1 #ifndef MSP_GL_RENDERER_H_
2 #define MSP_GL_RENDERER_H_
26 A class for supervising the rendering process. While many Renderables (in
27 particular, Objects and Scenes) can by rendered without a Renderer, using one
28 will often be more efficient. This is especially true for ObjectInstances.
30 The Renderer works by deferring GL state changes until something is actually
31 being drawn. This avoids many unnecessary GL calls if consecutive renderables
32 use the same resources.
34 A state stack is provided to help with state scoping. Typically a Renderable
35 will push the current state on entry, set whatever state it requires, render
36 itself, and pop the state when it's done. An RAII helper class is provided for
37 the push/pop operation.
48 Push(Renderer &r): renderer(r) { renderer.push_state(); }
49 ~Push() { renderer.pop_state(); }
56 const Renderable &renderable;
59 Exclude(Renderer &r, const Renderable &e): renderer(r), renderable(e) { renderer.exclude(renderable); }
60 ~Exclude() { renderer.include(renderable); }
66 const Texture *texture;
67 const Texturing *texturing;
68 const Material *material;
69 const Lighting *lighting;
70 Matrix lighting_matrix;
71 const Program *shprog;
72 unsigned shdata_count;
73 const WindingTest *winding_test;
79 class MtxStack: public MatrixStack
87 virtual void update();
93 std::vector<State> state_stack;
95 bool lighting_changed;
96 std::vector<const ProgramData *> shdata_stack;
98 const VertexArray *vertex_array;
99 const Buffer *element_buffer;
100 std::set<const Renderable *> excluded;
103 Renderer(const Camera *);
106 MatrixStack &matrix_stack() { return mtx_stack; }
108 const Camera *get_camera() const { return camera; }
110 void set_texture(const Texture *);
111 void set_texturing(const Texturing *);
112 void set_material(const Material *);
114 void set_lighting(const Lighting *);
116 /** Sets the shader program to use. An initial set of data can be set as
117 well, with the same semantics as add_shader_data. */
118 void set_shader_program(const Program *prog, const ProgramData *data = 0);
120 /** Adds another set of data to be use with shader programs. The data is
121 independent of any shader program changes and remains in effect until the
122 Renderer state is popped. */
123 void add_shader_data(const ProgramData &data);
125 void set_vertex_array(const VertexArray *);
126 void set_element_buffer(const Buffer *);
127 void set_winding_test(const WindingTest *);
128 void set_reverse_winding(bool);
130 /** Saves the current state so it can be restored later. */
133 /** Restores a previously saved state. Must be matched with an earlier
137 /** Prepares for temporarily bypassing the Renderer by synchronizing the
138 current state with GL. No additional call is necessary to resume using the
142 void exclude(const Renderable &);
143 void include(const Renderable &);
145 void render(const Renderable &, const Tag & = Tag());
146 void draw(const Batch &);