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00032 #include <vlGraphics/Renderer.hpp>
00033 #include <vlGraphics/OpenGLContext.hpp>
00034 #include <vlGraphics/GLSL.hpp>
00035 #include <vlGraphics/RenderQueue.hpp>
00036 #include <vlCore/Log.hpp>
00037
00038 using namespace vl;
00039
00040
00041
00042
00043 Renderer::Renderer()
00044 {
00045 VL_DEBUG_SET_OBJECT_NAME()
00046
00047 mProjViewTransfCallback = new ProjViewTransfCallback;
00048
00049 mDummyEnables = new EnableSet;
00050 mDummyStateSet = new RenderStateSet;
00051 }
00052
00053 namespace
00054 {
00055 struct GLSLProgState
00056 {
00057 public:
00058 GLSLProgState(): mCamera(NULL), mTransform(NULL), mGLSLProgUniformSet(NULL), mShaderUniformSet(NULL), mActorUniformSet(NULL) {}
00059
00060 bool operator<(const GLSLProgState& other) const
00061 {
00062 if ( mCamera != other.mCamera )
00063 return mCamera < other.mCamera;
00064 else
00065 if ( mTransform != other.mTransform )
00066 return mTransform < other.mTransform;
00067 else
00068 if ( mGLSLProgUniformSet != other.mGLSLProgUniformSet )
00069 return mGLSLProgUniformSet < other.mGLSLProgUniformSet;
00070 else
00071 if ( mShaderUniformSet != other.mShaderUniformSet )
00072 return mShaderUniformSet < other.mShaderUniformSet;
00073 else
00074 return mActorUniformSet < other.mActorUniformSet;
00075 }
00076
00077 const Camera* mCamera;
00078 const Transform* mTransform;
00079 const UniformSet* mGLSLProgUniformSet;
00080 const UniformSet* mShaderUniformSet;
00081 const UniformSet* mActorUniformSet;
00082 };
00083 }
00084
00085 const RenderQueue* Renderer::render(const RenderQueue* render_queue, Camera* cur_camera, real frame_clock)
00086 {
00087 VL_CHECK_OGL()
00088
00089
00090
00091 if (enableMask() == 0)
00092 return render_queue;
00093
00094
00095
00096 class InOutContract
00097 {
00098 Renderer* mRenderer;
00099 public:
00100 InOutContract(Renderer* renderer, Camera* camera): mRenderer(renderer)
00101 {
00102
00103 mRenderer->mRenderTick++;
00104
00105
00106
00107 mRenderer->framebuffer()->activate();
00108
00109
00110 camera->viewport()->setClearFlags( mRenderer->clearFlags() );
00111 camera->viewport()->activate();
00112
00113
00114 mRenderer->dispatchOnRendererStarted();
00115
00116
00117 VL_CHECK_OGL()
00118 }
00119
00120 ~InOutContract()
00121 {
00122
00123 mRenderer->dispatchOnRendererFinished();
00124
00125
00126 VL_CHECK_OGL()
00127
00128
00129 }
00130 } contract(this, cur_camera);
00131
00132
00133
00134 std::map<const GLSLProgram*, GLSLProgState> glslprogram_map;
00135
00136 OpenGLContext* opengl_context = framebuffer()->openglContext();
00137
00138
00139
00140
00141 const RenderStateSet* cur_render_state_set = NULL;
00142 const EnableSet* cur_enable_set = NULL;
00143 const Scissor* cur_scissor = NULL;
00144
00145
00146
00147
00148
00149
00150
00151
00152
00153
00154 for(int itok=0; itok < render_queue->size(); ++itok)
00155 {
00156 const RenderToken* tok = render_queue->at(itok); VL_CHECK(tok);
00157 Actor* actor = tok->mActor; VL_CHECK(actor);
00158
00159 if ( !isEnabled(actor->enableMask()) )
00160 continue;
00161
00162
00163
00164
00165
00166
00167
00168 const Scissor* scissor = actor->scissor() ? actor->scissor() : tok->mShader->scissor();
00169 if (cur_scissor != scissor)
00170 {
00171 cur_scissor = scissor;
