1 #include <msp/gl/extensions/arb_direct_state_access.h>
2 #include <msp/gl/extensions/ext_framebuffer_blit.h>
3 #include <msp/gl/extensions/ext_framebuffer_object.h>
8 #include "deviceinfo.h"
13 #include "programdata.h"
14 #include "renderable.h"
16 #include "resourcemanager.h"
19 #include "vertexarray.h"
20 #include "vertexsetup.h"
29 state_stack.reserve(16);
30 state_stack.push_back(State());
31 shdata_stack.reserve(32);
32 state = &state_stack.back();
33 add_shader_data(standard_shdata);
41 void Renderer::set_camera(const Camera &c)
44 add_shader_data(c.get_shader_data());
48 void Renderer::set_matrix(const Matrix &matrix)
50 state->model_matrix = matrix;
54 void Renderer::transform(const Matrix &matrix)
56 state->model_matrix *= matrix;
60 void Renderer::set_framebuffer(const Framebuffer *f)
62 state->framebuffer = f;
65 void Renderer::set_viewport(const Rect *v)
70 void Renderer::set_scissor(const Rect *s)
75 void Renderer::set_texture(Tag tag, const Texture *tex, const Sampler *samp)
78 if(ResourceManager *res_mgr = tex->get_manager())
79 res_mgr->resource_used(*tex);
81 if(texture_stack.size()>state->texture_count)
83 BoundTexture &bt = texture_stack[state->texture_count];
84 if(bt.tag==tag && bt.texture==tex && bt.sampler==samp)
86 ++state->texture_count;
93 for(vector<BoundTexture>::iterator i=texture_stack.end(); i!=texture_stack.begin(); )
96 i->replaced = texture_stack.size();
100 texture_stack.push_back(BoundTexture());
101 BoundTexture &bound_tex = texture_stack.back();
103 bound_tex.texture = tex;
104 bound_tex.sampler = samp;
105 state->texture_count = texture_stack.size();
108 void Renderer::flush_textures()
110 for(unsigned i=0; i<state->texture_count; ++i)
111 if(texture_stack[i].replaced>=static_cast<int>(state->texture_count))
112 texture_stack[i].replaced = -1;
114 texture_stack.erase(texture_stack.begin()+state->texture_count, texture_stack.end());
117 void Renderer::set_material(const Material *m)
120 add_shader_data(m->get_shader_data());
123 void Renderer::set_lighting(const Lighting *l)
126 add_shader_data(l->get_shader_data());
129 void Renderer::set_clipping(const Clipping *c)
133 add_shader_data(c->get_shader_data());
136 void Renderer::set_shader_program(const Program *p, const ProgramData *d)
143 void Renderer::add_shader_data(const ProgramData &d)
145 if(state->shdata_count<shdata_stack.size())
147 const BoundProgramData &top = shdata_stack.back();
148 if(top.shdata==&d && top.generation==d.get_generation())
150 ++state->shdata_count;
155 flush_shader_data_();
156 shdata_stack.push_back(&d);
157 state->shdata_count = shdata_stack.size();
158 changed |= SHADER_DATA;
161 void Renderer::flush_shader_data_()
163 if(shdata_stack.size()>state->shdata_count)
164 shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
167 void Renderer::set_vertex_setup(const VertexSetup *vs)
169 state->vertex_setup = vs;
172 void Renderer::set_front_face(FaceWinding winding)
174 state->front_face = winding;
177 void Renderer::set_face_cull(CullMode cull)
179 state->face_cull = cull;
182 void Renderer::set_depth_test(const DepthTest *dt)
184 state->depth_test = dt;
187 void Renderer::set_stencil_test(const StencilTest *st)
189 state->stencil_test = st;
192 void Renderer::set_blend(const Blend *b)
197 void Renderer::set_object_lod_bias(unsigned b)
199 state->object_lod_bias = b;
202 void Renderer::push_state()
204 state_stack.push_back(state_stack.back());
205 state = &state_stack.back();
208 void Renderer::pop_state()
210 if(state_stack.size()==1)
211 throw stack_underflow("Renderer::pop_state");
213 state_stack.pop_back();
214 state = &state_stack.back();
220 if(state_stack.size()>1)
221 throw invalid_operation("Renderer::end");
224 shdata_stack.clear();
225 add_shader_data(standard_shdata);
228 PipelineState::clear();
231 void Renderer::exclude(const Renderable &renderable)
233 excluded.insert(&renderable);
