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;
83 BoundProgramData(const ProgramData *);
89 Matrix modelview_matrix;
90 unsigned texture_count;
91 unsigned lowest_effect_texunit;
92 const Material *material;
93 const Lighting *lighting;
94 Matrix lighting_matrix;
95 const Clipping *clipping;
96 Matrix clipping_matrix;
97 const Program *shprog;
98 unsigned shdata_count;
99 const VertexSetup *vertex_setup;
100 const WindingTest *winding_test;
101 bool reverse_winding;
102 unsigned object_lod_bias;
111 MATERIAL_SHDATA = 32,
115 const Camera *default_camera;
116 unsigned char changed;
117 std::vector<State> state_stack;
119 std::vector<BoundTexture> texture_stack;
120 ProgramData standard_shdata;
121 std::vector<BoundProgramData> shdata_stack;
122 std::set<const Renderable *> excluded;
126 DEPRECATED Renderer(const Camera *);
132 /** Sets the camera to render from. The modelview matrix is reset to the
133 camera's view matrix. */
134 void set_camera(const Camera &);
136 const Camera *get_camera() const { return state->camera; }
138 /** Replaces the Renderer's modelview matrix. */
139 void set_matrix(const Matrix &);
141 /** Applies a transform to the Renderer's modelview matrix. */
142 void transform(const Matrix &);
144 /** Returns the current modelview matrix. */
145 const Matrix &get_matrix() const { return state->modelview_matrix; }
147 void set_texture(Tag, const Texture *, const Sampler * = 0);
149 void set_texture(Tag, int, const Texture *, const Sampler *);
150 void flush_textures();
152 #pragma GCC diagnostic push
153 #pragma GCC diagnostic ignored "-Wdeprecated-declarations"
154 DEPRECATED void set_texture(const Texture *, const Sampler * = 0);
155 DEPRECATED void set_texturing(const Texturing *);
156 DEPRECATED unsigned allocate_effect_texunit();
157 #pragma GCC diagnostic pop
158 void set_material(const Material *);
160 void set_lighting(const Lighting *);
161 void set_clipping(const Clipping *);
163 /** Sets the shader program to use. An initial set of data can be set as
164 well, with the same semantics as add_shader_data. */
165 void set_shader_program(const Program *prog, const ProgramData *data = 0);
167 /** Adds another set of data to be use with shader programs. The data is
168 independent of any shader program changes and remains in effect until the
169 Renderer state is popped. */
170 void add_shader_data(const ProgramData &data);
172 void flush_shader_data();
174 void set_vertex_setup(const VertexSetup *);
175 void set_winding_test(const WindingTest *);
176 void set_reverse_winding(bool);
178 void set_object_lod_bias(unsigned);
179 unsigned get_object_lod_bias() const { return state->object_lod_bias; }
181 /** Saves the current state so it can be restored later. */
184 /** Restores a previously saved state. Must be matched with an earlier
188 /** Unbinds all objects and resets related state. There must be no unpopped
189 state in the stack. The Renderer remains valid and may be reused for
190 further rendering. */
193 void exclude(const Renderable &);
194 void include(const Renderable &);
196 void render(const Renderable &, Tag = Tag());
197 void draw(const Batch &);
198 void draw_instanced(const Batch &, unsigned);