00172 if (cur_scissor)
00173 {
00174 cur_scissor->enable(cur_camera->viewport());
00175 }
00176 else
00177 {
00178
00179 VL_CHECK(glIsEnabled(GL_SCISSOR_TEST))
00180 glScissor(cur_camera->viewport()->x(), cur_camera->viewport()->y(), cur_camera->viewport()->width(), cur_camera->viewport()->height());
00181 }
00182 }
00183
00184
00185 for( int ipass=0; tok != NULL; tok = tok->mNextPass, ++ipass )
00186 {
00187 VL_CHECK_OGL()
00188
00189
00190
00191 const Shader* shader = tok->mShader;
00192
00193
00194
00195 for( std::map< unsigned int, ref<Shader> >::const_iterator eom_it = mShaderOverrideMask.begin();
00196 eom_it != mShaderOverrideMask.end(); ++eom_it )
00197 {
00198 if ( eom_it->first & actor->enableMask() )
00199 shader = eom_it->second.get();
00200 }
00201
00202
00203
00204 if ( cur_render_state_set != shader->getRenderStateSet() )
00205 {
00206 opengl_context->applyRenderStates( shader->getRenderStateSet(), cur_camera );
00207 cur_render_state_set = shader->getRenderStateSet();
00208 }
00209
00210 VL_CHECK_OGL()
00211
00212
00213
00214 if ( cur_enable_set != shader->getEnableSet() )
00215 {
00216 opengl_context->applyEnables( shader->getEnableSet() );
00217 cur_enable_set = shader->getEnableSet();
00218 }
00219
00220 #ifndef NDEBUG
00221 if (glGetError() != GL_NO_ERROR)
00222 {
00223 Log::error("An unsupported OpenGL glEnable/glDisable capability has been enabled!\n");
00224 VL_TRAP()
00225 }
00226 #endif
00227
00228
00229
00230
00231
00232 actor->dispatchOnActorRenderStarted( frame_clock, cur_camera, tok->mRenderable, shader, ipass );
00233
00234 VL_CHECK_OGL()
00235
00236
00237
00238 VL_CHECK( !shader->glslProgram() || shader->glslProgram()->linked() );
00239
00240 VL_CHECK_OGL()
00241
00242
00243 const Transform* cur_transform = actor->transform();
00244 const GLSLProgram* cur_glsl_program = NULL;
00245 const UniformSet* cur_glsl_prog_uniform_set = NULL;
00246 const UniformSet* cur_shader_uniform_set = NULL;
00247 const UniformSet* cur_actor_uniform_set = NULL;
00248
00249
00250 if (shader->glslProgram() && shader->glslProgram()->handle())
00251 {
00252 cur_glsl_program = shader->glslProgram();
00253
00254
00255 if (cur_glsl_program->getUniformSet() && !cur_glsl_program->getUniformSet()->uniforms().empty())
00256 cur_glsl_prog_uniform_set = cur_glsl_program->getUniformSet();
00257
00258 if (shader->getUniformSet() && !shader->getUniformSet()->uniforms().empty())
00259 cur_shader_uniform_set = shader->getUniformSet();
00260
00261 if (actor->getUniformSet() && !actor->getUniformSet() ->uniforms().empty())
00262 cur_actor_uniform_set = actor->getUniformSet();
00263 }
00264
00265 bool update_cm = false;
00266 bool update_tr = false;
00267 bool update_pu = false;
00268 bool update_su = false;
00269 bool update_au = false;
00270 GLSLProgState* glsl_state = NULL;
00271
00272
00273 std::map<const GLSLProgram*, GLSLProgState>::iterator glsl_state_it = glslprogram_map.find(cur_glsl_program);
00274
00275 if ( glsl_state_it == glslprogram_map.end() )
00276 {
00277
00278
00279
00280
00281
00282 glsl_state = &glslprogram_map[cur_glsl_program];
00283 update_cm = true;
00284 update_tr = true;
00285 update_pu = cur_glsl_prog_uniform_set != NULL;
00286 update_su = cur_shader_uniform_set != NULL;
00287 update_au = cur_actor_uniform_set != NULL;
