1 #ifndef MSP_GL_RENDERER_H_
2 #define MSP_GL_RENDERER_H_
7 #include "programdata.h"
29 A class for supervising the rendering process. While many Renderables (in
30 particular, Objects and Scenes) can by rendered without a Renderer, using one
31 will often be more efficient. This is especially true for ObjectInstances.
33 The Renderer works by deferring GL state changes until something is actually
34 being drawn. This avoids many unnecessary GL calls if consecutive renderables
35 use the same resources.
37 A state stack is provided to help with state scoping. Typically a Renderable
38 will push the current state on entry, set whatever state it requires, render
39 itself, and pop the state when it's done. An RAII helper class is provided for
40 the push/pop operation.
51 Push(Renderer &r): renderer(r) { renderer.push_state(); }
52 ~Push() { renderer.pop_state(); }
59 const Renderable &renderable;
62 Exclude(Renderer &r, const Renderable &e): renderer(r), renderable(e) { renderer.exclude(renderable); }
63 ~Exclude() { renderer.include(renderable); }
71 const Texture *texture;
72 const Sampler *sampler;
78 struct BoundProgramData
80 const ProgramData *shdata;
81 mutable unsigned generation;
83 BoundProgramData(const ProgramData *);
90 unsigned texture_count;
91 unsigned lowest_effect_texunit;
92 const Clipping *clipping;
93 const Program *shprog;
94 unsigned shdata_count;
95 const VertexSetup *vertex_setup;
96 const WindingTest *winding_test;
98 unsigned object_lod_bias;
107 STANDARD_SHDATA = 64,
109 CLIPPING_SHDATA = 512
112 const Camera *default_camera;
113 unsigned char changed;
114 std::vector<State> state_stack;
116 std::vector<BoundTexture> texture_stack;
117 ProgramData standard_shdata;
118 std::vector<BoundProgramData> shdata_stack;
119 std::set<const Renderable *> excluded;
123 DEPRECATED Renderer(const Camera *);
129 /** Sets the camera to render from. The model matrix is reset to identity. */
130 void set_camera(const Camera &);
132 const Camera *get_camera() const { return state->camera; }
134 /** Replaces the Renderer's model matrix. */
135 void set_matrix(const Matrix &);
137 /** Applies a transform to the Renderer's model matrix. */
138 void transform(const Matrix &);
140 /** Returns the current model matrix. */
141 const Matrix &get_matrix() const { return state->model_matrix; }
143 void set_texture(Tag, const Texture *, const Sampler * = 0);
145 void set_texture(Tag, int, const Texture *, const Sampler *);
146 void flush_textures();
148 #pragma GCC diagnostic push
149 #pragma GCC diagnostic ignored "-Wdeprecated-declarations"
150 DEPRECATED void set_texture(const Texture *, const Sampler * = 0);
151 DEPRECATED void set_texturing(const Texturing *);
152 DEPRECATED unsigned allocate_effect_texunit();
153 #pragma GCC diagnostic pop
154 DEPRECATED void set_material(const Material *);
156 DEPRECATED void set_lighting(const Lighting *);
157 void set_clipping(const Clipping *);
159 /** Sets the shader program to use. An initial set of data can be set as
160 well, with the same semantics as add_shader_data. */
161 void set_shader_program(const Program *prog, const ProgramData *data = 0);
163 /** Adds another set of data to be use with shader programs. The data is
164 independent of any shader program changes and remains in effect until the
165 Renderer state is popped. */
166 void add_shader_data(const ProgramData &data);
168 DEPRECATED void flush_shader_data() { flush_shader_data_(); }
170 void flush_shader_data_();
173 void set_vertex_setup(const VertexSetup *);
174 void set_winding_test(const WindingTest *);
175 void set_reverse_winding(bool);
177 void set_object_lod_bias(unsigned);
178 unsigned get_object_lod_bias() const { return state->object_lod_bias; }
180 /** Saves the current state so it can be restored later. */
183 /** Restores a previously saved state. Must be matched with an earlier
187 /** Unbinds all objects and resets related state. There must be no unpopped
188 state in the stack. The Renderer remains valid and may be reused for
189 further rendering. */
192 void exclude(const Renderable &);
193 void include(const Renderable &);
195 void render(const Renderable &, Tag = Tag());
196 void draw(const Batch &);
197 void draw_instanced(const Batch &, unsigned);