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00032 #include <vlCore/GlobalSettings.hpp>
00033 #include <vlGraphics/Renderer.hpp>
00034 #include <vlGraphics/OpenGLContext.hpp>
00035 #include <vlGraphics/GLSL.hpp>
00036 #include <vlGraphics/RenderQueue.hpp>
00037 #include <vlCore/Log.hpp>
00038
00039 using namespace vl;
00040
00041
00042
00043
00044 Renderer::Renderer()
00045 {
00046 VL_DEBUG_SET_OBJECT_NAME()
00047
00048 mProjViewTransfCallback = new ProjViewTransfCallback;
00049
00050 mDummyEnables = new EnableSet;
00051 mDummyStateSet = new RenderStateSet;
00052 }
00053
00054 namespace
00055 {
00056 struct GLSLProgState
00057 {
00058 public:
00059 GLSLProgState(): mCamera(NULL), mTransform(NULL), mGLSLProgUniformSet(NULL), mShaderUniformSet(NULL), mActorUniformSet(NULL) {}
00060
00061 bool operator<(const GLSLProgState& other) const
00062 {
00063 if ( mCamera != other.mCamera )
00064 return mCamera < other.mCamera;
00065 else
00066 if ( mTransform != other.mTransform )
00067 return mTransform < other.mTransform;
00068 else
00069 if ( mGLSLProgUniformSet != other.mGLSLProgUniformSet )
00070 return mGLSLProgUniformSet < other.mGLSLProgUniformSet;
00071 else
00072 if ( mShaderUniformSet != other.mShaderUniformSet )
00073 return mShaderUniformSet < other.mShaderUniformSet;
00074 else
00075 return mActorUniformSet < other.mActorUniformSet;
00076 }
00077
00078 const Camera* mCamera;
00079 const Transform* mTransform;
00080 const UniformSet* mGLSLProgUniformSet;
00081 const UniformSet* mShaderUniformSet;
00082 const UniformSet* mActorUniformSet;
00083 };
00084 }
00085
00086 const RenderQueue* Renderer::render(const RenderQueue* render_queue, Camera* camera, real frame_clock)
00087 {
00088 VL_CHECK_OGL()
00089
00090
00091
00092 if (enableMask() == 0)
00093 return render_queue;
00094
00095
00096
00097 class InOutContract
00098 {
00099 Renderer* mRenderer;
00100 std::vector<RenderStateSlot> mOriginalDefaultRS;
00101 public:
00102 InOutContract(Renderer* renderer, Camera* camera): mRenderer(renderer)
00103 {
00104
00105 mRenderer->mRenderTick++;
00106
00107
00108
00109 mRenderer->framebuffer()->activate();
00110
00111
00112 camera->viewport()->setClearFlags( mRenderer->clearFlags() );
00113 camera->viewport()->activate();
00114
00115 OpenGLContext* gl_context = renderer->framebuffer()->openglContext();
00116
00117
00118 for(size_t i=0; i<renderer->overriddenDefaultRenderStates().size(); ++i)
00119 {
00120
00121 ERenderState type = renderer->overriddenDefaultRenderStates()[i].type();
00122 mOriginalDefaultRS.push_back(gl_context->defaultRenderState(type));
00123
00124 gl_context->setDefaultRenderState(renderer->overriddenDefaultRenderStates()[i]);
00125 }
00126
00127
00128 mRenderer->dispatchOnRendererStarted();
00129
00130
00131 VL_CHECK_OGL()
00132 }
00133
00134 ~InOutContract()
00135 {
00136
00137 mRenderer->dispatchOnRendererFinished();
00138
00139 OpenGLContext* gl_context = mRenderer->framebuffer()->openglContext();
00140
00141
00142 for(size_t i=0; i<mOriginalDefaultRS.size(); ++i)
00143 {
00144 gl_context->setDefaultRenderState(mOriginalDefaultRS[i]);
00145 }
00146
00147 VL_CHECK( !globalSettings()->checkOpenGLStates() || mRenderer->framebuffer()->openglContext()->isCleanState(true) );
00148
00149
00150 VL_CHECK_OGL()
00151
00152
00153 }
00154 } contract(this, camera);
00155
00156
00157
00158 std::map<const GLSLProgram*, GLSLProgState> glslprogram_map;
00159
00160 OpenGLContext* opengl_context = framebuffer()->openglContext();
00161
00162
00163
00164
00165 const RenderStateSet* cur_render_state_set = NULL;
