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;
109 const Camera *default_camera;
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;
120 DEPRECATED Renderer(const Camera *);
126 /** Sets the camera to render from. The model matrix is reset to identity. */
127 void set_camera(const Camera &);
129 const Camera *get_camera() const { return state->camera; }
131 /** Replaces the Renderer's model matrix. */
132 void set_matrix(const Matrix &);
134 /** Applies a transform to the Renderer's model matrix. */
135 void transform(const Matrix &);
137 /** Returns the current model matrix. */
138 const Matrix &get_matrix() const { return state->model_matrix; }
140 void set_texture(Tag, const Texture *, const Sampler * = 0);
142 void set_texture(Tag, int, const Texture *, const Sampler *);
143 void flush_textures();
145 #pragma GCC diagnostic push
146 #pragma GCC diagnostic ignored "-Wdeprecated-declarations"
147 DEPRECATED void set_texture(const Texture *, const Sampler * = 0);
148 DEPRECATED void set_texturing(const Texturing *);
149 DEPRECATED unsigned allocate_effect_texunit();
150 #pragma GCC diagnostic pop
151 DEPRECATED void set_material(const Material *);
153 DEPRECATED void set_lighting(const Lighting *);
154 void set_clipping(const Clipping *);
156 /** Sets the shader program to use. An initial set of data can be set as
157 well, with the same semantics as add_shader_data. */
158 void set_shader_program(const Program *prog, const ProgramData *data = 0);
160 /** Adds another set of data to be use with shader programs. The data is
161 independent of any shader program changes and remains in effect until the
162 Renderer state is popped. */
163 void add_shader_data(const ProgramData &data);
165 DEPRECATED void flush_shader_data() { flush_shader_data_(); }
167 void flush_shader_data_();
170 void set_vertex_setup(const VertexSetup *);
171 void set_winding_test(const WindingTest *);
172 void set_reverse_winding(bool);
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 render(const Renderable &, Tag = Tag());
193 void draw(const Batch &);
194 void draw_instanced(const Batch &, unsigned);