1 #ifndef MSP_GL_RENDERER_H_
2 #define MSP_GL_RENDERER_H_
8 #include "pipelinestate.h"
9 #include "programdata.h"
30 A class for supervising the rendering process. While many Renderables (in
31 particular, Objects and Scenes) can by rendered without a Renderer, using one
32 will often be more efficient. This is especially true for ObjectInstances.
34 The Renderer works by deferring GL state changes until something is actually
35 being drawn. This avoids many unnecessary GL calls if consecutive renderables
36 use the same resources.
38 A state stack is provided to help with state scoping. Typically a Renderable
39 will push the current state on entry, set whatever state it requires, render
40 itself, and pop the state when it's done. An RAII helper class is provided for
41 the push/pop operation.
52 Push(Renderer &r): renderer(r) { renderer.push_state(); }
53 ~Push() { renderer.pop_state(); }
60 const Renderable &renderable;
63 Exclude(Renderer &r, const Renderable &e): renderer(r), renderable(e) { renderer.exclude(renderable); }
64 ~Exclude() { renderer.include(renderable); }
71 mutable int unit = -1;
72 const Texture *texture = 0;
73 const Sampler *sampler = 0;
77 struct BoundProgramData
79 const ProgramData *shdata;
80 mutable unsigned generation = 0;
82 BoundProgramData(const ProgramData *);
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;
110 unsigned char changed;
111 std::vector<State> state_stack;
113 std::vector<BoundTexture> texture_stack;
114 ProgramData standard_shdata;
115 std::vector<BoundProgramData> shdata_stack;
116 std::set<const Renderable *> excluded;
117 PipelineState pipeline_state;
124 /** Sets the camera to render from. The model matrix is reset to identity. */
125 void set_camera(const Camera &);
127 const Camera *get_camera() const { return state->camera; }
129 /** Replaces the Renderer's model matrix. */
130 void set_matrix(const Matrix &);
132 /** Applies a transform to the Renderer's model matrix. */
133 void transform(const Matrix &);
135 /** Returns the current model matrix. */
136 const Matrix &get_matrix() const { return state->model_matrix; }
138 void set_framebuffer(const Framebuffer *);
139 void set_viewport(const Rect *);
140 void set_scissor(const Rect *);
142 const Framebuffer *get_framebuffer() const { return state->framebuffer; }
144 void set_texture(Tag, const Texture *, const Sampler * = 0);
146 void flush_textures();
148 DEPRECATED void set_material(const Material *);
150 DEPRECATED void set_lighting(const Lighting *);
152 /** Sets the shader program to use. An initial set of data can be set as
153 well, with the same semantics as add_shader_data. */
154 void set_shader_program(const Program *prog, const ProgramData *data = 0);
156 /** Adds another set of data to be use with shader programs. The data is
157 independent of any shader program changes and remains in effect until the
158 Renderer state is popped. */
159 void add_shader_data(const ProgramData &data);
161 DEPRECATED void flush_shader_data() { flush_shader_data_(); }
163 void flush_shader_data_();
166 void set_vertex_setup(const VertexSetup *);
167 void set_front_face(FaceWinding);
168 void set_face_cull(CullMode);
170 void set_depth_test(const DepthTest *);
171 void set_stencil_test(const StencilTest *);
172 void set_blend(const Blend *);
174 void set_object_lod_bias(unsigned);
175 unsigned get_object_lod_bias() const { return state->object_lod_bias; }
177 /** Saves the current state so it can be restored later. */
180 /** Restores a previously saved state. Must be matched with an earlier
184 /** Unbinds all objects and resets related state. There must be no unpopped
185 state in the stack. The Renderer remains valid and may be reused for
186 further rendering. */
189 void exclude(const Renderable &);
190 void include(const Renderable &);
192 void clear(const ClearValue *);
194 void render(const Renderable &, Tag = Tag());
195 void draw(const Batch &);
196 void draw_instanced(const Batch &, unsigned);
198 void resolve_multisample(Framebuffer &);
200 void begin_query(const QueryPool &, unsigned);
201 void end_query(const QueryPool &, unsigned);