1 #ifndef MSP_GL_RENDERER_H_
2 #define MSP_GL_RENDERER_H_
7 #include "programdata.h"
27 A class for supervising the rendering process. While many Renderables (in
28 particular, Objects and Scenes) can by rendered without a Renderer, using one
29 will often be more efficient. This is especially true for ObjectInstances.
31 The Renderer works by deferring GL state changes until something is actually
32 being drawn. This avoids many unnecessary GL calls if consecutive renderables
33 use the same resources.
35 A state stack is provided to help with state scoping. Typically a Renderable
36 will push the current state on entry, set whatever state it requires, render
37 itself, and pop the state when it's done. An RAII helper class is provided for
38 the push/pop operation.
49 Push(Renderer &r): renderer(r) { renderer.push_state(); }
50 ~Push() { renderer.pop_state(); }
57 const Renderable &renderable;
60 Exclude(Renderer &r, const Renderable &e): renderer(r), renderable(e) { renderer.exclude(renderable); }
61 ~Exclude() { renderer.include(renderable); }
67 Matrix modelview_matrix;
68 const Texture *texture;
69 const Texturing *texturing;
70 unsigned lowest_effect_texunit;
71 const Material *material;
72 const Lighting *lighting;
73 Matrix lighting_matrix;
74 const Clipping *clipping;
75 Matrix clipping_matrix;
76 const Program *shprog;
77 unsigned shdata_count;
79 const WindingTest *winding_test;
89 MATRIX = LEGACY_MATRIX|MODERN_MATRIX,
97 unsigned char changed;
99 unsigned shdata_applied;
100 const Camera *camera;
101 std::vector<State> state_stack;
103 ProgramData standard_shdata;
104 std::vector<const ProgramData *> shdata_stack;
105 std::set<const Renderable *> excluded;
108 Renderer(const Camera *);
111 /** Resets all internal state and restarts rendering. There must be no
112 unpopped state in the stack. It is permissible to call begin() multiple
113 times without an intervening end(). */
114 void begin(const Camera *);
116 /** Replaces the Renderer's modelview matrix. */
117 void set_matrix(const Matrix &);
119 /** Applies a transform to the Renderer's modelview matrix. */
120 void transform(const Matrix &);
122 /** Returns the current modelview matrix. */
123 const Matrix &get_matrix() const { return state->modelview_matrix; }
125 const Camera *get_camera() const { return camera; }
127 void set_texture(const Texture *);
128 void set_texturing(const Texturing *);
129 unsigned allocate_effect_texunit();
130 void set_material(const Material *);
132 void set_lighting(const Lighting *);
133 void set_clipping(const Clipping *);
135 /** Sets the shader program to use. An initial set of data can be set as
136 well, with the same semantics as add_shader_data. */
137 void set_shader_program(const Program *prog, const ProgramData *data = 0);
139 /** Adds another set of data to be use with shader programs. The data is
140 independent of any shader program changes and remains in effect until the
141 Renderer state is popped. */
142 void add_shader_data(const ProgramData &data);
144 void set_mesh(const Mesh *);
145 void set_winding_test(const WindingTest *);
146 void set_reverse_winding(bool);
148 /** Saves the current state so it can be restored later. */
151 /** Restores a previously saved state. Must be matched with an earlier
155 /** Prepares for temporarily bypassing the Renderer by synchronizing the
156 current state with GL. No additional call is necessary to resume using the
157 Renderer. DEPRECATED. */
160 /** Unbinds all objects and resets related state. There must be no unpopped
161 state in the stack. Rendering with the same camera can be restarted without
162 an explicit begin() call. */
165 void exclude(const Renderable &);
166 void include(const Renderable &);
168 void render(const Renderable &, const Tag & = Tag());
169 void draw(const Batch &);