00288 }
00289 else
00290 {
00291
00292
00293
00294
00295 glsl_state = &glsl_state_it->second;
00296
00297 update_cm = glsl_state->mCamera != cur_camera;
00298 update_tr = glsl_state->mTransform != cur_transform;
00299 update_pu = glsl_state->mGLSLProgUniformSet != cur_glsl_prog_uniform_set && cur_glsl_prog_uniform_set != NULL;
00300 update_su = glsl_state->mShaderUniformSet != cur_shader_uniform_set && cur_shader_uniform_set != NULL;
00301 update_au = glsl_state->mActorUniformSet != cur_actor_uniform_set && cur_actor_uniform_set != NULL;
00302 }
00303
00304
00305 glsl_state->mCamera = cur_camera;
00306 glsl_state->mTransform = cur_transform;
00307 glsl_state->mGLSLProgUniformSet = cur_glsl_prog_uniform_set;
00308 glsl_state->mShaderUniformSet = cur_shader_uniform_set;
00309 glsl_state->mActorUniformSet = cur_actor_uniform_set;
00310
00311
00312
00313 VL_CHECK_OGL()
00314
00315 if (update_cm || update_tr)
00316 projViewTransfCallback()->updateMatrices( update_cm, update_tr, cur_glsl_program, cur_camera, cur_transform );
00317
00318 VL_CHECK_OGL()
00319
00320
00321
00322
00323 VL_CHECK( !opengl_context->areUniformsColliding(cur_shader_uniform_set, cur_actor_uniform_set) );
00324 VL_CHECK( !opengl_context->areUniformsColliding(cur_shader_uniform_set, cur_glsl_prog_uniform_set ) );
00325 VL_CHECK( !opengl_context->areUniformsColliding(cur_actor_uniform_set, cur_glsl_prog_uniform_set ) );
00326
00327 VL_CHECK_OGL()
00328
00329
00330 if (update_pu)
00331 {
00332 VL_CHECK( cur_glsl_prog_uniform_set && cur_glsl_prog_uniform_set->uniforms().size() );
00333 VL_CHECK( shader->getRenderStateSet()->glslProgram() && shader->getRenderStateSet()->glslProgram()->handle() )
00334 cur_glsl_program->applyUniformSet( cur_glsl_prog_uniform_set );
00335 }
00336
00337 VL_CHECK_OGL()
00338
00339
00340 if ( update_su )
00341 {
00342 VL_CHECK( cur_shader_uniform_set && cur_shader_uniform_set->uniforms().size() );
00343 VL_CHECK( shader->getRenderStateSet()->glslProgram() && shader->getRenderStateSet()->glslProgram()->handle() )
00344 cur_glsl_program->applyUniformSet( cur_shader_uniform_set );
00345 }
00346
00347 VL_CHECK_OGL()
00348
00349
00350 if ( update_au )
00351 {
00352 VL_CHECK( cur_actor_uniform_set && cur_actor_uniform_set->uniforms().size() );
00353 VL_CHECK( shader->getRenderStateSet()->glslProgram() && shader->getRenderStateSet()->glslProgram()->handle() )
00354 cur_glsl_program->applyUniformSet( cur_actor_uniform_set );
00355 }
00356
00357 VL_CHECK_OGL()
00358
00359
00360
00361
00362 tok->mRenderable->render( actor, shader, cur_camera, opengl_context );
00363
00364 VL_CHECK_OGL()
00365
00366
00367 if (shader != tok->mShader)
00368 break;
00369 }
00370 }
00371
00372
00373 opengl_context->applyEnables( mDummyEnables.get() ); VL_CHECK_OGL();
00374
00375
00376 opengl_context->applyRenderStates( mDummyStateSet.get(), cur_camera ); VL_CHECK_OGL();
00377
00378
00379 VL_glActiveTexture( GL_TEXTURE0 ); VL_CHECK_OGL();
00380 if (Has_Fixed_Function_Pipeline)
00381 VL_glClientActiveTexture( GL_TEXTURE0 ); VL_CHECK_OGL();
00382
00383
00384 glDisable(GL_SCISSOR_TEST); VL_CHECK_OGL();
00385
00386
00387 opengl_context->bindVAS(NULL, false, false); VL_CHECK_OGL();
00388
00389 VL_CHECK( opengl_context->isCleanState(true) );
00390
00391 return render_queue;
00392 }
00393