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;
81 const VertexSetup *vertex_setup;
82 const WindingTest *winding_test;
84 unsigned object_lod_bias;
93 MATRIX = LEGACY_MATRIX|MODERN_MATRIX,
99 LEGACY_PROJECTION = 128
102 const Camera *default_camera;
103 unsigned char changed;
104 bool matrices_loaded;
105 std::vector<State> state_stack;
107 ProgramData standard_shdata;
108 std::vector<const ProgramData *> shdata_stack;
109 std::set<const Renderable *> excluded;
112 Renderer(const Camera *);
115 /** Resets all internal state and restarts rendering. There must be no
116 unpopped state in the stack. It is permissible to call begin() multiple
117 times without an intervening end().
119 Deprecated; use end() and set_camera() instead.*/
120 void begin(const Camera *);
122 /** Sets the camera to render from. The modelview matrix is reset to the
123 camera's view matrix. */
124 void set_camera(const Camera &);
126 const Camera *get_camera() const { return state->camera; }
128 /** Replaces the Renderer's modelview matrix. */
129 void set_matrix(const Matrix &);
131 /** Applies a transform to the Renderer's modelview matrix. */
132 void transform(const Matrix &);
134 /** Returns the current modelview matrix. */
135 const Matrix &get_matrix() const { return state->modelview_matrix; }
137 void set_texture(const Texture *);
138 void set_texturing(const Texturing *);
139 unsigned allocate_effect_texunit();
140 void set_material(const Material *);
142 void set_lighting(const Lighting *);
143 void set_clipping(const Clipping *);
145 /** Sets the shader program to use. An initial set of data can be set as
146 well, with the same semantics as add_shader_data. */
147 void set_shader_program(const Program *prog, const ProgramData *data = 0);
149 /** Adds another set of data to be use with shader programs. The data is
150 independent of any shader program changes and remains in effect until the
151 Renderer state is popped. */
152 void add_shader_data(const ProgramData &data);
154 void flush_shader_data();
156 void set_mesh(const Mesh *);
157 void set_vertex_setup(const VertexSetup *);
158 void set_winding_test(const WindingTest *);
159 void set_reverse_winding(bool);
161 void set_object_lod_bias(unsigned);
162 unsigned get_object_lod_bias() const { return state->object_lod_bias; }
164 /** Saves the current state so it can be restored later. */
167 /** Restores a previously saved state. Must be matched with an earlier
171 /** Unbinds all objects and resets related state. There must be no unpopped
172 state in the stack. The Renderer remains valid and may be reused for
173 further rendering. */
176 void exclude(const Renderable &);
177 void include(const Renderable &);
179 void render(const Renderable &, const Tag & = Tag());
180 void draw(const Batch &);
181 void draw_instanced(const Batch &, unsigned);