+++ /dev/null
-#include "batch.h"
-#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"
-
-using namespace std;
-
-namespace Msp {
-namespace GL {
-
-Renderer::Renderer(const Camera *c):
- mtx_stack(*this),
- mtx_changed(false),
- camera(c),
- state_stack(1),
- lighting_changed(false),
- element_buffer(0)
-{
- state_stack.reserve(16);
- shdata_stack.reserve(32);
- state = &state_stack.back();
-
- MatrixStack::modelview().push();
- if(camera)
- {
- 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()
-{
- if(camera)
- 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();
-}
-
-void Renderer::set_texture(const Texture *t)
-{
- state->texture = t;
- state->texturing = 0;
-}
-
-void Renderer::set_texturing(const Texturing *t)
-{
- state->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;
- 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;
-}
-
-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_mesh(const Mesh *m)
-{
- state->mesh = m;
-}
-
-void Renderer::set_element_buffer(const Buffer *b)
-{
- element_buffer = b;
-}
-
-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());
- state = &state_stack.back();
- mtx_stack.push();
-}
-
-void Renderer::pop_state()
-{
- if(state_stack.size()==1)
- 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);
-}
-
-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();
-
- bool legacy_bindings = (!state->shprog || state->shprog->uses_legacy_variables());
- if(legacy_bindings)
- {
- if(element_buffer)
- element_buffer->bind_to(ELEMENT_ARRAY_BUFFER);
- else
- Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
- }
-
- batch.draw();
-}
-
-void Renderer::apply_state()
-{
- /* 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();
- else
- {
- Texturing::unbind();
- if(state->texture)
- state->texture->bind_to(0);
- else
- Texture::unbind_from(0);
- }
-
- 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)
- (*i)->apply();
- shdata_changed = false;
- }
- }
- 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)
- {
- if(state->reverse_winding)
- state->winding_test->get_reverse().bind();
- else
- state->winding_test->bind();
- }
- else
- WindingTest::unbind();
-
- if(legacy_bindings && mtx_changed)
- {
- MatrixStack::modelview() = mtx_stack.top();
- mtx_changed = false;
- }
-}
-
-
-Renderer::State::State():
- texture(0),
- texturing(0),
- lowest_effect_texunit(TexUnit::get_n_units()),
- material(0),
- lighting(0),
- shprog(0),
- shdata_count(0),
- mesh(0),
- winding_test(0),
- reverse_winding(false)
-{ }
-
-
-Renderer::MtxStack::MtxStack(Renderer &r):
- renderer(r)
-{ }
-
-void Renderer::MtxStack::update()
-{
- renderer.mtx_changed = true;
-}
-
-} // namespace GL
-} // namespace Msp