1 #ifndef MSP_GL_RENDERER_H_
2 #define MSP_GL_RENDERER_H_
9 #include "programdata.h"
10 #include "renderer_backend.h"
35 Rendering supervisor. This is the primary interface for setting state and
36 issuing draw commands.
38 The Renderer class allows setting textures and uniform values by names (using
39 ProgramData for the latter). The names are resolved into binding points when
40 the resources are needed for a draw command.
42 A state stack is provided to help with state management in render graphs.
43 Renderables can save the state by pushing it on the stack before beginning
44 their work, and pop it afterwards to restore it without disturbing state set
47 class Renderer: public RendererBackend
49 friend RendererBackend;
53 RAII helper class for pushing state on the stack.
61 Push(Renderer &r): renderer(r) { renderer.push_state(); }
62 ~Push() { renderer.pop_state(); }
69 mutable int binding = -1;
70 const Texture *texture = 0;
71 const Sampler *sampler = 0;
76 struct BoundProgramData
78 const ProgramData *shdata;
79 mutable unsigned generation = 0;
81 BoundProgramData(const ProgramData *);
86 std::uintptr_t pipeline_key = 0;
87 const Camera *camera = 0;
89 const Framebuffer *framebuffer = 0;
90 const Rect *viewport = 0;
91 const Rect *scissor = 0;
92 unsigned texture_count = 0;
93 const Program *shprog = 0;
94 unsigned shdata_count = 0;
95 const VertexSetup *vertex_setup = 0;
96 FaceWinding front_face = NON_MANIFOLD;
97 CullMode face_cull = NO_CULL;
98 const DepthTest *depth_test = 0;
99 const StencilTest *stencil_test = 0;
100 const Blend *blend = 0;
101 unsigned object_lod_bias = 0;
112 unsigned frame_index = 0;
113 unsigned char changed = 0;
114 std::vector<State> state_stack;
115 State *current_state = 0;
116 ProgramData standard_shdata;
117 std::vector<BoundProgramData> shdata_stack;
118 std::vector<BoundTexture> texture_stack;
119 const Texture &placeholder_texture;
120 PipelineState *last_pipeline = 0;
126 /** Begins rendering, allowing commands to be issued. */
129 /** Ends rendering. Any global state is reset to defaults. No further
130 commands are allowed before the next call to begin(). */
133 using RendererBackend::begin;
134 using RendererBackend::end;
136 /** Saves the current state so it can be restored later. */
139 /** Restores a previously saved state. Must be matched with an earlier
144 State &get_state() const;
147 void set_pipeline_key(std::uintptr_t);
148 void set_pipeline_key(const void *p) { set_pipeline_key(reinterpret_cast<uintptr_t>(p)); }
151 void set_pipeline_key(std::uintptr_t k, T d)
152 { set_pipeline_key(k^(static_cast<uintptr_t>(d)<<((sizeof(std::uintptr_t)-sizeof(T))*std::numeric_limits<char>::digits))); }
155 void set_pipeline_key(const void *p, T d) { set_pipeline_key(reinterpret_cast<uintptr_t>(p), d); }
157 /** Sets the camera to render from. The model matrix is reset to identity. */
158 void set_camera(const Camera &);
160 const Camera *get_camera() const { return get_state().camera; }
162 /** Replaces the Renderer's model matrix. */
163 void set_matrix(const Matrix &);
165 /** Returns the current model matrix. */
166 const Matrix &get_matrix() const { return get_state().model_matrix; }
168 void set_framebuffer(const Framebuffer *);
169 void set_viewport(const Rect *);
170 void set_scissor(const Rect *);
172 const Framebuffer *get_framebuffer() const { return get_state().framebuffer; }
174 /** Sets the shader program to use. As a convenience, uniform values may be
175 specified at the same time. */
176 void set_shader_program(const Program *prog, const ProgramData *data = 0);
178 /** Adds uniform values, which will be available for shader programs. If
179 multiple ProgramData objects with the same uniforms are added, the one added
180 last will be used. */
181 void add_shader_data(const ProgramData &data);
183 void set_texture(Tag, const Texture *, const Sampler * = 0);
184 void set_texture(Tag, const Texture *, int, const Sampler * = 0);
187 void flush_shader_data();
188 void flush_textures();
191 void set_vertex_setup(const VertexSetup *);
192 void set_front_face(FaceWinding);
193 void set_face_cull(CullMode);
195 void set_depth_test(const DepthTest *);
196 void set_stencil_test(const StencilTest *);
197 void set_blend(const Blend *);
199 void set_object_lod_bias(unsigned);
200 unsigned get_object_lod_bias() const { return get_state().object_lod_bias; }
202 /** Clears framebuffer contents. If values is not null, it must contain one
203 element for each attachment. Otherwise the framebuffer contents are
204 discarded and become undefined. */
205 void clear(const ClearValue *values);
207 /** Draws a batch of primitives. A shader must be active. */
208 void draw(const Batch &);
210 /** Draws multiple instances of a batch of primitives. A shader must be active. */
211 void draw_instanced(const Batch &, unsigned);
213 /** Resolves multisample attachments from the active framebuffer into
215 void resolve_multisample(Framebuffer &target);
217 void begin_query(const QueryPool &, unsigned);
218 void end_query(const QueryPool &, unsigned);
221 PipelineState &get_pipeline_state();
222 void apply_framebuffer();