X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Frenderer.cpp;h=76ac5846f2aad1e9417780e39d87f3c816a81088;hp=3a44dcd3c0b21bd5afd1fac151405d6e0936f5d1;hb=1efd559eb32adf48200941402ccefc6b5422aa4c;hpb=31f4e9f522ba3009cfa74467bec380a263eabf73 diff --git a/source/renderer.cpp b/source/renderer.cpp index 3a44dcd3..76ac5846 100644 --- a/source/renderer.cpp +++ b/source/renderer.cpp @@ -1,15 +1,18 @@ #include "batch.h" #include "buffer.h" #include "camera.h" +#include "clipping.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" @@ -19,40 +22,50 @@ namespace Msp { namespace GL { Renderer::Renderer(const Camera *c): - mtx_stack(*this), - mtx_changed(false), - camera(c), - state_stack(1), - vertex_array(0), - element_buffer(0) + changed(0), + matrices_loaded(false), + state_stack(1) { 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()); - } + if(c) + set_camera(*c); else - mtx_stack.load(MatrixStack::modelview().top()); + standard_shdata.uniform("projection_matrix", Matrix()); } Renderer::~Renderer() { - if(camera) - MatrixStack::projection().pop(); - MatrixStack::modelview().pop(); + end(); +} - Texturing::unbind(); - Texture::unbind_from(0); - Material::unbind(); - Program::unbind(); - Buffer::unbind_from(ELEMENT_ARRAY_BUFFER); - WindingTest::unbind(); +void Renderer::begin(const Camera *c) +{ + end(); + if(c) + set_camera(*c); +} + +void Renderer::set_camera(const Camera &c) +{ + state->camera = &c; + standard_shdata.uniform("projection_matrix", state->camera->get_projection_matrix()); + changed |= STANDARD_SHDATA|LEGACY_PROJECTION; + 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) @@ -67,16 +80,39 @@ void Renderer::set_texturing(const 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; + changed |= MATERIAL_SHDATA; } void Renderer::set_lighting(const Lighting *l) { state->lighting = l; - state->lighting_matrix = mtx_stack.top(); - lighting_changed = true; + state->lighting_matrix = state->modelview_matrix; + if(l) + { + 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 = state->modelview_matrix; + if(c) + { + c->update_shader_data(standard_shdata, state->clipping_matrix); + changed |= STANDARD_SHDATA; + } + changed |= LEGACY_CLIPPING; } void Renderer::set_shader_program(const Program *p, const ProgramData *d) @@ -84,39 +120,41 @@ 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; + if(state->shdata_countshdata_count]==&d) + ++state->shdata_count; + else + { + if(shdata_stack.size()>state->shdata_count) + shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end()); + shdata_stack.push_back(&d); + state->shdata_count = shdata_stack.size(); + changed |= SHADER_DATA; + } } -void Renderer::set_vertex_array(const VertexArray *a) +void Renderer::set_mesh(const Mesh *m) { - vertex_array = a; + state->mesh = m; } -void Renderer::set_element_buffer(const Buffer *b) +void Renderer::set_winding_test(const WindingTest *w) { - element_buffer = b; + state->winding_test = w; } -void Renderer::set_winding_test(const WindingTest *w) +void Renderer::set_reverse_winding(bool r) { - state->winding_test = w; + 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() @@ -124,19 +162,69 @@ 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) - shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end()); - mtx_stack.pop(); - mtx_changed = true; - shdata_changed = true; + 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()); + else + standard_shdata.uniform("projection_matrix", Matrix()); + changed |= STANDARD_SHDATA|LEGACY_PROJECTION; + } + /* 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; + } + changed |= LEGACY_LIGHTING; + } + if(state->clipping!=old_clipping || camera_changed) + { + if(state->clipping) + { + state->clipping->update_shader_data(standard_shdata, state->clipping_matrix); + changed |= STANDARD_SHDATA; + } + changed |= LEGACY_CLIPPING; + } } -void Renderer::escape() +void Renderer::end() { - apply_state(); + if(state_stack.size()>1) + throw invalid_operation("Renderer::end"); + + *state = State(); + shdata_stack.clear(); + excluded.clear(); + + Mesh::unbind(); + Texturing::unbind(); + Texture::unbind_from(0); + Material::unbind(); + Lighting::unbind(); + Clipping::unbind(); + Program::unbind(); Buffer::unbind_from(ELEMENT_ARRAY_BUFFER); + WindingTest::unbind(); + + if(matrices_loaded) + { + MatrixStack::projection().pop(); + MatrixStack::modelview().pop(); + matrices_loaded = false; + } } void Renderer::exclude(const Renderable &renderable) @@ -157,17 +245,16 @@ void Renderer::render(const Renderable &renderable, const Tag &tag) void Renderer::draw(const Batch &batch) { - if(!vertex_array) - throw invalid_operation("Renderer::draw"); - apply_state(); - vertex_array->apply(); - - if(element_buffer) - element_buffer->bind_to(ELEMENT_ARRAY_BUFFER); - else - Buffer::unbind_from(ELEMENT_ARRAY_BUFFER); + 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(); } @@ -177,6 +264,8 @@ 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 @@ -188,69 +277,147 @@ void Renderer::apply_state() Texture::unbind_from(0); } - if(state->material) - state->material->bind(); - else - Material::unbind(); + if(legacy_bindings) + { + if(state->material) + state->material->bind(); + else + Material::unbind(); - if(lighting_changed) + if(changed&LEGACY_LIGHTING) + { + if(state->lighting) + { + MatrixStack::modelview() = state->lighting_matrix; + state->lighting->bind(); + changed = (changed&~LEGACY_LIGHTING)|LEGACY_MATRIX; + } + else + Lighting::unbind(); + } + } + + if(state->clipping) { - if(state->lighting) + if(legacy_bindings) { - MatrixStack::modelview() = state->lighting_matrix; - state->lighting->bind(); - mtx_changed = true; - lighting_changed = false; + if(changed&LEGACY_CLIPPING) + { + MatrixStack::modelview() = state->clipping_matrix; + state->clipping->bind(true); + changed = (changed&~LEGACY_CLIPPING)|LEGACY_MATRIX; + } } else - Lighting::unbind(); + state->clipping->bind(false); } + else + Clipping::unbind(); if(state->shprog) { + bool shprog_changed = (state->shprog!=Program::current()); state->shprog->bind(); - if(shdata_changed) + + if(!legacy_bindings) { + if(changed&MODERN_MATRIX) + { + 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&~MODERN_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_iterator i=shdata_stack.begin(); i!=shdata_stack.end(); ++i) (*i)->apply(); - shdata_changed = false; + changed &= ~SHADER_DATA; } } 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) - state->winding_test->bind(); + { + if(state->reverse_winding) + state->winding_test->get_reverse().bind(); + else + state->winding_test->bind(); + } else WindingTest::unbind(); - if(mtx_changed) + if(legacy_bindings) { - MatrixStack::modelview() = mtx_stack.top(); - mtx_changed = false; + if(!matrices_loaded) + { + MatrixStack::modelview().push(); + MatrixStack::projection().push(); + matrices_loaded = true; + } + + if(changed&LEGACY_PROJECTION) + { + MatrixStack::projection() = state->camera->get_projection_matrix(); + changed &= ~LEGACY_PROJECTION; + } + + if(changed&LEGACY_MATRIX) + { + MatrixStack::modelview() = state->modelview_matrix; + changed &= ~LEGACY_MATRIX; + } } } 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), - winding_test(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