236 void Renderer::include(const Renderable &renderable)
238 excluded.erase(&renderable);
241 void Renderer::render(const Renderable &renderable, Tag tag)
243 if(!excluded.count(&renderable))
244 renderable.render(*this, tag);
247 void Renderer::clear()
249 clear(COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT|STENCIL_BUFFER_BIT);
252 void Renderer::clear(BufferBits buffers)
254 pipeline_state.set_framebuffer(state->framebuffer);
255 pipeline_state.apply();
259 void Renderer::draw(const Batch &batch)
266 void Renderer::draw_instanced(const Batch &batch, unsigned count)
270 batch.draw_instanced(count);
273 void Renderer::resolve_multisample(Framebuffer &target, BufferBits buffers)
275 if(!state->framebuffer)
276 throw invalid_operation("Renderer::resolve_multisample");
278 unsigned width = state->framebuffer->get_width();
279 unsigned height = state->framebuffer->get_height();
280 if(target.get_width()!=width || target.get_height()!=height)
281 throw incompatible_data("Renderer::resolve_multisample");
283 if(ARB_direct_state_access)
284 glBlitNamedFramebuffer(state->framebuffer->get_id(), target.get_id(), 0, 0, width, height, 0, 0, width, height, buffers, GL_NEAREST);
287 glBindFramebuffer(GL_READ_FRAMEBUFFER, state->framebuffer->get_id());
288 glBindFramebuffer(GL_DRAW_FRAMEBUFFER, target.get_id());
292 glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, buffers, GL_NEAREST);
294 glBindFramebuffer(GL_FRAMEBUFFER, 0);
295 pipeline_state.set_framebuffer(0);
299 void Renderer::apply_state()
302 throw invalid_operation("Renderer::apply_state");
306 standard_shdata.uniform("world_obj_matrix", state->model_matrix);
307 LinAl::SquareMatrix<float, 3> nm = state->model_matrix.block<3, 3>(0, 0);
308 nm = transpose(invert(nm));
309 standard_shdata.uniform("world_obj_normal_matrix", nm);
313 pipeline_state.set_framebuffer(state->framebuffer);
314 pipeline_state.set_viewport(state->viewport);
315 pipeline_state.set_scissor(state->scissor);
317 bool shprog_changed = (state->shprog!=pipeline_state.get_shader_program());
318 pipeline_state.set_shader_program(state->shprog);
320 if(state->vertex_setup)
322 if(const VertexArray *array = state->vertex_setup->get_vertex_array())
324 if(const VertexArray *array = state->vertex_setup->get_instance_array())
327 pipeline_state.set_vertex_setup(state->vertex_setup);
329 pipeline_state.set_front_face(state->front_face);
330 pipeline_state.set_face_cull(state->face_cull);
331 pipeline_state.set_enabled_clip_planes(state->clipping ? (1<<state->clipping->get_n_planes())-1 : 0);
333 if(state->texture_count<texture_stack.size())
336 for(vector<BoundTexture>::const_iterator i=texture_stack.begin(); i!=texture_stack.end(); ++i)
338 int unit = (i->tag.id ? state->shprog->get_uniform_binding(i->tag) : i->unit);
340 pipeline_state.set_texture(unit, i->texture, i->sampler);
343 bool shdata_changed = changed&SHADER_DATA;
344 for(vector<BoundProgramData>::const_iterator i=shdata_stack.begin(); (!shdata_changed && i!=shdata_stack.end()); ++i)
345 shdata_changed = (i->shdata->get_generation()!=i->generation);
346 bool extra_shdata = (shdata_stack.size()>state->shdata_count);
348 if(shdata_changed || shprog_changed || extra_shdata)
351 shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
352 for(vector<BoundProgramData>::const_iterator i=shdata_stack.begin(); i!=shdata_stack.end(); ++i)
354 i->shdata->apply(*state->shprog, pipeline_state);
355 i->generation = i->shdata->get_generation();
357 changed &= ~SHADER_DATA;
360 pipeline_state.set_depth_test(state->depth_test);
361 pipeline_state.set_stencil_test(state->stencil_test);
362 pipeline_state.set_blend(state->blend);
364 pipeline_state.apply();
368 Renderer::BoundTexture::BoundTexture():
376 Renderer::BoundProgramData::BoundProgramData(const ProgramData *d):
382 Renderer::State::State():
388 lowest_effect_texunit(Limits::get_global().max_texture_bindings),
393 front_face(NON_MANIFOLD),