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 mutable int unit = -1;
61 const Texture *texture = 0;
62 const Sampler *sampler = 0;
66 struct BoundProgramData
68 const ProgramData *shdata;
69 mutable unsigned generation = 0;
71 BoundProgramData(const ProgramData *);
76 const Camera *camera = 0;
78 const Framebuffer *framebuffer = 0;
79 const Rect *viewport = 0;
80 const Rect *scissor = 0;
81 unsigned texture_count = 0;
82 const Program *shprog = 0;
83 unsigned shdata_count = 0;
84 const VertexSetup *vertex_setup = 0;
85 FaceWinding front_face = NON_MANIFOLD;
86 CullMode face_cull = NO_CULL;
87 const DepthTest *depth_test = 0;
88 const StencilTest *stencil_test = 0;
89 const Blend *blend = 0;
90 unsigned object_lod_bias = 0;
99 unsigned char changed = 0;
100 std::vector<State> state_stack;
102 std::vector<BoundTexture> texture_stack;
103 ProgramData standard_shdata;
104 std::vector<BoundProgramData> shdata_stack;
105 PipelineState pipeline_state;
112 /** Sets the camera to render from. The model matrix is reset to identity. */
113 void set_camera(const Camera &);
115 const Camera *get_camera() const { return state->camera; }
117 /** Replaces the Renderer's model matrix. */
118 void set_matrix(const Matrix &);
120 /** Applies a transform to the Renderer's model matrix. */
121 void transform(const Matrix &);
123 /** Returns the current model matrix. */
124 const Matrix &get_matrix() const { return state->model_matrix; }
126 void set_framebuffer(const Framebuffer *);
127 void set_viewport(const Rect *);
128 void set_scissor(const Rect *);
130 const Framebuffer *get_framebuffer() const { return state->framebuffer; }
132 void set_texture(Tag, const Texture *, const Sampler * = 0);
134 void flush_textures();
136 DEPRECATED void set_material(const Material *);
138 DEPRECATED void set_lighting(const Lighting *);
140 /** Sets the shader program to use. An initial set of data can be set as
141 well, with the same semantics as add_shader_data. */
142 void set_shader_program(const Program *prog, const ProgramData *data = 0);
144 /** Adds another set of data to be use with shader programs. The data is
145 independent of any shader program changes and remains in effect until the
146 Renderer state is popped. */
147 void add_shader_data(const ProgramData &data);
149 DEPRECATED void flush_shader_data() { flush_shader_data_(); }
151 void flush_shader_data_();
154 void set_vertex_setup(const VertexSetup *);
155 void set_front_face(FaceWinding);
156 void set_face_cull(CullMode);
158 void set_depth_test(const DepthTest *);
159 void set_stencil_test(const StencilTest *);
160 void set_blend(const Blend *);
162 void set_object_lod_bias(unsigned);
163 unsigned get_object_lod_bias() const { return state->object_lod_bias; }
165 /** Saves the current state so it can be restored later. */
168 /** Restores a previously saved state. Must be matched with an earlier
172 /** Unbinds all objects and resets related state. There must be no unpopped
173 state in the stack. The Renderer remains valid and may be reused for
174 further rendering. */
177 void clear(const ClearValue *);
179 void draw(const Batch &);
180 void draw_instanced(const Batch &, unsigned);
182 void resolve_multisample(Framebuffer &);
184 void begin_query(const QueryPool &, unsigned);
185 void end_query(const QueryPool &, unsigned);