X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Frenderer.cpp;h=416a0fc89ced4827147982f234ca009fb94576c0;hp=01c17a26ef8cc3ce5019bea833a3224e7c54e19c;hb=bec07999d95b76f4b47cffcc564d0cd0afc0435e;hpb=346ed5bd91f10489acd280e2165a951d6938f0df diff --git a/source/renderer.cpp b/source/renderer.cpp index 01c17a26..416a0fc8 100644 --- a/source/renderer.cpp +++ b/source/renderer.cpp @@ -5,15 +5,16 @@ #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 "sampler.h" #include "texture.h" #include "texturing.h" #include "texunit.h" #include "vertexarray.h" +#include "vertexsetup.h" #include "windingtest.h" using namespace std; @@ -21,19 +22,30 @@ using namespace std; namespace Msp { namespace GL { +Renderer::Renderer(): + default_camera(0) +{ + init(); +} + Renderer::Renderer(const Camera *c): - mtx_stack(*this), - changed(0), - matrices_loaded(false), - shdata_applied(0), - camera(0), - state_stack(1) + 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(); - begin(c); + standard_shdata.uniform("projection_matrix", Matrix()); + standard_shdata.uniform("eye_world_matrix", Matrix()); } Renderer::~Renderer() @@ -41,40 +53,31 @@ Renderer::~Renderer() end(); } -void Renderer::begin(const Camera *c) +void Renderer::set_camera(const Camera &c) { - if(state_stack.size()>1) - throw invalid_operation("Renderer::begin"); - - reset_state(); - excluded.clear(); - camera = c; - - if(camera) - { - mtx_stack.load(camera->get_matrix()); - standard_shdata.uniform("projection_matrix", camera->get_projection_matrix()); - } - else - { - mtx_stack.load(MatrixStack::modelview().top()); - standard_shdata.uniform("projection_matrix", MatrixStack::projection().top()); - } + 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) { - mtx_stack.load(matrix); + state->modelview_matrix = matrix; + changed |= MATRIX; } void Renderer::transform(const Matrix &matrix) { - mtx_stack *= matrix; + state->modelview_matrix *= matrix; + changed |= MATRIX; } -void Renderer::set_texture(const Texture *t) +void Renderer::set_texture(const Texture *t, const Sampler *s) { state->texture = t; + state->sampler = s; state->texturing = 0; } @@ -82,6 +85,7 @@ void Renderer::set_texturing(const Texturing *t) { state->texturing = t; state->texture = 0; + state->sampler = 0; } unsigned Renderer::allocate_effect_texunit() @@ -98,22 +102,23 @@ void Renderer::set_material(const Material *m) void Renderer::set_lighting(const Lighting *l) { state->lighting = l; - state->lighting_matrix = mtx_stack.top(); + state->lighting_matrix = state->modelview_matrix; if(l) { - l->update_shader_data(standard_shdata, mtx_stack.top()); + l->update_shader_data(standard_shdata, state->lighting_matrix); changed |= STANDARD_SHDATA; } - changed |= LEGACY_LIGHTING; } void Renderer::set_clipping(const Clipping *c) { state->clipping = c; - state->clipping_matrix = mtx_stack.top(); + state->clipping_matrix = state->modelview_matrix; if(c) - c->update_shader_data(standard_shdata, mtx_stack.top()); - changed |= LEGACY_CLIPPING; + { + c->update_shader_data(standard_shdata, state->clipping_matrix); + changed |= STANDARD_SHDATA; + } } void Renderer::set_shader_program(const Program *p, const ProgramData *d) @@ -125,14 +130,26 @@ void Renderer::set_shader_program(const Program *p, const ProgramData *d) void Renderer::add_shader_data(const ProgramData &d) { - shdata_stack.push_back(&d); - state->shdata_count = shdata_stack.size(); - changed |= SHADER_DATA; + if(state->shdata_countshdata_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::set_mesh(const Mesh *m) +void Renderer::flush_shader_data() { - state->mesh = m; + 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) @@ -145,11 +162,15 @@ 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(); - mtx_stack.push(); } void Renderer::pop_state() @@ -157,53 +178,66 @@ 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(); - if(shdata_stack.size()>state->shdata_count) + changed |= MATRIX; + bool camera_changed = (state->camera!=old_camera); + if(camera_changed) { - shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end()); - changed |= SHADER_DATA; + 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; } - shdata_applied = min(shdata_applied, shdata_stack.size()); - mtx_stack.pop(); - changed |= MATRIX; - if(state->lighting!=old_lighting) + /* 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 |= LEGACY_LIGHTING; + changed |= STANDARD_SHDATA; + } } - if(state->clipping!=old_clipping) + if(state->clipping!