00166 const EnableSet* cur_enable_set = NULL;
00167 const Scissor* cur_scissor = NULL;
00168
00169
00170
00171
00172
00173
00174
00175
00176
00177
00178 for(int itok=0; itok < render_queue->size(); ++itok)
00179 {
00180 const RenderToken* tok = render_queue->at(itok); VL_CHECK(tok);
00181 Actor* actor = tok->mActor; VL_CHECK(actor);
00182
00183 if ( !isEnabled(actor->enableMask()) )
00184 continue;
00185
00186
00187
00188
00189
00190
00191
00192 const Scissor* scissor = actor->scissor() ? actor->scissor() : tok->mShader->scissor();
00193 if (cur_scissor != scissor)
00194 {
00195 cur_scissor = scissor;
00196 if (cur_scissor)
00197 {
00198 cur_scissor->enable(camera->viewport());
00199 }
00200 else
00201 {
00202
00203 VL_CHECK(glIsEnabled(GL_SCISSOR_TEST))
00204 glScissor(camera->viewport()->x(), camera->viewport()->y(), camera->viewport()->width(), camera->viewport()->height());
00205 }
00206 }
00207
00208
00209 for( int ipass=0; tok != NULL; tok = tok->mNextPass, ++ipass )
00210 {
00211 VL_CHECK_OGL()
00212
00213
00214
00215 const Shader* shader = tok->mShader;
00216
00217
00218
00219 for( std::map< unsigned int, ref<Shader> >::const_iterator eom_it = mShaderOverrideMask.begin();
00220 eom_it != mShaderOverrideMask.end();
00221 ++eom_it )
00222 {
00223 if ( eom_it->first & actor->enableMask() )
00224 {
00225 shader = eom_it->second.get();
00226 break;
00227 }
00228 }
00229
00230
00231
00232 if ( cur_render_state_set != shader->getRenderStateSet() )
00233 {
00234 opengl_context->applyRenderStates( shader->getRenderStateSet(), camera );
00235 cur_render_state_set = shader->getRenderStateSet();
00236 }
00237
00238 VL_CHECK_OGL()
00239
00240
00241
00242 if ( cur_enable_set != shader->getEnableSet() )
00243 {
00244 opengl_context->applyEnables( shader->getEnableSet() );
00245 cur_enable_set = shader->getEnableSet();
00246 }
00247
00248 #ifndef NDEBUG
00249 if (glGetError() != GL_NO_ERROR)
00250 {
00251 Log::error("An unsupported OpenGL glEnable/glDisable capability has been enabled!\n");
00252 VL_TRAP()
00253 }
00254 #endif
00255
00256
00257
00258
00259
00260 actor->dispatchOnActorRenderStarted( frame_clock, camera, tok->mRenderable, shader, ipass );
00261
00262 VL_CHECK_OGL()
00263
00264
00265
00266 VL_CHECK( !shader->glslProgram() || shader->glslProgram()->linked() );
00267
00268 VL_CHECK_OGL()
00269
00270
00271 const Transform* cur_transform = actor->transform();
00272 const GLSLProgram* cur_glsl_program = NULL;
00273 const UniformSet* cur_glsl_prog_uniform_set = NULL;
00274 const UniformSet* cur_shader_uniform_set = NULL;
00275 const UniformSet* cur_actor_uniform_set = NULL;
00276
00277
00278 if (shader->glslProgram() && shader->glslProgram()->handle())
00279 {
00280 cur_glsl_program = shader->glslProgram();
00281
00282
00283 if (cur_glsl_program->getUniformSet() && !cur_glsl_program->getUniformSet()->uniforms().empty())
00284 cur_glsl_prog_uniform_set = cur_glsl_program->getUniformSet();
00285
00286 if (shader->getUniformSet() && !shader->getUniformSet()->uniforms().empty())
00287 cur_shader_uniform_set = shader->getUniformSet();
00288
00289 if (actor->getUniformSet() && !actor->getUniformSet()->uniforms().empty())
00290 cur_actor_uniform_set = actor->getUniformSet();
00291 }
00292
00293 bool update_cm = false;
00294 bool update_tr = false;
00295 bool update_pu = false;
00296 bool update_su = false;
00297 bool update_au = false;
00298 GLSLProgState* glsl_state = NULL;
00299
00300
00301 std::map<const GLSLProgram*, GLSLProgState>::iterator glsl_state_it = glslprogram_map.find(cur_glsl_program);
