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OpenGLRenderSystem.cpp
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OpenGLRenderSystem.cpp
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#include "OpenGLRenderSystem.h"
#include "ishaders.h"
#include "igl.h"
#include "itextstream.h"
#include "iregistry.h"
#include "iradiant.h"
#include "math/Matrix4.h"
#include "module/StaticModule.h"
#include "backend/GLProgramFactory.h"
#include "backend/BuiltInShader.h"
#include "backend/ColourShader.h"
#include "backend/LightingModeRenderer.h"
#include "backend/FullBrightRenderer.h"
#include "backend/ObjectRenderer.h"
#include "debugging/debugging.h"
#include <functional>
namespace render
{
/**
* Main constructor.
*/
OpenGLRenderSystem::OpenGLRenderSystem() :
_realised(false),
_shaderProgramsAvailable(false),
_glProgramFactory(std::make_shared<GLProgramFactory>()),
_currentShaderProgram(SHADER_PROGRAM_NONE),
_time(0),
_geometryStore(_syncObjectProvider, _bufferObjectProvider),
_objectRenderer(_geometryStore),
m_traverseRenderablesMutex(false)
{
bool shouldRealise = false;
// For the static default rendersystem, the MaterialManager is not existent yet,
// hence it will be attached in initialiseModule().
if (module::GlobalModuleRegistry().moduleExists(MODULE_SHADERSYSTEM))
{
_materialDefsLoaded = GlobalMaterialManager().signal_DefsLoaded().connect(
sigc::mem_fun(*this, &OpenGLRenderSystem::realise));
_materialDefsUnloaded = GlobalMaterialManager().signal_DefsUnloaded().connect(
sigc::mem_fun(*this, &OpenGLRenderSystem::unrealise));
if (GlobalMaterialManager().isRealised())
{
// Hold back with the realise() call until we know whether we can call
// extensionsInitialised() below - this should happen before realise()
shouldRealise = true;
}
}
// If the openGL module is already initialised and a shared context is created
// trigger a call to extensionsInitialised().
if (module::GlobalModuleRegistry().moduleExists(MODULE_SHARED_GL_CONTEXT) &&
GlobalOpenGLContext().getSharedContext())
{
extensionsInitialised();
}
if (shouldRealise)
{
realise();
}
}
OpenGLRenderSystem::~OpenGLRenderSystem()
{
_materialDefsLoaded.disconnect();
_materialDefsUnloaded.disconnect();
// Destruct the shaders before the geometry store is destroyed
_shaders.clear();
_entities.clear();
_lights.clear();
_state_sorted.clear();
}
ITextRenderer::Ptr OpenGLRenderSystem::captureTextRenderer(IGLFont::Style style, std::size_t size)
{
// Try to find an existing text renderer with this combination
auto fontKey = std::make_pair(style, size);
auto existing = _textRenderers.find(fontKey);
if (existing == _textRenderers.end())
{
auto font = GlobalOpenGL().getFont(fontKey.first, fontKey.second);
existing = _textRenderers.emplace(fontKey, std::make_shared<TextRenderer>(font)).first;
}
return existing->second;
}
ShaderPtr OpenGLRenderSystem::capture(const std::string& name, const std::function<OpenGLShaderPtr()>& createShader)
{
// Usual ritual, check cache and return if found, otherwise create/
// insert/return.
auto existing = _shaders.find(name);
if (existing != _shaders.end())
{
return existing->second;
}
// Either the shader was not found, or the weak pointer failed to lock
// because the shader had been deleted. Either way, create a new shader
// using the given factory functor and insert into the cache.
