5 #include "deviceinfo.h"
10 #include "programdata.h"
11 #include "renderable.h"
13 #include "resourcemanager.h"
16 #include "vertexarray.h"
17 #include "vertexsetup.h"
26 state_stack.reserve(16);
27 state_stack.push_back(State());
28 shdata_stack.reserve(32);
29 state = &state_stack.back();
30 add_shader_data(standard_shdata);
38 void Renderer::set_camera(const Camera &c)
41 add_shader_data(c.get_shader_data());
45 void Renderer::set_matrix(const Matrix &matrix)
47 state->model_matrix = matrix;
51 void Renderer::transform(const Matrix &matrix)
53 state->model_matrix *= matrix;
57 void Renderer::set_texture(Tag tag, const Texture *tex, const Sampler *samp)
60 if(ResourceManager *res_mgr = tex->get_manager())
61 res_mgr->resource_used(*tex);
63 if(texture_stack.size()>state->texture_count)
65 BoundTexture &bt = texture_stack[state->texture_count];
66 if(bt.tag==tag && bt.texture==tex && bt.sampler==samp)
68 ++state->texture_count;
75 for(vector<BoundTexture>::iterator i=texture_stack.end(); i!=texture_stack.begin(); )
78 i->replaced = texture_stack.size();
82 texture_stack.push_back(BoundTexture());
83 BoundTexture &bound_tex = texture_stack.back();
85 bound_tex.texture = tex;
86 bound_tex.sampler = samp;
87 state->texture_count = texture_stack.size();
90 void Renderer::flush_textures()
92 for(unsigned i=0; i<state->texture_count; ++i)
93 if(texture_stack[i].replaced>=static_cast<int>(state->texture_count))
94 texture_stack[i].replaced = -1;
96 texture_stack.erase(texture_stack.begin()+state->texture_count, texture_stack.end());
99 void Renderer::set_material(const Material *m)
102 add_shader_data(m->get_shader_data());
105 void Renderer::set_lighting(const Lighting *l)
108 add_shader_data(l->get_shader_data());
111 void Renderer::set_clipping(const Clipping *c)
115 add_shader_data(c->get_shader_data());
118 void Renderer::set_shader_program(const Program *p, const ProgramData *d)
125 void Renderer::add_shader_data(const ProgramData &d)
127 if(state->shdata_count<shdata_stack.size())
129 const BoundProgramData &top = shdata_stack.back();
130 if(top.shdata==&d && top.generation==d.get_generation())
132 ++state->shdata_count;
137 flush_shader_data_();
138 shdata_stack.push_back(&d);
139 state->shdata_count = shdata_stack.size();
140 changed |= SHADER_DATA;
143 void Renderer::flush_shader_data_()
145 if(shdata_stack.size()>state->shdata_count)
146 shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
149 void Renderer::set_vertex_setup(const VertexSetup *vs)
151 state->vertex_setup = vs;
154 void Renderer::set_front_face(FaceWinding winding)
156 state->front_face = winding;
159 void Renderer::set_face_cull(CullMode cull)
161 state->face_cull = cull;
164 void Renderer::set_depth_test(const DepthTest *dt)
166 state->depth_test = dt;
169 void Renderer::set_stencil_test(const StencilTest *st)
171 state->stencil_test = st;
174 void Renderer::set_blend(const Blend *b)
179 void Renderer::set_object_lod_bias(unsigned b)
181 state->object_lod_bias = b;
184 void Renderer::push_state()
186 state_stack.push_back(state_stack.back());
187 state = &state_stack.back();
190 void Renderer::pop_state()
192 if(state_stack.size()==1)
193 throw stack_underflow("Renderer::pop_state");
195 state_stack.pop_back();
196 state = &state_stack.back();
202 if(state_stack.size()>1)
203 throw invalid_operation("Renderer::end");
206 shdata_stack.clear();
207 add_shader_data(standard_shdata);
210 PipelineState::clear();
213 void Renderer::exclude(const Renderable &renderable)
215 excluded.insert(&renderable);
218 void Renderer::include(const Renderable &renderable)
220 excluded.erase(&renderable);
223 void Renderer::render(const Renderable &renderable, Tag tag)
225 if(!excluded.count(&renderable))
226 renderable.render(*this, tag);
229 void Renderer::draw(const Batch &batch)
236 void Renderer::draw_instanced(const Batch &batch, unsigned count)
240 batch.draw_instanced(count);
243 void Renderer::apply_state()
246 throw invalid_operation("Renderer::apply_state");
250 standard_shdata.uniform("world_obj_matrix", state->model_matrix);
251 LinAl::SquareMatrix<float, 3> nm = state->model_matrix.block<3, 3>(0, 0);
252 nm = transpose(invert(nm));
253 standard_shdata.uniform("world_obj_normal_matrix", nm);
257 bool shprog_changed = (state->shprog!=pipeline_state.get_shader_program());
258 pipeline_state.set_shader_program(state->shprog);
260 if(state->vertex_setup)
262 if(const VertexArray *array = state->vertex_setup->get_vertex_array())
264 if(const VertexArray *array = state->vertex_setup->get_instance_array())
267 pipeline_state.set_vertex_setup(state->vertex_setup);
269 pipeline_state.set_front_face(state->front_face);
270 pipeline_state.set_face_cull(state->face_cull);
271 pipeline_state.set_enabled_clip_planes(state->clipping ? (1<<state->clipping->get_n_planes())-1 : 0);
273 if(state->texture_count<texture_stack.size())
276 for(vector<BoundTexture>::const_iterator i=texture_stack.begin(); i!=texture_stack.end(); ++i)
278 int unit = (i->tag.id ? state->shprog->get_uniform_binding(i->tag) : i->unit);
280 pipeline_state.set_texture(unit, i->texture, i->sampler);
283 bool shdata_changed = changed&SHADER_DATA;
284 for(vector<BoundProgramData>::const_iterator i=shdata_stack.begin(); (!shdata_changed && i!=shdata_stack.end()); ++i)
285 shdata_changed = (i->shdata->get_generation()!=i->generation);
286 bool extra_shdata = (shdata_stack.size()>state->shdata_count);
288 if(shdata_changed || shprog_changed || extra_shdata)
291 shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
292 for(vector<BoundProgramData>::const_iterator i=shdata_stack.begin(); i!=shdata_stack.end(); ++i)
294 i->shdata->apply(*state->shprog, pipeline_state);
295 i->generation = i->shdata->get_generation();
297 changed &= ~SHADER_DATA;
300 pipeline_state.set_depth_test(state->depth_test);
301 pipeline_state.set_stencil_test(state->stencil_test);
302 pipeline_state.set_blend(state->blend);
304 pipeline_state.apply();
308 Renderer::BoundTexture::BoundTexture():
316 Renderer::BoundProgramData::BoundProgramData(const ProgramData *d):
322 Renderer::State::State():
325 lowest_effect_texunit(Limits::get_global().max_texture_bindings),
330 front_face(NON_MANIFOLD),