove the deprecated ProgramBuilder class
[libs/gl.git] / source / renderer.cpp
index 0207f9378324aaed15a22725fbaa5897bf666bff..416a0fc89ced4827147982f234ca009fb94576c0 100644 (file)
@@ -1,18 +1,20 @@
 #include "batch.h"
 #include "buffer.h"
 #include "camera.h"
+#include "clipping.h"
 #include "error.h"
 #include "lighting.h"
 #include "material.h"
-#include "mesh.h"
 #include "program.h"
 #include "programdata.h"
 #include "renderable.h"
 #include "renderer.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;
@@ -20,53 +22,62 @@ using namespace std;
 namespace Msp {
 namespace GL {
 
+Renderer::Renderer():
+       default_camera(0)
+{
+       init();
+}
+
 Renderer::Renderer(const Camera *c):
-       mtx_stack(*this),
-       mtx_changed(true),
-       matrices_loaded(false),
-       camera(c),
-       state_stack(1),
-       lighting_changed(false),
-       element_buffer(0)
+       default_camera(c)
+{
+       init();
+
+       if(c)
+               set_camera(*c);
+}
+
+void Renderer::init()
 {
        state_stack.reserve(16);
+       state_stack.push_back(State());
        shdata_stack.reserve(32);
        state = &state_stack.back();
 
-       if(camera)
-       {
-               mtx_stack.load(camera->get_matrix());
-               standard_shdata.uniform("projection_matrix", camera->get_projection_matrix());
-       }
-       else
-       {
-               standard_shdata.uniform("projection_matrix", MatrixStack::projection().top());
-               mtx_stack.load(MatrixStack::modelview().top());
-       }
+       standard_shdata.uniform("projection_matrix", Matrix());
+       standard_shdata.uniform("eye_world_matrix", Matrix());
 }
 
 Renderer::~Renderer()
 {
-       if(matrices_loaded)
-       {
-               if(camera)
-                       MatrixStack::projection().pop();
-               MatrixStack::modelview().pop();
-       }
+       end();
+}
 
-       Mesh::unbind();
-       Texturing::unbind();
-       Texture::unbind_from(0);
-       Material::unbind();
-       Lighting::unbind();
-       Program::unbind();
-       Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
-       WindingTest::unbind();
+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());
 }
 
-void Renderer::set_texture(const Texture *t)
+void Renderer::set_matrix(const Matrix &matrix)
+{
+       state->modelview_matrix = matrix;
+       changed |= MATRIX;
+}
+
+void Renderer::transform(const Matrix &matrix)
+{
+       state->modelview_matrix *= matrix;
+       changed |= MATRIX;
+}
+
+void Renderer::set_texture(const Texture *t, const Sampler *s)
 {
        state->texture = t;
+       state->sampler = s;
        state->texturing = 0;
 }
 
@@ -74,6 +85,7 @@ void Renderer::set_texturing(const Texturing *t)
 {
        state->texturing = t;
        state->texture = 0;
+       state->sampler = 0;
 }
 
 unsigned Renderer::allocate_effect_texunit()
@@ -84,15 +96,29 @@ unsigned Renderer::allocate_effect_texunit()
 void Renderer::set_material(const Material *m)
 {
        state->material = m;
+       changed |= MATERIAL_SHDATA;
 }
 
 void Renderer::set_lighting(const Lighting *l)
 {
        state->lighting = l;
-       state->lighting_matrix = mtx_stack.top();
+       state->lighting_matrix = state->modelview_matrix;
        if(l)
-               l->update_shader_data(standard_shdata, mtx_stack.top());
-       lighting_changed = true;
+       {
+               l->update_shader_data(standard_shdata, state->lighting_matrix);
+               changed |= STANDARD_SHDATA;
+       }
+}
+
+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;
+       }
 }
 
 void Renderer::set_shader_program(const Program *p, const ProgramData *d)
@@ -100,27 +126,30 @@ void Renderer::set_shader_program(const Program *p, const ProgramData *d)
        state->shprog = p;
        if(p && d)
                add_shader_data(*d);
-
-       /* Even if we have no new shdata, the existing ones need to be re-applied
-       to the new program */
-       shdata_changed = true;
 }
 
 void Renderer::add_shader_data(const ProgramData &d)
 {
-       shdata_stack.push_back(&d);
-       state->shdata_count = shdata_stack.size();
-       shdata_changed = true;
+       if(state->shdata_count<shdata_stack.size() && shdata_stack[state->shdata_count]==&d)
+               ++state->shdata_count;
+       else
+       {
+               flush_shader_data();
+               shdata_stack.push_back(&d);
+               state->shdata_count = shdata_stack.size();
+               changed |= SHADER_DATA;
+       }
 }
 
-void Renderer::set_mesh(const Mesh *m)
+void Renderer::flush_shader_data()
 {
-       state->mesh = m;
+       if(shdata_stack.size()>state->shdata_count)
+               shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
 }
 
-void Renderer::set_element_buffer(const Buffer *b)
+void Renderer::set_vertex_setup(const VertexSetup *vs)
 {
-       element_buffer = b;
+       state->vertex_setup = vs;
 }
 
 void Renderer::set_winding_test(const WindingTest *w)
@@ -133,11 +162,15 @@ void Renderer::set_reverse_winding(bool r)
        state->reverse_winding = r;
 }
 
