1 #ifndef MSP_GL_RENDERER_H_
2 #define MSP_GL_RENDERER_H_
7 #include "pipelinestate.h"
8 #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 unsigned char changed;
110 std::vector<State> state_stack;
112 std::vector<BoundTexture> texture_stack;
113 ProgramData standard_shdata;
114 std::vector<BoundProgramData> shdata_stack;
115 std::set<const Renderable *> excluded;
116 PipelineState pipeline_state;
122 /** Sets the camera to render from. The model matrix is reset to identity. */
123 void set_camera(const Camera &);
125 const Camera *get_camera() const { return state->camera; }
127 /** Replaces the Renderer's model matrix. */
128 void set_matrix(const Matrix &);
130 /** Applies a transform to the Renderer's model matrix. */
131 void transform(const Matrix &);
133 /** Returns the current model matrix. */
134 const Matrix &get_matrix() const { return state->model_matrix; }
136 void set_texture(Tag, const Texture *, const Sampler * = 0);
138 void flush_textures();
140 DEPRECATED void set_material(const Material *);
142 DEPRECATED void set_lighting(const Lighting *);
143 void set_clipping(const Clipping *);
145 /** Sets the shader program to use. An initial set of data can be set as
146 well, with the same semantics as add_shader_data. */
147 void set_shader_program(const Program *prog, const ProgramData *data = 0);
149 /** Adds another set of data to be use with shader programs. The data is
150 independent of any shader program changes and remains in effect until the
151 Renderer state is popped. */
152 void add_shader_data(const ProgramData &data);
154 DEPRECATED void flush_shader_data() { flush_shader_data_(); }
156 void flush_shader_data_();
159 void set_vertex_setup(const VertexSetup *);
160 void set_winding_test(const WindingTest *);
161 void set_reverse_winding(bool);
163 void set_object_lod_bias(unsigned);
164 unsigned get_object_lod_bias() const { return state->object_lod_bias; }
166 /** Saves the current state so it can be restored later. */
169 /** Restores a previously saved state. Must be matched with an earlier
173 /** Unbinds all objects and resets related state. There must be no unpopped
174 state in the stack. The Renderer remains valid and may be reused for
175 further rendering. */
178 void exclude(const Renderable &);
179 void include(const Renderable &);
181 void render(const Renderable &, Tag = Tag());
182 void draw(const Batch &);
183 void draw_instanced(const Batch &, unsigned);