]> git.tdb.fi Git - libs/gl.git/blobdiff - source/renderer.cpp
Unbind Lighting in Renderer destructor
[libs/gl.git] / source / renderer.cpp
index 2680d9022e9edcfe128cffec1ba246397902cd72..c56216edf0fe88950a251949ea0ace70664429c6 100644 (file)
@@ -1,17 +1,12 @@
-/* $Id$
-
-This file is part of libmspgl
-Copyright © 2011  Mikko Rasa, Mikkosoft Productions
-Distributed under the LGPL
-*/
-
-#include <msp/core/except.h>
 #include "batch.h"
 #include "buffer.h"
 #include "camera.h"
+#include "error.h"
+#include "lighting.h"
 #include "material.h"
 #include "program.h"
 #include "programdata.h"
+#include "renderable.h"
 #include "renderer.h"
 #include "texture.h"
 #include "texturing.h"
@@ -28,12 +23,14 @@ Renderer::Renderer(const Camera *c):
        mtx_changed(false),
        camera(c),
        state_stack(1),
-       state(&state_stack.back()),
+       lighting_changed(false),
        vertex_array(0),
-       vertex_array_changed(false),
-       element_buffer(0),
-       winding_test(0)
+       element_buffer(0)
 {
+       state_stack.reserve(16);
+       shdata_stack.reserve(32);
+       state = &state_stack.back();
+
        MatrixStack::modelview().push();
        if(camera)
        {
@@ -54,8 +51,10 @@ Renderer::~Renderer()
        Texturing::unbind();
        Texture::unbind_from(0);
        Material::unbind();
+       Lighting::unbind();
        Program::unbind();
        Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
+       WindingTest::unbind();
 }
 
 void Renderer::set_texture(const Texture *t)
@@ -75,26 +74,33 @@ void Renderer::set_material(const Material *m)
        state->material = m;
 }
 
-void Renderer::set_shader(const Program *p, const ProgramData *d)
+void Renderer::set_lighting(const Lighting *l)
 {
-       state->shprog = p;
-       if(d)
-               state->shdata.assign(1, d);
-       else
-               state->shdata.clear();
+       state->lighting = l;
+       state->lighting_matrix = mtx_stack.top();
+       lighting_changed = true;
 }
 
-void Renderer::add_shader_data(const ProgramData *d)
+void Renderer::set_shader_program(const Program *p, const ProgramData *d)
 {
-       if(!state->shprog)
-               throw InvalidState("No shader program");
+       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;
+}
 
-       state->shdata.push_back(d);
+void Renderer::add_shader_data(const ProgramData &d)
+{
+       shdata_stack.push_back(&d);
+       state->shdata_count = shdata_stack.size();
+       shdata_changed = true;
 }
 
 void Renderer::set_vertex_array(const VertexArray *a)
 {
-       vertex_array_changed = (a!=vertex_array);
        vertex_array = a;
 }
 
@@ -105,7 +111,12 @@ void Renderer::set_element_buffer(const Buffer *b)
 
 void Renderer::set_winding_test(const WindingTest *w)
 {
-       winding_test = w;
+       state->winding_test = w;
+}
+
+void Renderer::set_reverse_winding(bool r)
+{
+       state->reverse_winding = r;
 }
 
 void Renderer::push_state()
@@ -118,48 +129,60 @@ void Renderer::push_state()
 void Renderer::pop_state()
 {
        if(state_stack.size()==1)
-               throw InvalidState("Can't pop the last state");
+               throw stack_underflow("Renderer::pop_state");
 
        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;
 }
 
 void Renderer::escape()
 {
        apply_state();
        Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
-       WindingTest::unbind();
+}
+
+void Renderer::exclude(const Renderable &renderable)
+{
+       excluded.insert(&renderable);
+}
+
+void Renderer::include(const Renderable &renderable)
+{
+       excluded.erase(&renderable);
+}
+
+void Renderer::render(const Renderable &renderable, const Tag &tag)
+{
+       if(!excluded.count(&renderable))
+               renderable.render(*this, tag);
 }
 
 void Renderer::draw(const Batch &batch)
 {
        if(!vertex_array)
-               throw InvalidState("Can't draw without a vertex array");
+               throw invalid_operation("Renderer::draw");
 
        apply_state();
 
-       // Until VertexArray acquires VAO support and becomes Bindable
-       if(vertex_array_changed)
-               vertex_array->apply();
+       vertex_array->apply();
 
        if(element_buffer)
                element_buffer->bind_to(ELEMENT_ARRAY_BUFFER);
        else
                Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
 
-       if(winding_test)
-               winding_test->bind();
-       else
-               WindingTest::unbind();
-
        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 */
 
        if(state->texturing)
                state->texturing->bind();
@@ -177,15 +200,42 @@ void Renderer::apply_state()
        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();
-               for(vector<const ProgramData *>::const_iterator i=state->shdata.begin(); i!=state->shdata.end(); ++i)
-                       (*i)->apply();
+               if(shdata_changed)
+               {
+                       for(vector<const ProgramData *>::const_iterator i=shdata_stack.begin(); i!=shdata_stack.end(); ++i)
+                               (*i)->apply();
+                       shdata_changed = false;
+               }
        }
        else
                Program::unbind();
 
+       if(state->winding_test)
+       {
+               if(state->reverse_winding)
+                       state->winding_test->get_reverse().bind();
+               else
+                       state->winding_test->bind();
+       }
+       else
+               WindingTest::unbind();
+
        if(mtx_changed)
        {
                MatrixStack::modelview() = mtx_stack.top();
@@ -198,7 +248,10 @@ Renderer::State::State():
        texture(0),
        texturing(0),
        material(0),
-       shprog(0)
+       lighting(0),
+       shprog(0),
+       shdata_count(0),
+       winding_test(0)
 { }