]> git.tdb.fi Git - libs/gl.git/blobdiff - source/renderer.cpp
Some refactoring of the draw code path
[libs/gl.git] / source / renderer.cpp
index bc49b0f802941f3ae2a7509ae86351dc51a67ca8..53a3f45237463e5fffed3e084805326453e5fd3a 100644 (file)
@@ -1,6 +1,7 @@
 #include "batch.h"
 #include "buffer.h"
 #include "camera.h"
+#include "clipping.h"
 #include "error.h"
 #include "lighting.h"
 #include "material.h"
@@ -13,6 +14,7 @@
 #include "texturing.h"
 #include "texunit.h"
 #include "vertexarray.h"
+#include "vertexsetup.h"
 #include "windingtest.h"
 
 using namespace std;
@@ -21,18 +23,22 @@ namespace Msp {
 namespace GL {
 
 Renderer::Renderer(const Camera *c):
-       mtx_stack(*this),
+       default_camera(c),
        changed(0),
        matrices_loaded(false),
-       shdata_applied(0),
-       camera(0),
        state_stack(1)
 {
        state_stack.reserve(16);
        shdata_stack.reserve(32);
        state = &state_stack.back();
 
-       begin(c);
+       if(c)
+               set_camera(*c);
+       else
+       {
+               standard_shdata.uniform("projection_matrix", Matrix());
+               standard_shdata.uniform("eye_world_matrix", Matrix());
+       }
 }
 
 Renderer::~Renderer()
@@ -42,23 +48,30 @@ Renderer::~Renderer()
 
 void Renderer::begin(const Camera *c)
 {
-       if(state_stack.size()>1)
-               throw invalid_operation("Renderer::begin");
+       end();
+       if(c)
+               set_camera(*c);
+}
 
-       reset_state();
-       excluded.clear();
-       camera = c;
+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|LEGACY_PROJECTION;
+       set_matrix(state->camera->get_view_matrix());
+}
 
-       if(camera)
-       {
-               mtx_stack.load(camera->get_matrix());
-               standard_shdata.uniform("projection_matrix", camera->get_projection_matrix());
-       }
-       else
-       {
-               mtx_stack.load(MatrixStack::modelview().top());
-               standard_shdata.uniform("projection_matrix", MatrixStack::projection().top());
-       }
+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)
@@ -81,15 +94,31 @@ 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());
-       changed |= LIGHTING;
+       {
+               l->update_shader_data(standard_shdata, state->lighting_matrix);
+               changed |= STANDARD_SHDATA;
+       }
+       changed |= LEGACY_LIGHTING;
+}
+
+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 |= LEGACY_CLIPPING;
 }
 
 void Renderer::set_shader_program(const Program *p, const ProgramData *d)
@@ -101,9 +130,16 @@ void Renderer::set_shader_program(const Program *p, const ProgramData *d)
 
 void Renderer::add_shader_data(const ProgramData &d)
 {
-       shdata_stack.push_back(&d);
-       state->shdata_count = shdata_stack.size();
-       changed |= SHADER_DATA;
+       if(state->shdata_count<shdata_stack.size() && shdata_stack[state->shdata_count]==&d)
+               ++state->shdata_count;
+       else
+       {
+               if(shdata_stack.size()>state->shdata_count)
+                       shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
+               shdata_stack.push_back(&d);
+               state->shdata_count = shdata_stack.size();
+               changed |= SHADER_DATA;
+       }
 }
 
 void Renderer::set_mesh(const Mesh *m)
@@ -111,6 +147,11 @@ void Renderer::set_mesh(const Mesh *m)
        state->mesh = m;
 }
 
+void Renderer::set_vertex_setup(const VertexSetup *vs)
+{
+       state->vertex_setup = vs;
+}
+
 void Renderer::set_winding_test(const WindingTest *w)
 {
        state->winding_test = w;
@@ -125,7 +166,6 @@ void Renderer::push_state()
 {
        state_stack.push_back(state_stack.back());
        state = &state_stack.back();
-       mtx_stack.push();
 }
 
 void Renderer::pop_state()
@@ -133,30 +173,48 @@ 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)
+       changed |= MATRIX;
+       bool camera_changed = (state->camera!=old_camera);
+       if(camera_changed)
        {
-               shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
-               changed |= SHADER_DATA;
+               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|LEGACY_PROJECTION;
        }
-       shdata_applied = min<unsigned>(shdata_applied, shdata_stack.size());
-       mtx_stack.pop();
-       changed |= MATRIX;
-       if(state->lighting!=old_lighting)
+       /* 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 |= LIGHTING;
+                       changed |= STANDARD_SHDATA;
+               }
+               changed |= LEGACY_LIGHTING;
+       }
+       if(state->clipping!=old_clipping || camera_changed)
+       {
+               if(state->clipping)
+               {
+                       state->clipping->update_shader_data(standard_shdata, state->clipping_matrix);
+                       changed |= STANDARD_SHDATA;
+               }
+               changed |= LEGACY_CLIPPING;
        }
-}
-
-void Renderer::escape()
-{
-       apply_state();
-       Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
-       matrices_loaded = false;
 }
 
 void Renderer::end()
@@ -164,16 +222,31 @@ void Renderer::end()
        if(state_stack.size()>1)
                throw invalid_operation("Renderer::end");
 
-       reset_state();
+       *state = State();
+       if(default_camera)
+               set_camera(*default_camera);
+       else
+               standard_shdata.uniform("projection_matrix", Matrix());
+       shdata_stack.clear();
+       excluded.clear();
 