00302
00303 if ( glsl_state_it == glslprogram_map.end() )
00304 {
00305
00306
00307
00308
00309
00310 glsl_state = &glslprogram_map[cur_glsl_program];
00311 update_cm = true;
00312 update_tr = true;
00313 update_pu = cur_glsl_prog_uniform_set != NULL;
00314 update_su = cur_shader_uniform_set != NULL;
00315 update_au = cur_actor_uniform_set != NULL;
00316 }
00317 else
00318 {
00319
00320
00321
00322
00323 glsl_state = &glsl_state_it->second;
00324
00325 update_cm = glsl_state->mCamera != camera;
00326 update_tr = glsl_state->mTransform != cur_transform;
00327 update_pu = glsl_state->mGLSLProgUniformSet != cur_glsl_prog_uniform_set && cur_glsl_prog_uniform_set != NULL;
00328 update_su = glsl_state->mShaderUniformSet != cur_shader_uniform_set && cur_shader_uniform_set != NULL;
00329 update_au = glsl_state->mActorUniformSet != cur_actor_uniform_set && cur_actor_uniform_set != NULL;
00330 }
00331
00332
00333 glsl_state->mCamera = camera;
00334 glsl_state->mTransform = cur_transform;
00335 glsl_state->mGLSLProgUniformSet = cur_glsl_prog_uniform_set;
00336 glsl_state->mShaderUniformSet = cur_shader_uniform_set;
00337 glsl_state->mActorUniformSet = cur_actor_uniform_set;
00338
00339
00340
00341 VL_CHECK_OGL()
00342
00343 if (update_cm || update_tr)
00344 projViewTransfCallback()->updateMatrices( update_cm, update_tr, cur_glsl_program, camera, cur_transform );
00345
00346 VL_CHECK_OGL()
00347
00348
00349
00350
00351 VL_CHECK( !opengl_context->areUniformsColliding(cur_shader_uniform_set, cur_actor_uniform_set) );
00352 VL_CHECK( !opengl_context->areUniformsColliding(cur_shader_uniform_set, cur_glsl_prog_uniform_set ) );
00353 VL_CHECK( !opengl_context->areUniformsColliding(cur_actor_uniform_set, cur_glsl_prog_uniform_set ) );
00354
00355 VL_CHECK_OGL()
00356
00357
00358 if ( update_pu )
00359 {
00360 VL_CHECK( cur_glsl_prog_uniform_set && cur_glsl_prog_uniform_set->uniforms().size() );
00361 VL_CHECK( shader->getRenderStateSet()->glslProgram() && shader->getRenderStateSet()->glslProgram()->handle() )
00362 cur_glsl_program->applyUniformSet( cur_glsl_prog_uniform_set );
00363 }
00364
00365 VL_CHECK_OGL()
00366
00367
00368 if ( update_su )
00369 {
00370 VL_CHECK( cur_shader_uniform_set && cur_shader_uniform_set->uniforms().size() );
00371 VL_CHECK( shader->getRenderStateSet()->glslProgram() && shader->getRenderStateSet()->glslProgram()->handle() )
00372 cur_glsl_program->applyUniformSet( cur_shader_uniform_set );
00373 }
00374
00375 VL_CHECK_OGL()
00376
00377
00378 if ( update_au )
00379 {
00380 VL_CHECK( cur_actor_uniform_set && cur_actor_uniform_set->uniforms().size() );
00381 VL_CHECK( shader->getRenderStateSet()->glslProgram() && shader->getRenderStateSet()->glslProgram()->handle() )
00382 cur_glsl_program->applyUniformSet( cur_actor_uniform_set );
00383 }
00384
00385 VL_CHECK_OGL()
00386
00387
00388
00389
00390 tok->mRenderable->render( actor, shader, camera, opengl_context );
00391
00392 VL_CHECK_OGL()
00393
00394
00395 if (shader != tok->mShader)
00396 break;
00397 }
00398 }
00399
00400
00401 opengl_context->applyEnables( mDummyEnables.get() ); VL_CHECK_OGL();
00402
00403
00404 opengl_context->applyRenderStates( mDummyStateSet.get(), NULL ); VL_CHECK_OGL();
00405
00406
00407 VL_glActiveTexture( GL_TEXTURE0 ); VL_CHECK_OGL();
00408 if (Has_Fixed_Function_Pipeline)
00409 VL_glClientActiveTexture( GL_TEXTURE0 ); VL_CHECK_OGL();
00410
00411
00412 glDisable(GL_SCISSOR_TEST); VL_CHECK_OGL();
00413
00414
00415 opengl_context->bindVAS(NULL, false, false); VL_CHECK_OGL();
00416
00417 return render_queue;
00418 }
00419