]> git.tdb.fi Git - libs/gl.git/blobdiff - source/renderer.cpp
Remove the deprecated ProgramBuilder class
[libs/gl.git] / source / renderer.cpp
index c751b0e3629d77b8bd93fee9aa4049f3a75cc57f..416a0fc89ced4827147982f234ca009fb94576c0 100644 (file)
@@ -1,14 +1,20 @@
 #include "batch.h"
 #include "buffer.h"
 #include "camera.h"
+#include "clipping.h"
 #include "error.h"
+#include "lighting.h"
 #include "material.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;
@@ -16,44 +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(false),
-       camera(c),
-       state_stack(1),
-       state(&state_stack.back()),
-       vertex_array(0),
-       vertex_array_changed(false),
-       element_buffer(0)
-{
-       MatrixStack::modelview().push();
-       if(camera)
-       {
-               MatrixStack::projection().push();
-               camera->apply();
-               mtx_stack.load(camera->get_matrix());
-       }
-       else
-               mtx_stack.load(MatrixStack::modelview().top());
+       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();
+
+       standard_shdata.uniform("projection_matrix", Matrix());
+       standard_shdata.uniform("eye_world_matrix", Matrix());
 }
 
 Renderer::~Renderer()
 {
-       if(camera)
-               MatrixStack::projection().pop();
-       MatrixStack::modelview().pop();
+       end();
+}
 
-       Texturing::unbind();
-       Texture::unbind_from(0);
-       Material::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_matrix(const Matrix &matrix)
+{
+       state->modelview_matrix = matrix;
+       changed |= MATRIX;
 }
 
-void Renderer::set_texture(const Texture *t)
+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;
 }
 
@@ -61,11 +85,40 @@ void Renderer::set_texturing(const Texturing *t)
 {
        state->texturing = t;
        state->texture = 0;
+       state->sampler = 0;
+}
+
+unsigned Renderer::allocate_effect_texunit()
+{
+       return --state->lowest_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 = state->modelview_matrix;
+       if(l)
+       {
+               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)
@@ -73,24 +126,30 @@ void Renderer::set_shader_program(const Program *p, const ProgramData *d)
        state->shprog = p;
        if(p && d)
                add_shader_data(*d);
-       shdata_changed = true;
 }
 
 void Renderer::add_shader_data(const ProgramData &d)
 {
-       state->shdata.push_back(&d);
-       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_vertex_array(const VertexArray *a)
+void Renderer::flush_shader_data()
 {
-       vertex_array_changed = (a!=vertex_array);
-       vertex_array = a;
+       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)
@@ -98,11 +157,20 @@ void Renderer::set_winding_test(const WindingTest *w)
        state->winding_test = w;
 }
 
+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()
@@ -110,44 +178,107 @@ 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();
-       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);
+       WindingTest::unbind();
 }
 
-void Renderer::draw(const Batch &batch)
+void Renderer::exclude(const Renderable &renderable)
 {
-       if(!vertex_array)
-               throw invalid_operation("Renderer::draw");
+       excluded.insert(&renderable);
+}
 
-       apply_state();
+void Renderer::include(const Renderable &renderable)
+{
+       excluded.erase(&renderable);
+}
 
-       // Until VertexArray acquires VAO support and becomes Bindable
-       if(vertex_array_changed)
-       {
-               vertex_array->apply();
-               vertex_array_changed = false;
-       }
+void Renderer::render(const Renderable &renderable, const Tag &tag)
+{
+       if(!excluded.count(&renderable))
+               renderable.render(*this, tag);
+}
 
-       if(element_buffer)
-               element_buffer->bind_to(ELEMENT_ARRAY_BUFFER);
-       else
-               Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
+void Renderer::draw(const Batch &batch)
+{
+       apply_state();
 
        batch.draw();
 }
 
+void Renderer::draw_instanced(const Batch &batch, unsigned count)
+{
+       apply_state();
+
+       batch.draw_instanced(count);
+}
+
 void Renderer::apply_state()
 {
-       // We let the objects themselves figure out if the binding has changed
+       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();
@@ -155,59 +286,89 @@ void Renderer::apply_state()
        {
                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(state->material)
-               state->material->bind();
+       if(state->clipping)
+               state->clipping->bind();
        else
-               Material::unbind();
+               Clipping::unbind();
+
+       bool shprog_changed = (state->shprog!=Program::current());
+       state->shprog->bind();
 
-       if(state->shprog)
+       if(changed&MATRIX)
        {
-               state->shprog->bind();
-               if(shdata_changed)
-               {
-                       for(vector<const ProgramData *>::const_iterator i=state->shdata.begin(); i!=state->shdata.end(); ++i)
-                               (*i)->apply();
-                       shdata_changed = false;
-               }
+               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;
        }
-       else
-               Program::unbind();
 
-       if(state->winding_test)
-               state->winding_test->bind();
+       if(state->material && ((changed&MATERIAL_SHDATA) || shprog_changed))
+       {
+               state->material->get_shader_data().apply();
+               changed &= ~MATERIAL_SHDATA;
+       }
+
+       if((changed&STANDARD_SHDATA) || shprog_changed)
+       {
+               standard_shdata.apply();
+               changed &= ~STANDARD_SHDATA;
+       }
+
+       bool extra_shdata = (shdata_stack.size()>state->shdata_count);
+
+       if((changed&SHADER_DATA) || 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();
+               changed &= ~SHADER_DATA;
+       }
+
+       if(state->vertex_setup)
+               state->vertex_setup->bind();
        else
-               WindingTest::unbind();
+               VertexSetup::unbind();
 
-       if(mtx_changed)
+       if(state->winding_test)
        {
-               MatrixStack::modelview() = mtx_stack.top();
-               mtx_changed = false;
+               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),
-       winding_test(0)
-{ }
-
-
-Renderer::MtxStack::MtxStack(Renderer &r):
-       renderer(r)
+       shdata_count(0),
+       vertex_setup(0),
+       winding_test(0),
+       reverse_winding(false),
+       object_lod_bias(0)
 { }
 
-void Renderer::MtxStack::update()
-{
-       renderer.mtx_changed = true;
-}
-
 } // namespace GL
 } // namespace Msp