X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Frender%2Frenderer.cpp;h=aa6c9b55a4d4206ef458012e280efdacb3e9aba5;hp=4acf3deda9dded4cabc903e5bfc42d718f0c2f3d;hb=006bdb4f8660098fc524dcca80b24c943c65b249;hpb=9b3bce7ae76ff8c0c81315d2505ea96bf422a318 diff --git a/source/render/renderer.cpp b/source/render/renderer.cpp index 4acf3ded..aa6c9b55 100644 --- a/source/render/renderer.cpp +++ b/source/render/renderer.cpp @@ -15,20 +15,21 @@ #include "texture.h" #include "vertexarray.h" #include "vertexsetup.h" -#include "windingtest.h" using namespace std; namespace Msp { namespace GL { -Renderer::Renderer() +Renderer::Renderer(): + changed(0) { state_stack.reserve(16); state_stack.push_back(State()); shdata_stack.reserve(32); state = &state_stack.back(); add_shader_data(standard_shdata); + commands.use_pipeline(pipeline_state); } Renderer::~Renderer() @@ -55,6 +56,21 @@ void Renderer::transform(const Matrix &matrix) changed |= MATRIX; } +void Renderer::set_framebuffer(const Framebuffer *f) +{ + state->framebuffer = f; +} + +void Renderer::set_viewport(const Rect *v) +{ + state->viewport = v; +} + +void Renderer::set_scissor(const Rect *s) +{ + state->scissor = s; +} + void Renderer::set_texture(Tag tag, const Texture *tex, const Sampler *samp) { if(tex) @@ -73,7 +89,7 @@ void Renderer::set_texture(Tag tag, const Texture *tex, const Sampler *samp) flush_textures(); } - for(vector::iterator i=texture_stack.end(); i!=texture_stack.begin(); ) + for(auto i=texture_stack.end(); i!=texture_stack.begin(); ) if((--i)->tag==tag) { i->replaced = texture_stack.size(); @@ -152,14 +168,29 @@ void Renderer::set_vertex_setup(const VertexSetup *vs) state->vertex_setup = vs; } -void Renderer::set_winding_test(const WindingTest *w) +void Renderer::set_front_face(FaceWinding winding) { - state->winding_test = w; + state->front_face = winding; } -void Renderer::set_reverse_winding(bool r) +void Renderer::set_face_cull(CullMode cull) { - state->reverse_winding = r; + state->face_cull = cull; +} + +void Renderer::set_depth_test(const DepthTest *dt) +{ + state->depth_test = dt; +} + +void Renderer::set_stencil_test(const StencilTest *st) +{ + state->stencil_test = st; +} + +void Renderer::set_blend(const Blend *b) +{ + state->blend = b; } void Renderer::set_object_lod_bias(unsigned b) @@ -212,18 +243,38 @@ void Renderer::render(const Renderable &renderable, Tag tag) renderable.render(*this, tag); } +void Renderer::clear(const ClearValue *values) +{ + pipeline_state.set_framebuffer(state->framebuffer); + commands.clear(values); +} + void Renderer::draw(const Batch &batch) { apply_state(); - - batch.draw(); + batch.refresh(); + commands.draw(batch); } void Renderer::draw_instanced(const Batch &batch, unsigned count) { apply_state(); + batch.refresh(); + commands.draw_instanced(batch, count); +} + +void Renderer::resolve_multisample(Framebuffer &target, BufferBits buffers) +{ + if(!state->framebuffer) + throw invalid_operation("Renderer::resolve_multisample"); + + unsigned width = state->framebuffer->get_width(); + unsigned height = state->framebuffer->get_height(); + if(target.get_width()!=width || target.get_height()!=height) + throw incompatible_data("Renderer::resolve_multisample"); - batch.draw_instanced(count); + pipeline_state.set_framebuffer(state->framebuffer); + commands.resolve_multisample(target, buffers); } void Renderer::apply_state() @@ -240,6 +291,10 @@ void Renderer::apply_state() changed &= ~MATRIX; } + pipeline_state.set_framebuffer(state->framebuffer); + pipeline_state.set_viewport(state->viewport); + pipeline_state.set_scissor(state->scissor); + bool shprog_changed = (state->shprog!=pipeline_state.get_shader_program()); pipeline_state.set_shader_program(state->shprog); @@ -252,21 +307,22 @@ void Renderer::apply_state() } pipeline_state.set_vertex_setup(state->vertex_setup); - pipeline_state.set_winding_test((state->winding_test && state->reverse_winding) ? &state->winding_test->get_reverse() : state->winding_test); + pipeline_state.set_front_face(state->front_face); + pipeline_state.set_face_cull(state->face_cull); pipeline_state.set_enabled_clip_planes(state->clipping ? (1<clipping->get_n_planes())-1 : 0); if(state->texture_count::const_iterator i=texture_stack.begin(); i!=texture_stack.end(); ++i) + for(const BoundTexture &t: texture_stack) { - int unit = (i->tag.id ? state->shprog->get_uniform_binding(i->tag) : i->unit); + int unit = (t.tag.id ? state->shprog->get_uniform_binding(t.tag) : t.unit); if(unit>=0) - pipeline_state.set_texture(unit, i->texture, i->sampler); + pipeline_state.set_texture(unit, t.texture, t.sampler); } bool shdata_changed = changed&SHADER_DATA; - for(vector::const_iterator i=shdata_stack.begin(); (!shdata_changed && i!=shdata_stack.end()); ++i) + for(auto 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); @@ -274,15 +330,17 @@ void Renderer::apply_state() { 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) + for(const BoundProgramData &d: shdata_stack) { - i->shdata->apply(*state->shprog, pipeline_state); - i->generation = i->shdata->get_generation(); + d.shdata->apply(*state->shprog, pipeline_state); + d.generation = d.shdata->get_generation(); } changed &= ~SHADER_DATA; } - pipeline_state.apply(); + pipeline_state.set_depth_test(state->depth_test); + pipeline_state.set_stencil_test(state->stencil_test); + pipeline_state.set_blend(state->blend); } @@ -302,14 +360,19 @@ Renderer::BoundProgramData::BoundProgramData(const ProgramData *d): Renderer::State::State(): camera(0), + framebuffer(0), + viewport(0), + scissor(0), texture_count(0), - lowest_effect_texunit(Limits::get_global().max_texture_bindings), clipping(0), shprog(0), shdata_count(0), vertex_setup(0), - winding_test(0), - reverse_winding(false), + front_face(NON_MANIFOLD), + face_cull(NO_CULL), + depth_test(0), + stencil_test(0), + blend(0), object_lod_bias(0) { }