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); }
68 Matrix modelview_matrix;
69 const Texture *texture;
70 const Texturing *texturing;
71 unsigned lowest_effect_texunit;
72 const Material *material;
73 const Lighting *lighting;
74 Matrix lighting_matrix;
75 const Clipping *clipping;
76 Matrix clipping_matrix;
77 const Program *shprog;
78 unsigned shdata_count;
80 const WindingTest *winding_test;
90 MATRIX = LEGACY_MATRIX|MODERN_MATRIX,
96 LEGACY_PROJECTION = 128
99 unsigned char changed;
100 bool matrices_loaded;
101 unsigned shdata_applied;
102 std::vector<State> state_stack;
104 ProgramData standard_shdata;
105 std::vector<const ProgramData *> shdata_stack;
106 std::set<const Renderable *> excluded;
109 Renderer(const Camera *);
112 /** Resets all internal state and restarts rendering. There must be no
113 unpopped state in the stack. It is permissible to call begin() multiple
114 times without an intervening end().
116 Deprecated; use end() and set_camera() instead.*/
117 void begin(const Camera *);
119 /** Sets the camera to render from. The modelview matrix is reset to the
120 camera's view matrix. */
121 void set_camera(const Camera &);
123 const Camera *get_camera() const { return state->camera; }
125 /** Replaces the Renderer's modelview matrix. */
126 void set_matrix(const Matrix &);
128 /** Applies a transform to the Renderer's modelview matrix. */
129 void transform(const Matrix &);
131 /** Returns the current modelview matrix. */
132 const Matrix &get_matrix() const { return state->modelview_matrix; }
134 void set_texture(const Texture *);
135 void set_texturing(const Texturing *);
136 unsigned allocate_effect_texunit();
137 void set_material(const Material *);
139 void set_lighting(const Lighting *);
140 void set_clipping(const Clipping *);
142 /** Sets the shader program to use. An initial set of data can be set as
143 well, with the same semantics as add_shader_data. */
144 void set_shader_program(const Program *prog, const ProgramData *data = 0);
146 /** Adds another set of data to be use with shader programs. The data is
147 independent of any shader program changes and remains in effect until the
148 Renderer state is popped. */
149 void add_shader_data(const ProgramData &data);
151 void set_mesh(const Mesh *);
152 void set_winding_test(const WindingTest *);
153 void set_reverse_winding(bool);
155 /** Saves the current state so it can be restored later. */
158 /** Restores a previously saved state. Must be matched with an earlier
162 /** Unbinds all objects and resets related state. There must be no unpopped
163 state in the stack. The Renderer remains valid and may be reused for
164 further rendering. */
167 void exclude(const Renderable &);
168 void include(const Renderable &);
170 void render(const Renderable &, const Tag & = Tag());
171 void draw(const Batch &);