X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Frender%2Frenderer.cpp;h=a8f5ce3ab07f9ea3c6ef867678043315f84394de;hp=15e4437ffe962c479f082487d5875299b3939d2a;hb=2d3113a7dbbe4be2f1d1e8980c1c4e42175163da;hpb=4124807fcacedc8317bd109f056d48e077d0c12f diff --git a/source/render/renderer.cpp b/source/render/renderer.cpp index 15e4437f..a8f5ce3a 100644 --- a/source/render/renderer.cpp +++ b/source/render/renderer.cpp @@ -2,6 +2,7 @@ #include "buffer.h" #include "camera.h" #include "clipping.h" +#include "deviceinfo.h" #include "error.h" #include "lighting.h" #include "material.h" @@ -43,9 +44,6 @@ void Renderer::init() 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() @@ -56,21 +54,19 @@ Renderer::~Renderer() 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()); + changed |= CAMERA_SHDATA; + set_matrix(Matrix()); } void Renderer::set_matrix(const Matrix &matrix) { - state->modelview_matrix = matrix; + state->model_matrix = matrix; changed |= MATRIX; } void Renderer::transform(const Matrix &matrix) { - state->modelview_matrix *= matrix; + state->model_matrix *= matrix; changed |= MATRIX; } @@ -152,30 +148,20 @@ unsigned Renderer::allocate_effect_texunit() void Renderer::set_material(const Material *m) { - state->material = m; - changed |= MATERIAL_SHDATA; + if(m) + add_shader_data(m->get_shader_data()); } 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; - } + add_shader_data(l->get_shader_data()); } 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 |= CLIPPING_SHDATA; } void Renderer::set_shader_program(const Program *p, const ProgramData *d) @@ -187,18 +173,23 @@ void Renderer::set_shader_program(const Program *p, const ProgramData *d) void Renderer::add_shader_data(const ProgramData &d) { - if(state->shdata_countshdata_count]==&d) - ++state->shdata_count; - else + if(state->shdata_countshdata_count = shdata_stack.size(); - changed |= SHADER_DATA; + const BoundProgramData &top = shdata_stack.back(); + if(top.shdata==&d && top.generation==d.get_generation()) + { + ++state->shdata_count; + return; + } } + + flush_shader_data_(); + shdata_stack.push_back(&d); + state->shdata_count = shdata_stack.size(); + changed |= SHADER_DATA; } -void Renderer::flush_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()); @@ -236,45 +227,15 @@ void Renderer::pop_state() 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; - } - } + changed |= CAMERA_SHDATA; + if(state->clipping!=old_clipping) + changed |= CLIPPING_SHDATA; } void Renderer::end() @@ -285,8 +246,6 @@ void Renderer::end() *state = State(); if(default_camera) set_camera(*default_camera); - else - standard_shdata.uniform("projection_matrix", Matrix()); shdata_stack.clear(); excluded.clear(); @@ -367,17 +326,23 @@ void Renderer::apply_state() if(changed&MATRIX) { - standard_shdata.uniform("eye_obj_matrix", state->modelview_matrix); - LinAl::SquareMatrix nm = state->modelview_matrix.block<3, 3>(0, 0); + standard_shdata.uniform("world_obj_matrix", state->model_matrix); + LinAl::SquareMatrix nm = state->model_matrix.block<3, 3>(0, 0); nm = transpose(invert(nm)); - standard_shdata.uniform("eye_obj_normal_matrix", nm); + standard_shdata.uniform("world_obj_normal_matrix", nm); changed = (changed&~MATRIX)|STANDARD_SHDATA; } - if(state->material && ((changed&MATERIAL_SHDATA) || shprog_changed)) + if(state->camera && ((changed&CAMERA_SHDATA) || shprog_changed)) { - state->material->get_shader_data().apply(); - changed &= ~MATERIAL_SHDATA; + state->camera->get_shader_data().apply(); + changed &= ~CAMERA_SHDATA; + } + + if(state->clipping && ((changed&CLIPPING_SHDATA) || shprog_changed)) + { + state->clipping->get_shader_data().apply(); + changed &= ~CLIPPING_SHDATA; } if((changed&STANDARD_SHDATA) || shprog_changed) @@ -386,14 +351,20 @@ void Renderer::apply_state() changed &= ~STANDARD_SHDATA; } + bool shdata_changed = changed&SHADER_DATA; + for(vector::const_iterator i=shdata_stack.begin(); (!shdata_changed && i!=shdata_stack.end()); ++i) + shdata_changed = (i->shdata->get_generation()!=i->generation); bool extra_shdata = (shdata_stack.size()>state->shdata_count); - if((changed&SHADER_DATA) || shprog_changed || extra_shdata) + if(shdata_changed || shprog_changed || extra_shdata) { if(extra_shdata) shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end()); - for(vector::const_iterator i=shdata_stack.begin(); i!=shdata_stack.end(); ++i) - (*i)->apply(); + for(vector::const_iterator i=shdata_stack.begin(); i!=shdata_stack.end(); ++i) + { + i->shdata->apply(); + i->generation = i->shdata->get_generation(); + } changed &= ~SHADER_DATA; } @@ -422,12 +393,16 @@ Renderer::BoundTexture::BoundTexture(): { } +Renderer::BoundProgramData::BoundProgramData(const ProgramData *d): + shdata(d), + generation(0) +{ } + + Renderer::State::State(): camera(0), texture_count(0), - lowest_effect_texunit(TexUnit::get_n_units()), - material(0), - lighting(0), + lowest_effect_texunit(Limits::get_global().max_texture_bindings), clipping(0), shprog(0), shdata_count(0),