1 #ifndef MSP_GL_RENDERER_H_
2 #define MSP_GL_RENDERER_H_
7 #include "programdata.h"
26 A class for supervising the rendering process. While many Renderables (in
27 particular, Objects and Scenes) can by rendered without a Renderer, using one
28 will often be more efficient. This is especially true for ObjectInstances.
30 The Renderer works by deferring GL state changes until something is actually
31 being drawn. This avoids many unnecessary GL calls if consecutive renderables
32 use the same resources.
34 A state stack is provided to help with state scoping. Typically a Renderable
35 will push the current state on entry, set whatever state it requires, render
36 itself, and pop the state when it's done. An RAII helper class is provided for
37 the push/pop operation.
48 Push(Renderer &r): renderer(r) { renderer.push_state(); }
49 ~Push() { renderer.pop_state(); }
56 const Renderable &renderable;
59 Exclude(Renderer &r, const Renderable &e): renderer(r), renderable(e) { renderer.exclude(renderable); }
60 ~Exclude() { renderer.include(renderable); }
66 const Texture *texture;
67 const Texturing *texturing;
68 unsigned lowest_effect_texunit;
69 const Material *material;
70 const Lighting *lighting;
71 Matrix lighting_matrix;
72 const Program *shprog;
73 unsigned shdata_count;
75 const WindingTest *winding_test;
81 class MtxStack: public MatrixStack
89 virtual void update();
96 MATRIX = LEGACY_MATRIX|MODERN_MATRIX,
102 unsigned char changed;
103 bool matrices_loaded;
104 unsigned shdata_applied;
105 const Camera *camera;
106 std::vector<State> state_stack;
108 ProgramData standard_shdata;
109 std::vector<const ProgramData *> shdata_stack;
110 std::set<const Renderable *> excluded;
113 Renderer(const Camera *);
116 /** Resets all internal state and restarts rendering. There must be no
117 unpopped state in the stack. It is permissible to call begin() multiple
118 times without an intervening end(). */
119 void begin(const Camera *);
121 /** Deprecated as unsafe. Use set_matrix() or transform() instead. */
122 MatrixStack &matrix_stack() { return mtx_stack; }
124 /** Replaces the Renderer's modelview matrix. */
125 void set_matrix(const Matrix &);
127 /** Applies a transform to the Renderer's modelview matrix. */
128 void transform(const Matrix &);
130 /** Returns the current modelview matrix. */
131 const Matrix &get_matrix() const { return mtx_stack.top(); }
133 const Camera *get_camera() const { return camera; }
135 void set_texture(const Texture *);
136 void set_texturing(const Texturing *);
137 unsigned allocate_effect_texunit();
138 void set_material(const Material *);
140 void set_lighting(const Lighting *);
142 /** Sets the shader program to use. An initial set of data can be set as
143 well, with the same semantics as add_shader_data. */
144 void set_shader_program(const Program *prog, const ProgramData *data = 0);
146 /** Adds another set of data to be use with shader programs. The data is
147 independent of any shader program changes and remains in effect until the
148 Renderer state is popped. */
149 void add_shader_data(const ProgramData &data);
151 void set_mesh(const Mesh *);
152 void set_winding_test(const WindingTest *);
153 void set_reverse_winding(bool);
155 /** Saves the current state so it can be restored later. */
158 /** Restores a previously saved state. Must be matched with an earlier
162 /** Prepares for temporarily bypassing the Renderer by synchronizing the
163 current state with GL. No additional call is necessary to resume using the
164 Renderer. DEPRECATED. */
167 /** Unbinds all objects and resets related state. There must be no unpopped
168 state in the stack. Rendering with the same camera can be restarted without
169 an explicit begin() call. */
172 void exclude(const Renderable &);
173 void include(const Renderable &);
175 void render(const Renderable &, const Tag & = Tag());
176 void draw(const Batch &);