]> git.tdb.fi Git - libs/gl.git/blobdiff - source/renderer.cpp
Check the flat qualifier from the correct member
[libs/gl.git] / source / renderer.cpp
diff --git a/source/renderer.cpp b/source/renderer.cpp
deleted file mode 100644 (file)
index 416a0fc..0000000
+++ /dev/null
@@ -1,374 +0,0 @@
-#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;
-
-namespace Msp {
-namespace GL {
-
-Renderer::Renderer():
-       default_camera(0)
-{
-       init();
-}
-
-Renderer::Renderer(const Camera *c):
-       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()
-{
-       end();
-}
-
-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::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;
-}
-
-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)
-{
-       state->shprog = p;
-       if(p && d)
-               add_shader_data(*d);
-}
-
-void Renderer::add_shader_data(const ProgramData &d)
-{
-       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::flush_shader_data()
-{
-       if(shdata_stack.size()>state->shdata_count)
-               shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
-}
-
-void Renderer::set_vertex_setup(const VertexSetup *vs)
-{
-       state->vertex_setup = vs;
-}
-
-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();
-}
-
-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();
-       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::end()
-{
-       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::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)
-{
-       apply_state();
-
-       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 */
-
-       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(state->clipping)
-               state->clipping->bind();
-       else
-               Clipping::unbind();
-
-       bool shprog_changed = (state->shprog!=Program::current());
-       state->shprog->bind();
-
-       if(changed&MATRIX)
-       {
-               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(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
-               VertexSetup::unbind();
-
-       if(state->winding_test)
-       {
-               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),
-       shdata_count(0),
-       vertex_setup(0),
-       winding_test(0),
-       reverse_winding(false),
-       object_lod_bias(0)
-{ }
-
-} // namespace GL
-} // namespace Msp