1 #ifndef MSP_GL_RENDERER_H_
2 #define MSP_GL_RENDERER_H_
8 #include "programdata.h"
9 #include "renderer_backend.h"
30 Rendering supervisor. This is the primary interface for setting state and
31 issuing draw commands.
33 The Renderer class allows setting textures and uniform values by names (using
34 ProgramData for the latter). The names are resolved into binding points when
35 the resources are needed for a draw command.
37 A state stack is provided to help with state management in render graphs.
38 Renderables can save the state by pushing it on the stack before beginning
39 their work, and pop it afterwards to restore it without disturbing state set
42 class Renderer: public RendererBackend
44 friend RendererBackend;
48 RAII helper class for pushing state on the stack.
56 Push(Renderer &r): renderer(r) { renderer.push_state(); }
57 ~Push() { renderer.pop_state(); }
64 mutable int binding = -1;
65 const Texture *texture = 0;
66 const Sampler *sampler = 0;
70 struct BoundProgramData
72 const ProgramData *shdata;
73 mutable unsigned generation = 0;
75 BoundProgramData(const ProgramData *);
80 const Camera *camera = 0;
82 const Framebuffer *framebuffer = 0;
83 const Rect *viewport = 0;
84 const Rect *scissor = 0;
85 unsigned texture_count = 0;
86 const Program *shprog = 0;
87 unsigned shdata_count = 0;
88 const VertexSetup *vertex_setup = 0;
89 FaceWinding front_face = NON_MANIFOLD;
90 CullMode face_cull = NO_CULL;
91 const DepthTest *depth_test = 0;
92 const StencilTest *stencil_test = 0;
93 const Blend *blend = 0;
94 unsigned object_lod_bias = 0;
103 unsigned frame_index = 0;
104 unsigned char changed = 0;
105 std::vector<State> state_stack;
106 State *current_state = 0;
107 ProgramData standard_shdata;
108 std::vector<BoundProgramData> shdata_stack;
109 std::vector<BoundTexture> texture_stack;
115 /** Begins rendering, allowing commands to be issued. */
118 /** Ends rendering. Any global state is reset to defaults. No further
119 commands are allowed before the next call to begin(). */
122 using RendererBackend::begin;
123 using RendererBackend::end;
125 /** Saves the current state so it can be restored later. */
128 /** Restores a previously saved state. Must be matched with an earlier
133 State &get_state() const;
136 /** Sets the camera to render from. The model matrix is reset to identity. */
137 void set_camera(const Camera &);
139 const Camera *get_camera() const { return get_state().camera; }
141 /** Replaces the Renderer's model matrix. */
142 void set_matrix(const Matrix &);
144 /** Returns the current model matrix. */
145 const Matrix &get_matrix() const { return get_state().model_matrix; }
147 void set_framebuffer(const Framebuffer *);
148 void set_viewport(const Rect *);
149 void set_scissor(const Rect *);
151 const Framebuffer *get_framebuffer() const { return get_state().framebuffer; }
153 /** Sets the shader program to use. As a convenience, uniform values may be
154 specified at the same time. */
155 void set_shader_program(const Program *prog, const ProgramData *data = 0);
157 /** Adds uniform values, which will be available for shader programs. If
158 multiple ProgramData objects with the same uniforms are added, the one added
159 last will be used. */
160 void add_shader_data(const ProgramData &data);
162 void set_texture(Tag, const Texture *, const Sampler * = 0);
165 void flush_shader_data();
166 void flush_textures();
169 void set_vertex_setup(const VertexSetup *);
170 void set_front_face(FaceWinding);
171 void set_face_cull(CullMode);
173 void set_depth_test(const DepthTest *);
174 void set_stencil_test(const StencilTest *);
175 void set_blend(const Blend *);
177 void set_object_lod_bias(unsigned);
178 unsigned get_object_lod_bias() const { return get_state().object_lod_bias; }
180 /** Clears framebuffer contents. If values is not null, it must contain one
181 element for each attachment. Otherwise the framebuffer contents are
182 discarded and become undefined. */
183 void clear(const ClearValue *values);
185 /** Draws a batch of primitives. A shader must be active. */
186 void draw(const Batch &);
188 /** Draws multiple instances of a batch of primitives. A shader must be active. */
189 void draw_instanced(const Batch &, unsigned);
191 /** Resolves multisample attachments from the active framebuffer into
193 void resolve_multisample(Framebuffer &target);
195 void begin_query(const QueryPool &, unsigned);
196 void end_query(const QueryPool &, unsigned);