auto shader = createShader();
_shaders[name] = shader;
// Realise the shader if the cache is realised
if (_realised)
{
shader->realise();
}
return shader;
}
ShaderPtr OpenGLRenderSystem::capture(const std::string& name)
{
// Forward to the method accepting our factory function
return capture(name, [&]()
{
return std::make_shared<OpenGLShader>(name, *this);
});
}
ShaderPtr OpenGLRenderSystem::capture(BuiltInShaderType type)
{
// Forward to the method accepting our factory function
auto name = BuiltInShader::GetNameForType(type);
return capture(name, [&]()
{
return std::make_shared<BuiltInShader>(type, *this);
});
}
ShaderPtr OpenGLRenderSystem::capture(ColourShaderType type, const Colour4& colour)
{
// Forward to the method accepting our factory function
auto name = ColourShader::ConstructName(type, colour);
return capture(name, [&]()
{
return std::make_shared<ColourShader>(type, colour, *this);
});
}
IRenderResult::Ptr OpenGLRenderSystem::renderFullBrightScene(RenderViewType renderViewType,
RenderStateFlags globalFlagsMask,
const IRenderView& view)
{
// Pick the requested renderer
auto& renderer = renderViewType == RenderViewType::Camera ? *_editorPreviewRenderer : *_orthoRenderer;
return render(renderer, globalFlagsMask, view);
}
IRenderResult::Ptr OpenGLRenderSystem::renderLitScene(RenderStateFlags globalFlagsMask,
const IRenderView& view)
{
return render(*_lightingModeRenderer, globalFlagsMask, view);
}
IRenderResult::Ptr OpenGLRenderSystem::render(SceneRenderer& renderer, RenderStateFlags globalFlagsMask, const IRenderView& view)
{
// Make sure all shaders are ready for rendering, submitting their data to the store
for (const auto& [_, shader] : _shaders)
{
shader->prepareForRendering();
}
auto result = renderer.render(globalFlagsMask, view, _time);
renderText();
return result;
}
void OpenGLRenderSystem::startFrame()
{
// Prepare the storage objects
_geometryStore.onFrameStart();
}
void OpenGLRenderSystem::endFrame()
{
_geometryStore.onFrameFinished();
}
void OpenGLRenderSystem::renderText()
{
// Render all text
glDisable(GL_DEPTH_TEST);
for (const auto& [_, textRenderer] : _textRenderers)
{
textRenderer->render();
}
}
void OpenGLRenderSystem::realise()
{
if (_realised) {
return; // already realised
}
_realised = true;
if (shaderProgramsAvailable() && getCurrentShaderProgram() != SHADER_PROGRAM_NONE)
{
// Realise the GLPrograms
_glProgramFactory->realise();
}
// Realise all shaders
for (auto& [_, shader] : _shaders)
{
shader->realise();
}
_orthoRenderer = std::make_unique<FullBrightRenderer>(RenderViewType::OrthoView, _state_sorted, _geometryStore, _objectRenderer);
_editorPreviewRenderer = std::make_unique<FullBrightRenderer>(RenderViewType::Camera, _state_sorted, _geometryStore, _objectRenderer);
_lightingModeRenderer = std::make_unique<LightingModeRenderer>(*_glProgramFactory, _geometryStore, _objectRenderer, _lights, _entities);
}
void OpenGLRenderSystem::unrealise()
{
if (!_realised) {
return;
}
_realised = false;
// Unrealise all OpenGLShader objects
for (auto& [_, shader] : _shaders)
{
shader->unrealise();
}
if (GlobalOpenGLContext().getSharedContext() &&
shaderProgramsAvailable() &&
getCurrentShaderProgram() != SHADER_PROGRAM_NONE)
{
// Unrealise the GLPrograms
_glProgramFactory->unrealise();
}
}
GLProgramFactory& OpenGLRenderSystem::getGLProgramFactory()
{
return *_glProgramFactory;
}
std::size_t OpenGLRenderSystem::getTime() const
{
return _time;
}
void OpenGLRenderSystem::setTime(std::size_t milliSeconds)
{
_time = milliSeconds;
}
RenderSystem::ShaderProgram OpenGLRenderSystem::getCurrentShaderProgram() const
{
return _currentShaderProgram;
}
void OpenGLRenderSystem::setShaderProgram(RenderSystem::ShaderProgram newProg)
{
ShaderProgram oldProgram = _currentShaderProgram;
if (oldProgram != newProg)
{
unrealise();
GlobalMaterialManager().setLightingEnabled(
newProg == SHADER_PROGRAM_INTERACTION
);
}
_currentShaderProgram = newProg;
if (oldProgram != newProg)
{
realise();
}
}
void OpenGLRenderSystem::extensionsInitialised()
{
// Determine if lighting is available based on GL extensions
bool haveGLSL = GLEW_VERSION_2_0 ? true : false;
#if defined(DEBUG_NO_LIGHTING)
haveGLSL = false;
#endif
rMessage() << "[OpenGLRenderSystem] GLSL shading "
<< (haveGLSL ? "IS" : "IS NOT" ) << " available.\n";
// Set the flag in the openGL module
setShaderProgramsAvailable(haveGLSL);
// Inform the user of missing extensions
if (!haveGLSL)
{
rWarning() << "Light rendering requires OpenGL 2.0 or newer.\n";
}
// Now that GL extensions are done, we can realise our shaders
// This was previously done explicitly by the OpenGLModule after the
// shared context was created. But we need realised shaders before
// we can fire off the "extensions initialised" signal, map loading
// code might rely on materials being constructed.
