]> git.tdb.fi Git - libs/gl.git/blobdiff - source/renderer.cpp
Automatically determine texture units for effects
[libs/gl.git] / source / renderer.cpp
index 6734edc4bd20458be56563bdddfd57a2589ab203..af0d087398da9010816a0cce0f8bf563dc1f69d0 100644 (file)
@@ -2,13 +2,16 @@
 #include "buffer.h"
 #include "camera.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 "texture.h"
 #include "texturing.h"
+#include "texunit.h"
 #include "vertexarray.h"
 #include "windingtest.h"
 
@@ -22,8 +25,7 @@ Renderer::Renderer(const Camera *c):
        mtx_changed(false),
        camera(c),
        state_stack(1),
-       vertex_array(0),
-       vertex_array_changed(false),
+       lighting_changed(false),
        element_buffer(0)
 {
        state_stack.reserve(16);
@@ -36,9 +38,13 @@ Renderer::Renderer(const Camera *c):
                MatrixStack::projection().push();
                camera->apply();
                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());
+       }
 }
 
 Renderer::~Renderer()
@@ -47,9 +53,11 @@ Renderer::~Renderer()
                MatrixStack::projection().pop();
        MatrixStack::modelview().pop();
 
+       Mesh::unbind();
        Texturing::unbind();
        Texture::unbind_from(0);
        Material::unbind();
+       Lighting::unbind();
        Program::unbind();
        Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
        WindingTest::unbind();
@@ -67,11 +75,27 @@ void Renderer::set_texturing(const Texturing *t)
        state->texture = 0;
 }
 
+unsigned Renderer::allocate_effect_texunit()
+{
+       return --state->lowest_effect_texunit;
+}
+
 void Renderer::set_material(const Material *m)
 {
        state->material = m;
 }
 
+void Renderer::set_lighting(const Lighting *l)
+{
+       state->lighting = l;
+       state->lighting_matrix = mtx_stack.top();
+       if(l)
+               /* XXX I'm not happy with this, but can't come up with anything better
+               right now. */
+               const_cast<Lighting *>(l)->update_shader_data(mtx_stack.top());
+       lighting_changed = true;
+}
+
 void Renderer::set_shader_program(const Program *p, const ProgramData *d)
 {
        state->shprog = p;
@@ -90,10 +114,9 @@ void Renderer::add_shader_data(const ProgramData &d)
        shdata_changed = true;
 }
 
-void Renderer::set_vertex_array(const VertexArray *a)
+void Renderer::set_mesh(const Mesh *m)
 {
-       vertex_array_changed = (a!=vertex_array);
-       vertex_array = a;
+       state->mesh = m;
 }
 
 void Renderer::set_element_buffer(const Buffer *b)
@@ -106,6 +129,11 @@ 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::push_state()
 {
        state_stack.push_back(state_stack.back());
@@ -151,29 +179,26 @@ void Renderer::render(const Renderable &renderable, const Tag &tag)
 
 void Renderer::draw(const Batch &batch)
 {
-       if(!vertex_array)
-               throw invalid_operation("Renderer::draw");
-
        apply_state();
 
-       // Until VertexArray acquires VAO support and becomes Bindable
-       if(vertex_array_changed)
+       bool legacy_bindings = (!state->shprog || state->shprog->uses_legacy_variables());
+       if(legacy_bindings)
        {
-               vertex_array->apply();
-               vertex_array_changed = false;
+               if(element_buffer)
+                       element_buffer->bind_to(ELEMENT_ARRAY_BUFFER);
+               else
+                       Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
        }
 
-       if(element_buffer)
-               element_buffer->bind_to(ELEMENT_ARRAY_BUFFER);
-       else
-               Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
-
        batch.draw();
 }
 
 void Renderer::apply_state()
 {
-       // We let the objects themselves figure out if the binding has changed
+       /* 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();
@@ -186,14 +211,48 @@ void Renderer::apply_state()
                        Texture::unbind_from(0);
        }
 
-       if(state->material)
-               state->material->bind();
-       else
-               Material::unbind();
+       if(legacy_bindings)
+       {
+               if(state->material)
+                       state->material->bind();
+               else
+                       Material::unbind();
+
+               if(lighting_changed)
+               {
+                       if(state->lighting)
+                       {
+                               MatrixStack::modelview() = state->lighting_matrix;
+                               state->lighting->bind();
+                               mtx_changed = true;
+                               lighting_changed = false;
+                       }
+                       else
+                               Lighting::unbind();
+               }
+       }
 
        if(state->shprog)
        {
                state->shprog->bind();
+
+               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->lighting)
+                               state->lighting->get_shader_data().apply();
+                       if(state->material)
+                               state->material->get_shader_data().apply();
+                       standard_shdata.apply();
+               }
+
                if(shdata_changed)
                {
                        for(vector<const ProgramData *>::const_iterator i=shdata_stack.begin(); i!=shdata_stack.end(); ++i)
@@ -204,12 +263,30 @@ void Renderer::apply_state()
        else
                Program::unbind();
 
+       if(state->mesh)
+       {
+               if(legacy_bindings)
+               {
+                       Mesh::unbind();
+                       state->mesh->get_vertices().apply();
+               }
+               else
+                       state->mesh->bind();
+       }
+       else
+               Mesh::unbind();
+
        if(state->winding_test)
-               state->winding_test->bind();
+       {
+               if(state->reverse_winding)
+                       state->winding_test->get_reverse().bind();
+               else
+                       state->winding_test->bind();
+       }
        else
                WindingTest::unbind();
 
-       if(mtx_changed)
+       if(legacy_bindings && mtx_changed)
        {
                MatrixStack::modelview() = mtx_stack.top();
                mtx_changed = false;
@@ -220,10 +297,14 @@ void Renderer::apply_state()
 Renderer::State::State():
        texture(0),
        texturing(0),
+       lowest_effect_texunit(TexUnit::get_n_units()),
        material(0),
+       lighting(0),
        shprog(0),
        shdata_count(0),
-       winding_test(0)
+       mesh(0),
+       winding_test(0),
+       reverse_winding(false)
 { }