        Mesh::unbind();
        Texturing::unbind();
        Texture::unbind_from(0);
        Material::unbind();
        Lighting::unbind();
+       Clipping::unbind();
        Program::unbind();
+       VertexSetup::unbind();
        Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
        WindingTest::unbind();
+
+       if(matrices_loaded)
+       {
+               MatrixStack::projection().pop();
+               MatrixStack::modelview().pop();
+               matrices_loaded = false;
+       }
 }
 
 void Renderer::exclude(const Renderable &renderable)
@@ -196,15 +269,6 @@ void Renderer::draw(const Batch &batch)
 {
        apply_state();
 
-       bool legacy_bindings = (!state->shprog || state->shprog->uses_legacy_variables());
-       if(state->mesh && legacy_bindings)
-       {
-               if(const Buffer *ibuf = state->mesh->get_index_buffer())
-                       ibuf->bind_to(ELEMENT_ARRAY_BUFFER);
-               else
-                       Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
-       }
-
        batch.draw();
 }
 
@@ -214,14 +278,15 @@ void Renderer::apply_state()
        changed */
 
        bool legacy_bindings = (!state->shprog || state->shprog->uses_legacy_variables());
+       bool legacy_textures = !state->shprog;
 
        if(state->texturing)
-               state->texturing->bind();
+               state->texturing->bind(legacy_textures);
        else
        {
                Texturing::unbind();
                if(state->texture)
-                       state->texture->bind_to(0);
+                       state->texture->bind_to(0, legacy_textures);
                else
                        Texture::unbind_from(0);
        }
@@ -233,19 +298,36 @@ void Renderer::apply_state()
                else
                        Material::unbind();
 
-               if(changed&LIGHTING)
+               if(changed&LEGACY_LIGHTING)
                {
                        if(state->lighting)
                        {
                                MatrixStack::modelview() = state->lighting_matrix;
                                state->lighting->bind();
-                               changed = (changed&~LIGHTING)|LEGACY_MATRIX;
+                               changed = (changed&~LEGACY_LIGHTING)|LEGACY_MATRIX;
                        }
                        else
                                Lighting::unbind();
                }
        }
 
+       if(state->clipping)
+       {
+               if(legacy_bindings)
+               {
+                       if(changed&LEGACY_CLIPPING)
+                       {
+                               MatrixStack::modelview() = state->clipping_matrix;
+                               state->clipping->bind(true);
+                               changed = (changed&~LEGACY_CLIPPING)|LEGACY_MATRIX;
+                       }
+               }
+               else
+                       state->clipping->bind(false);
+       }
+       else
+               Clipping::unbind();
+
        if(state->shprog)
        {
                bool shprog_changed = (state->shprog!=Program::current());
@@ -255,31 +337,35 @@ void Renderer::apply_state()
                {
                        if(changed&MODERN_MATRIX)
                        {
-                               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);
+                               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 &= ~MODERN_MATRIX;
+                               changed = (changed&~MODERN_MATRIX)|STANDARD_SHDATA;
                        }
 
-                       if(state->material)
+                       if(state->material && ((changed&MATERIAL_SHDATA) || shprog_changed))
+                       {
                                state->material->get_shader_data().apply();
-                       standard_shdata.apply();
+                               changed &= ~MATERIAL_SHDATA;
+                       }
+
+                       if((changed&STANDARD_SHDATA) || shprog_changed)
+                       {
+                               standard_shdata.apply();
+                               changed &= ~STANDARD_SHDATA;
+                       }
                }
 
-               if((changed&SHADER_DATA) || shprog_changed)
+               bool extra_shdata = (shdata_stack.size()>state->shdata_count);
+
+               if((changed&SHADER_DATA) || shprog_changed || extra_shdata)
                {
-                       vector<const ProgramData *>::const_iterator i = shdata_stack.begin();
-                       if(!shprog_changed)
-                               i += shdata_applied;
-                       for(; i!=shdata_stack.end(); ++i)
+                       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;
-                       shdata_applied = shdata_stack.size();
                }
        }
        else
@@ -291,13 +377,24 @@ void Renderer::apply_state()
                {
                        Mesh::unbind();
                        state->mesh->get_vertices().apply();
+                       if(const Buffer *ibuf = state->mesh->get_index_buffer())
+                               ibuf->bind_to(ELEMENT_ARRAY_BUFFER);
+                       else
+                               Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
                }
                else
                        state->mesh->bind();
        }
        else
+       {
                Mesh::unbind();
 
+               if(state->vertex_setup)
+                       state->vertex_setup->bind();
+               else
+                       VertexSetup::unbind();
+       }
+
        if(state->winding_test)
        {
                if(state->reverse_winding)
@@ -313,59 +410,40 @@ void Renderer::apply_state()
                if(!matrices_loaded)
                {
                        MatrixStack::modelview().push();
-                       if(camera)
-                       {
-                               MatrixStack::projection().push();
-                               camera->apply();
-                       }
+                       MatrixStack::projection().push();
                        matrices_loaded = true;
                }
 
+               if(changed&LEGACY_PROJECTION)
+               {
+                       MatrixStack::projection() = state->camera->get_projection_matrix();
+                       changed &= ~LEGACY_PROJECTION;
+               }
+
                if(changed&LEGACY_MATRIX)
                {
-                       MatrixStack::modelview() = mtx_stack.top();
+                       MatrixStack::modelview() = state->modelview_matrix;
                        changed &= ~LEGACY_MATRIX;
                }
        }
 }
 
-void Renderer::reset_state()
-{
-       if(!matrices_loaded)
-               return;
-
-       if(camera)
-               MatrixStack::projection().pop();
-       MatrixStack::modelview().pop();
-       matrices_loaded = false;
-       changed |= MATRIX;
-
-       *state = State();
-}
-
 
 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)
-{ }
-
-void Renderer::MtxStack::update()
-{
-       renderer.changed |= MATRIX;
-}
-
 } // namespace GL
 } // namespace Msp