realise();
// Notify all our observers
_sigExtensionsInitialised();
}
sigc::signal<void> OpenGLRenderSystem::signal_extensionsInitialised()
{
return _sigExtensionsInitialised;
}
bool OpenGLRenderSystem::shaderProgramsAvailable() const
{
return _shaderProgramsAvailable;
}
void OpenGLRenderSystem::setShaderProgramsAvailable(bool available)
{
_shaderProgramsAvailable = available;
}
void OpenGLRenderSystem::insertSortedState(const OpenGLStates::value_type& val) {
_state_sorted.insert(val);
}
void OpenGLRenderSystem::eraseSortedState(const OpenGLStates::key_type& key) {
_state_sorted.erase(key);
}
// renderables
void OpenGLRenderSystem::attachRenderable(Renderable& renderable) {
ASSERT_MESSAGE(!m_traverseRenderablesMutex, "attaching renderable during traversal");
ASSERT_MESSAGE(m_renderables.find(&renderable) == m_renderables.end(), "renderable could not be attached");
m_renderables.insert(&renderable);
}
void OpenGLRenderSystem::detachRenderable(Renderable& renderable) {
ASSERT_MESSAGE(!m_traverseRenderablesMutex, "detaching renderable during traversal");
ASSERT_MESSAGE(m_renderables.find(&renderable) != m_renderables.end(), "renderable could not be detached");
m_renderables.erase(&renderable);
}
void OpenGLRenderSystem::forEachRenderable(const RenderableCallback& callback) const {
ASSERT_MESSAGE(!m_traverseRenderablesMutex, "for-each during traversal");
m_traverseRenderablesMutex = true;
for (Renderables::iterator i = m_renderables.begin(); i != m_renderables.end(); ++i) {
callback(*(*i));
}
m_traverseRenderablesMutex = false;
}
void OpenGLRenderSystem::setMergeModeEnabled(bool enabled)
{
for (auto& [_, shader] : _shaders)
{
shader->setMergeModeEnabled(enabled);
}
}
// RegisterableModule implementation
const std::string& OpenGLRenderSystem::getName() const
{
static std::string _name(MODULE_RENDERSYSTEM);
return _name;
}
const StringSet& OpenGLRenderSystem::getDependencies() const
{
static StringSet _dependencies
{
MODULE_COMMANDSYSTEM,
MODULE_SHADERSYSTEM,
MODULE_XMLREGISTRY,
MODULE_SHARED_GL_CONTEXT,
};
return _dependencies;
}
void OpenGLRenderSystem::initialiseModule(const IApplicationContext& ctx)
{
rMessage() << getName() << "::initialiseModule called." << std::endl;
_materialDefsLoaded = GlobalMaterialManager().signal_DefsLoaded().connect(
sigc::mem_fun(*this, &OpenGLRenderSystem::realise));
_materialDefsUnloaded = GlobalMaterialManager().signal_DefsUnloaded().connect(
sigc::mem_fun(*this, &OpenGLRenderSystem::unrealise));
if (GlobalMaterialManager().isRealised())
{
realise();
}
// greebo: Don't realise the module yet, this must wait
// until the shared GL context has been created (this
// happens as soon as the first GL widget has been realised).
_sharedContextCreated = GlobalOpenGLContext().signal_sharedContextCreated()
.connect(sigc::mem_fun(this, &OpenGLRenderSystem::extensionsInitialised));
_sharedContextDestroyed = GlobalOpenGLContext().signal_sharedContextDestroyed()
.connect(sigc::mem_fun(this, &OpenGLRenderSystem::unrealise));
GlobalCommandSystem().addCommand("ShowRenderMemoryStats",
sigc::mem_fun(*this, &OpenGLRenderSystem::showMemoryStats));
}
void OpenGLRenderSystem::shutdownModule()
{
_orthoRenderer.reset();
_editorPreviewRenderer.reset();
_lightingModeRenderer.reset();
_entities.clear();
_lights.clear();
_textRenderers.clear();
_sharedContextCreated.disconnect();
_sharedContextDestroyed.disconnect();
_materialDefsLoaded.disconnect();
_materialDefsUnloaded.disconnect();
}
void OpenGLRenderSystem::addEntity(const IRenderEntityPtr& renderEntity)
{
assert(renderEntity);
if (!_entities.insert(renderEntity).second)
{
throw std::logic_error("Duplicate entity registration.");
}
auto light = std::dynamic_pointer_cast<RendererLight>(renderEntity);
if (!light) return;
if (!_lights.insert(light).second)
{
throw std::logic_error("Duplicate light registration.");
}
}
void OpenGLRenderSystem::removeEntity(const IRenderEntityPtr& renderEntity)
{
if (_entities.erase(renderEntity) == 0)
{
throw std::logic_error("Entity has not been registered.");
}
auto light = std::dynamic_pointer_cast<RendererLight>(renderEntity);
if (!light) return;
if (_lights.erase(light) == 0)
{
throw std::logic_error("Light has not been registered.");
}
}
void OpenGLRenderSystem::foreachEntity(const std::function<void(const IRenderEntityPtr&)>& functor)
{
std::for_each(_entities.begin(), _entities.end(), functor);
}
void OpenGLRenderSystem::foreachLight(const std::function<void(const RendererLightPtr&)>& functor)
{
std::for_each(_lights.begin(), _lights.end(), functor);
}
IGeometryStore& OpenGLRenderSystem::getGeometryStore()
{
return _geometryStore;
}
IObjectRenderer& OpenGLRenderSystem::getObjectRenderer()
{
return _objectRenderer;
}
void OpenGLRenderSystem::showMemoryStats(const cmd::ArgumentList& args)
{
_geometryStore.printMemoryStats();
}
// Define the static OpenGLRenderSystem module
module::StaticModuleRegistration<OpenGLRenderSystem> openGLRenderSystemModule;
} // namespace render