=old_clipping || camera_changed) { if(state->clipping) + { state->clipping->update_shader_data(standard_shdata, state->clipping_matrix); - changed |= LEGACY_CLIPPING; + changed |= STANDARD_SHDATA; + } } } -void Renderer::escape() -{ - apply_state(); - Buffer::unbind_from(ELEMENT_ARRAY_BUFFER); - matrices_loaded = false; -} - void Renderer::end() { if(state_stack.size()>1) throw invalid_operation("Renderer::end"); - reset_state(); + *state = State(); + if(default_camera) + set_camera(*default_camera); + else + standard_shdata.uniform("projection_matrix", Matrix()); + shdata_stack.clear(); + excluded.clear(); - Mesh::unbind(); Texturing::unbind(); Texture::unbind_from(0); - Material::unbind(); - Lighting::unbind(); Clipping::unbind(); Program::unbind(); + VertexSetup::unbind(); Buffer::unbind_from(ELEMENT_ARRAY_BUFFER); WindingTest::unbind(); } @@ -228,129 +262,85 @@ void Renderer::draw(const Batch &batch) { apply_state(); - bool legacy_bindings = (!state->shprog || state->shprog->uses_legacy_variables()); - if(state->mesh && legacy_bindings) - { - if(const Buffer *ibuf = state->mesh->get_index_buffer()) - ibuf->bind_to(ELEMENT_ARRAY_BUFFER); - else - Buffer::unbind_from(ELEMENT_ARRAY_BUFFER); - } - 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 */ - 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(changed&LEGACY_LIGHTING) { - if(state->lighting) - { - MatrixStack::modelview() = state->lighting_matrix; - state->lighting->bind(); - changed = (changed&~LEGACY_LIGHTING)|LEGACY_MATRIX; - } + if(state->sampler) + state->sampler->bind_to(0); else - Lighting::unbind(); + Sampler::unbind_from(0); + state->texture->bind_to(0); } + else + Texture::unbind_from(0); } if(state->clipping) - { - if(legacy_bindings) - { - if(changed&LEGACY_CLIPPING) - { - MatrixStack::modelview() = state->clipping_matrix; - state->clipping->bind(true); - changed = (changed&~LEGACY_CLIPPING)|LEGACY_MATRIX; - } - } - else - state->clipping->bind(false); - } + state->clipping->bind(); else Clipping::unbind(); - if(state->shprog) + bool shprog_changed = (state->shprog!=Program::current()); + state->shprog->bind(); + + if(changed&MATRIX) { - bool shprog_changed = (state->shprog!=Program::current()); - state->shprog->bind(); + standard_shdata.uniform("eye_obj_matrix", state->modelview_matrix); + LinAl::SquareMatrix 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(!legacy_bindings) - { - if(changed&MODERN_MATRIX) - { - const Matrix &m = mtx_stack.top(); - standard_shdata.uniform("eye_obj_matrix", mtx_stack.top()); - LinAl::SquareMatrix nm = m.block<3, 3>(0, 0); - nm = transpose(invert(nm)); - standard_shdata.uniform_matrix3("eye_obj_normal_matrix", &nm(0, 0)); - changed = (changed&~MODERN_MATRIX)|STANDARD_SHDATA; - } - - if(state->material && (changed&MATERIAL_SHDATA)) - { - state->material->get_shader_data().apply(); - changed &= ~MATERIAL_SHDATA; - } - - if(changed&STANDARD_SHDATA) - { - standard_shdata.apply(); - changed &= ~STANDARD_SHDATA; - } - } + if(state->material && ((changed&MATERIAL_SHDATA) || shprog_changed)) + { + state->material->get_shader_data().apply(); + changed &= ~MATERIAL_SHDATA; + } - if((changed&SHADER_DATA) || shprog_changed) - { - vector::const_iterator i = shdata_stack.begin(); - if(!shprog_changed) - i += shdata_applied; - for(; i!=shdata_stack.end(); ++i) - (*i)->apply(); - changed &= ~SHADER_DATA; - shdata_applied = shdata_stack.size(); - } + if((changed&STANDARD_SHDATA) || shprog_changed) + { + standard_shdata.apply(); + changed &= ~STANDARD_SHDATA; } - else - Program::unbind(); - if(state->mesh) + bool extra_shdata = (shdata_stack.size()>state->shdata_count); + + if((changed&SHADER_DATA) || shprog_changed || extra_shdata) { - if(legacy_bindings) - { - Mesh::unbind(); - state->mesh->get_vertices().apply(); - } - else - state->mesh->bind(); + 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(); + changed &= ~SHADER_DATA; } + + if(state->vertex_setup) + state->vertex_setup->bind(); else - Mesh::unbind(); + VertexSetup::unbind(); if(state->winding_test) { @@ -361,44 +351,11 @@ void Renderer::apply_state() } else WindingTest::unbind(); - - if(legacy_bindings) - { - if(!matrices_loaded) - { - MatrixStack::modelview().push(); - if(camera) - { - MatrixStack::projection().push(); - camera->apply(); - } - matrices_loaded = true; - } - - if(changed&LEGACY_MATRIX) - { - MatrixStack::modelview() = mtx_stack.top(); - changed &= ~LEGACY_MATRIX; - } - } -} - -void Renderer::reset_state() -{ - if(!matrices_loaded) - return; - - if(camera) - MatrixStack::projection().pop(); - MatrixStack::modelview().pop(); - matrices_loaded = false; - changed |= MATRIX; - - *state = State(); } Renderer::State::State(): + camera(0), texture(0), texturing(0), lowest_effect_texunit(TexUnit::get_n_units()), @@ -407,20 +364,11 @@ Renderer::State::State(): clipping(0), shprog(0), shdata_count(0), - mesh(0), + vertex_setup(0), winding_test(0), - reverse_winding(false) -{ } - - -Renderer::MtxStack::MtxStack(Renderer &r): - renderer(r) + reverse_winding(false), + object_lod_bias(0) { } -void Renderer::MtxStack::update() -{ - renderer.changed |= MATRIX; -} - } // namespace GL } // namespace Msp