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); }
69 Matrix modelview_matrix;
70 const Texture *texture;
71 const Texturing *texturing;
72 unsigned lowest_effect_texunit;
73 const Material *material;
74 const Lighting *lighting;
75 Matrix lighting_matrix;
76 const Clipping *clipping;
77 Matrix clipping_matrix;
78 const Program *shprog;
79 unsigned shdata_count;
80 const VertexSetup *vertex_setup;
81 const WindingTest *winding_test;
83 unsigned object_lod_bias;
96 const Camera *default_camera;
97 unsigned char changed;
98 std::vector<State> state_stack;
100 ProgramData standard_shdata;
101 std::vector<const ProgramData *> shdata_stack;
102 std::set<const Renderable *> excluded;
106 DEPRECATED Renderer(const Camera *);
112 /** Sets the camera to render from. The modelview matrix is reset to the
113 camera's view matrix. */
114 void set_camera(const Camera &);
116 const Camera *get_camera() const { return state->camera; }
118 /** Replaces the Renderer's modelview matrix. */
119 void set_matrix(const Matrix &);
121 /** Applies a transform to the Renderer's modelview matrix. */
122 void transform(const Matrix &);
124 /** Returns the current modelview matrix. */
125 const Matrix &get_matrix() const { return state->modelview_matrix; }
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 flush_shader_data();
146 void set_vertex_setup(const VertexSetup *);
147 void set_winding_test(const WindingTest *);
148 void set_reverse_winding(bool);
150 void set_object_lod_bias(unsigned);
151 unsigned get_object_lod_bias() const { return state->object_lod_bias; }
153 /** Saves the current state so it can be restored later. */
156 /** Restores a previously saved state. Must be matched with an earlier
160 /** Unbinds all objects and resets related state. There must be no unpopped
161 state in the stack. The Renderer remains valid and may be reused for
162 further rendering. */
165 void exclude(const Renderable &);
166 void include(const Renderable &);
168 void render(const Renderable &, const Tag & = Tag());
169 void draw(const Batch &);
170 void draw_instanced(const Batch &, unsigned);