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 const Texture *texture;
68 const Texturing *texturing;
69 unsigned lowest_effect_texunit;
70 const Material *material;
71 const Lighting *lighting;
72 Matrix lighting_matrix;
73 const Clipping *clipping;
74 Matrix clipping_matrix;
75 const Program *shprog;
76 unsigned shdata_count;
78 const WindingTest *winding_test;
84 class MtxStack: public MatrixStack
92 virtual void update();
99 MATRIX = LEGACY_MATRIX|MODERN_MATRIX,
103 MATERIAL_SHDATA = 32,
108 unsigned char changed;
109 bool matrices_loaded;
110 unsigned shdata_applied;
111 const Camera *camera;
112 std::vector<State> state_stack;
114 ProgramData standard_shdata;
115 std::vector<const ProgramData *> shdata_stack;
116 std::set<const Renderable *> excluded;
119 Renderer(const Camera *);
122 /** Resets all internal state and restarts rendering. There must be no
123 unpopped state in the stack. It is permissible to call begin() multiple
124 times without an intervening end(). */
125 void begin(const Camera *);
127 /** Deprecated as unsafe. Use set_matrix() or transform() instead. */
128 MatrixStack &matrix_stack() { return mtx_stack; }
130 /** Replaces the Renderer's modelview matrix. */
131 void set_matrix(const Matrix &);
133 /** Applies a transform to the Renderer's modelview matrix. */
134 void transform(const Matrix &);
136 /** Returns the current modelview matrix. */
137 const Matrix &get_matrix() const { return mtx_stack.top(); }
139 const Camera *get_camera() const { return camera; }
141 void set_texture(const Texture *);
142 void set_texturing(const Texturing *);
143 unsigned allocate_effect_texunit();
144 void set_material(const Material *);
146 void set_lighting(const Lighting *);
147 void set_clipping(const Clipping *);
149 /** Sets the shader program to use. An initial set of data can be set as
150 well, with the same semantics as add_shader_data. */
151 void set_shader_program(const Program *prog, const ProgramData *data = 0);
153 /** Adds another set of data to be use with shader programs. The data is
154 independent of any shader program changes and remains in effect until the
155 Renderer state is popped. */
156 void add_shader_data(const ProgramData &data);
158 void set_mesh(const Mesh *);
159 void set_winding_test(const WindingTest *);
160 void set_reverse_winding(bool);
162 /** Saves the current state so it can be restored later. */
165 /** Restores a previously saved state. Must be matched with an earlier
169 /** Prepares for temporarily bypassing the Renderer by synchronizing the
170 current state with GL. No additional call is necessary to resume using the
171 Renderer. DEPRECATED. */
174 /** Unbinds all objects and resets related state. There must be no unpopped
175 state in the stack. Rendering with the same camera can be restarted without
176 an explicit begin() call. */
179 void exclude(const Renderable &);
180 void include(const Renderable &);
182 void render(const Renderable &, const Tag & = Tag());
183 void draw(const Batch &);