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); }
70 Matrix modelview_matrix;
71 const Texture *texture;
72 const Sampler *sampler;
73 const Texturing *texturing;
74 unsigned lowest_effect_texunit;
75 const Material *material;
76 const Lighting *lighting;
77 Matrix lighting_matrix;
78 const Clipping *clipping;
79 Matrix clipping_matrix;
80 const Program *shprog;
81 unsigned shdata_count;
82 const VertexSetup *vertex_setup;
83 const WindingTest *winding_test;
85 unsigned object_lod_bias;
98 const Camera *default_camera;
99 unsigned char changed;
100 std::vector<State> state_stack;
102 ProgramData standard_shdata;
103 std::vector<const ProgramData *> shdata_stack;
104 std::set<const Renderable *> excluded;
108 DEPRECATED Renderer(const Camera *);
114 /** Sets the camera to render from. The modelview matrix is reset to the
115 camera's view matrix. */
116 void set_camera(const Camera &);
118 const Camera *get_camera() const { return state->camera; }
120 /** Replaces the Renderer's modelview matrix. */
121 void set_matrix(const Matrix &);
123 /** Applies a transform to the Renderer's modelview matrix. */
124 void transform(const Matrix &);
126 /** Returns the current modelview matrix. */
127 const Matrix &get_matrix() const { return state->modelview_matrix; }
129 void set_texture(const Texture *, const Sampler * = 0);
130 void set_texturing(const Texturing *);
131 unsigned allocate_effect_texunit();
132 void set_material(const Material *);
134 void set_lighting(const Lighting *);
135 void set_clipping(const Clipping *);
137 /** Sets the shader program to use. An initial set of data can be set as
138 well, with the same semantics as add_shader_data. */
139 void set_shader_program(const Program *prog, const ProgramData *data = 0);
141 /** Adds another set of data to be use with shader programs. The data is
142 independent of any shader program changes and remains in effect until the
143 Renderer state is popped. */
144 void add_shader_data(const ProgramData &data);
146 void flush_shader_data();
148 void set_vertex_setup(const VertexSetup *);
149 void set_winding_test(const WindingTest *);
150 void set_reverse_winding(bool);
152 void set_object_lod_bias(unsigned);
153 unsigned get_object_lod_bias() const { return state->object_lod_bias; }
155 /** Saves the current state so it can be restored later. */
158 /** Restores a previously saved state. Must be matched with an earlier
162 /** Unbinds all objects and resets related state. There must be no unpopped
163 state in the stack. The Renderer remains valid and may be reused for
164 further rendering. */
167 void exclude(const Renderable &);
168 void include(const Renderable &);
170 void render(const Renderable &, const Tag & = Tag());
171 void draw(const Batch &);
172 void draw_instanced(const Batch &, unsigned);