1 #ifndef MSP_GL_RENDERER_H_
2 #define MSP_GL_RENDERER_H_
7 #include "programdata.h"
28 A class for supervising the rendering process. While many Renderables (in
29 particular, Objects and Scenes) can by rendered without a Renderer, using one
30 will often be more efficient. This is especially true for ObjectInstances.
32 The Renderer works by deferring GL state changes until something is actually
33 being drawn. This avoids many unnecessary GL calls if consecutive renderables
34 use the same resources.
36 A state stack is provided to help with state scoping. Typically a Renderable
37 will push the current state on entry, set whatever state it requires, render
38 itself, and pop the state when it's done. An RAII helper class is provided for
39 the push/pop operation.
50 Push(Renderer &r): renderer(r) { renderer.push_state(); }
51 ~Push() { renderer.pop_state(); }
58 const Renderable &renderable;
61 Exclude(Renderer &r, const Renderable &e): renderer(r), renderable(e) { renderer.exclude(renderable); }
62 ~Exclude() { renderer.include(renderable); }
70 const Texture *texture;
71 const Sampler *sampler;
77 struct BoundProgramData
79 const ProgramData *shdata;
80 mutable unsigned generation;
82 BoundProgramData(const ProgramData *);
89 unsigned texture_count;
90 unsigned lowest_effect_texunit;
91 const Clipping *clipping;
92 const Program *shprog;
93 unsigned shdata_count;
94 const VertexSetup *vertex_setup;
95 const WindingTest *winding_test;
97 unsigned object_lod_bias;
108 unsigned char changed;
109 std::vector<State> state_stack;
111 std::vector<BoundTexture> texture_stack;
112 ProgramData standard_shdata;
113 std::vector<BoundProgramData> shdata_stack;
114 std::set<const Renderable *> excluded;
120 /** Sets the camera to render from. The model matrix is reset to identity. */
121 void set_camera(const Camera &);
123 const Camera *get_camera() const { return state->camera; }
125 /** Replaces the Renderer's model matrix. */
126 void set_matrix(const Matrix &);
128 /** Applies a transform to the Renderer's model matrix. */
129 void transform(const Matrix &);
131 /** Returns the current model matrix. */
132 const Matrix &get_matrix() const { return state->model_matrix; }
134 void set_texture(Tag, const Texture *, const Sampler * = 0);
136 void flush_textures();
138 DEPRECATED void set_material(const Material *);
140 DEPRECATED void set_lighting(const Lighting *);
141 void set_clipping(const Clipping *);
143 /** Sets the shader program to use. An initial set of data can be set as
144 well, with the same semantics as add_shader_data. */
145 void set_shader_program(const Program *prog, const ProgramData *data = 0);
147 /** Adds another set of data to be use with shader programs. The data is
148 independent of any shader program changes and remains in effect until the
149 Renderer state is popped. */
150 void add_shader_data(const ProgramData &data);
152 DEPRECATED void flush_shader_data() { flush_shader_data_(); }
154 void flush_shader_data_();
157 void set_vertex_setup(const VertexSetup *);
158 void set_winding_test(const WindingTest *);
159 void set_reverse_winding(bool);
161 void set_object_lod_bias(unsigned);
162 unsigned get_object_lod_bias() const { return state->object_lod_bias; }
164 /** Saves the current state so it can be restored later. */
167 /** Restores a previously saved state. Must be matched with an earlier
171 /** Unbinds all objects and resets related state. There must be no unpopped
172 state in the stack. The Renderer remains valid and may be reused for
173 further rendering. */
176 void exclude(const Renderable &);
177 void include(const Renderable &);
179 void render(const Renderable &, Tag = Tag());
180 void draw(const Batch &);
181 void draw_instanced(const Batch &, unsigned);