+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();
-       mtx_stack.push();
 }
 
 void Renderer::pop_state()
@@ -145,20 +178,68 @@ 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();
-       if(shdata_stack.size()>state->shdata_count)
-               shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
-       mtx_stack.pop();
-       mtx_changed = true;
-       shdata_changed = true;
+       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::escape()
+void Renderer::end()
 {
-       apply_state();
+       if(state_stack.size()>1)
+               throw invalid_operation("Renderer::end");
+
+       *state = State();
+       if(default_camera)
+               set_camera(*default_camera);
+       else
+               standard_shdata.uniform("projection_matrix", Matrix());
+       shdata_stack.clear();
+       excluded.clear();
+
+       Texturing::unbind();
+       Texture::unbind_from(0);
+       Clipping::unbind();
+       Program::unbind();
+       VertexSetup::unbind();
        Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
-       matrices_loaded = false;
+       WindingTest::unbind();
 }
 
 void Renderer::exclude(const Renderable &renderable)
@@ -181,98 +262,85 @@ void Renderer::draw(const Batch &batch)
 {
        apply_state();
 
-       bool legacy_bindings = (!state->shprog || state->shprog->uses_legacy_variables());
-       if(legacy_bindings)
-       {
-               if(element_buffer)
-                       element_buffer->bind_to(ELEMENT_ARRAY_BUFFER);
-               else
-                       Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
-       }
-
        batch.draw();
 }
 
+void Renderer::draw_instanced(const Batch &batch, unsigned count)
+{
+       apply_state();
+
+       batch.draw_instanced(count);
+}
+
 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 */
 
-       bool legacy_bindings = (!state->shprog || state->shprog->uses_legacy_variables());
-
        if(state->texturing)
                state->texturing->bind();
        else
        {
                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);
        }
 
-       if(legacy_bindings)
-       {
-               if(state->material)
-                       state->material->bind();
-               else
-                       Material::unbind();
+       if(state->clipping)
+               state->clipping->bind();
+       else
+               Clipping::unbind();
 
-               if(lighting_changed)
-               {
-                       if(state->lighting)
-                       {
-                               MatrixStack::modelview() = state->lighting_matrix;
-                               state->lighting->bind();
-                               mtx_changed = true;
-                               lighting_changed = false;
-                       }
-                       else
-                               Lighting::unbind();
-               }
-       }
+       bool shprog_changed = (state->shprog!=Program::current());
+       state->shprog->bind();
 
-       if(state->shprog)
+       if(changed&MATRIX)
        {
-               state->shprog->bind();
+               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(!legacy_bindings)
-               {
-                       const Matrix &m = mtx_stack.top();
-                       standard_shdata.uniform("eye_obj_matrix", mtx_stack.top());
-                       LinAl::SquareMatrix<float, 3> nm;
-                       for(unsigned i=0; i<3; ++i)
-                               for(unsigned j=0; j<3; ++j)
-                                       nm(i, j) = m(i, j);
-                       nm = transpose(invert(nm));
-                       standard_shdata.uniform_matrix3("eye_obj_normal_matrix", &nm(0, 0));
-                       if(state->material)
-                               state->material->get_shader_data().apply();
-                       standard_shdata.apply();
-               }
+       if(state->material && ((changed&MATERIAL_SHDATA) || shprog_changed))
+       {
+               state->material->get_shader_data().apply();
+               changed &= ~MATERIAL_SHDATA;
+       }
 
-               if(shdata_changed)
-               {
-                       for(vector<const ProgramData *>::const_iterator i=shdata_stack.begin(); i!=shdata_stack.end(); ++i)
-                               (*i)->apply();
-                       shdata_changed = false;
-               }
+       if((changed&STANDARD_SHDATA) || shprog_changed)
+       {
+               standard_shdata.apply();
+               changed &= ~STANDARD_SHDATA;
        }
-       else
-               Program::unbind();
 
-       if(state->mesh)
+       bool extra_shdata = (shdata_stack.size()>state->shdata_count);
+
+       if((changed&SHADER_DATA) || shprog_changed || extra_shdata)
        {
-               if(legacy_bindings)
-               {
-                       Mesh::unbind();
-                       state->mesh->get_vertices().apply();
-               }
-               else
-                       state->mesh->bind();
+               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();
+               changed &= ~SHADER_DATA;
        }
+
+       if(state->vertex_setup)
+               state->vertex_setup->bind();
        else
-               Mesh::unbind();
+               VertexSetup::unbind();
 
        if(state->winding_test)
        {
@@ -283,51 +351,24 @@ void Renderer::apply_state()
        }
        else
                WindingTest::unbind();
-
-       if(legacy_bindings)
-       {
-               if(!matrices_loaded)
-               {
-                       MatrixStack::modelview().push();
-                       if(camera)
-                       {
-                               MatrixStack::projection().push();
-                               camera->apply();
-                       }
-                       matrices_loaded = true;
-               }
-
-               if(mtx_changed)
-               {
-                       MatrixStack::modelview() = mtx_stack.top();
-                       mtx_changed = false;
-               }
-       }
 }
 
 
 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),
-       mesh(0),
+       vertex_setup(0),
        winding_test(0),
-       reverse_winding(false)
-{ }
-
-
-Renderer::MtxStack::MtxStack(Renderer &r):
-       renderer(r)
+       reverse_winding(false),
+       object_lod_bias(0)
 { }
 
-void Renderer::MtxStack::update()
-{
-       renderer.mtx_changed = true;
-}
-
 } // namespace GL
 } // namespace Msp