#include <vector>
#include "commands.h"
#include "matrix.h"
-#include "pipelinestate.h"
#include "programdata.h"
+#include "renderer_backend.h"
#include "tag.h"
namespace Msp {
class VertexSetup;
/**
-A class for supervising the rendering process. While many Renderables (in
-particular, Objects and Scenes) can by rendered without a Renderer, using one
-will often be more efficient. This is especially true for ObjectInstances.
-
-The Renderer works by deferring GL state changes until something is actually
-being drawn. This avoids many unnecessary GL calls if consecutive renderables
-use the same resources.
-
-A state stack is provided to help with state scoping. Typically a Renderable
-will push the current state on entry, set whatever state it requires, render
-itself, and pop the state when it's done. An RAII helper class is provided for
-the push/pop operation.
+Rendering supervisor. This is the primary interface for setting state and
+issuing draw commands.
+
+The Renderer class allows setting textures and uniform values by names (using
+ProgramData for the latter). The names are resolved into binding points when
+the resources are needed for a draw command.
+
+A state stack is provided to help with state management in render graphs.
+Renderables can save the state by pushing it on the stack before beginning
+their work, and pop it afterwards to restore it without disturbing state set
+by outer scopes.
*/
-class Renderer
+class Renderer: public RendererBackend
{
+ friend RendererBackend;
+
public:
+ /**
+ RAII helper class for pushing state on the stack.
+ */
class Push
{
private:
~Push() { renderer.pop_state(); }
};
- class Exclude
- {
- private:
- Renderer &renderer;
- const Renderable &renderable;
-
- public:
- Exclude(Renderer &r, const Renderable &e): renderer(r), renderable(e) { renderer.exclude(renderable); }
- ~Exclude() { renderer.include(renderable); }
- };
-
private:
struct BoundTexture
{
Tag tag;
- mutable int unit = -1;
+ mutable int binding = -1;
const Texture *texture = 0;
const Sampler *sampler = 0;
int replaced = -1;
SHADER_DATA = 16
};
+ unsigned frame_index = 0;
unsigned char changed = 0;
std::vector<State> state_stack;
- State *state;
- std::vector<BoundTexture> texture_stack;
+ State *current_state = 0;
ProgramData standard_shdata;
std::vector<BoundProgramData> shdata_stack;
- std::set<const Renderable *> excluded;
- PipelineState pipeline_state;
+ std::vector<BoundTexture> texture_stack;
Commands commands;
public:
Renderer();
- ~Renderer();
+ /** Begins rendering, allowing commands to be issued. */
+ void begin();
+
+ /** Ends rendering. Any global state is reset to defaults. No further
+ commands are allowed before the next call to begin(). */
+ void end();
+
+ using RendererBackend::begin;
+ using RendererBackend::end;
+
+ /** Saves the current state so it can be restored later. */
+ void push_state();
+
+ /** Restores a previously saved state. Must be matched with an earlier
+ push_state call. */
+ void pop_state();
+
+private:
+ State &get_state() const;
+
+public:
/** Sets the camera to render from. The model matrix is reset to identity. */
void set_camera(const Camera &);
- const Camera *get_camera() const { return state->camera; }
+ const Camera *get_camera() const { return get_state().camera; }
/** Replaces the Renderer's model matrix. */
void set_matrix(const Matrix &);
- /** Applies a transform to the Renderer's model matrix. */
- void transform(const Matrix &);
-
/** Returns the current model matrix. */
- const Matrix &get_matrix() const { return state->model_matrix; }
+ const Matrix &get_matrix() const { return get_state().model_matrix; }
void set_framebuffer(const Framebuffer *);
void set_viewport(const Rect *);
void set_scissor(const Rect *);
- const Framebuffer *get_framebuffer() const { return state->framebuffer; }
-
- void set_texture(Tag, const Texture *, const Sampler * = 0);
-private:
- void flush_textures();
-public:
- DEPRECATED void set_material(const Material *);
-
- DEPRECATED void set_lighting(const Lighting *);
+ const Framebuffer *get_framebuffer() const { return get_state().framebuffer; }
- /** Sets the shader program to use. An initial set of data can be set as
- well, with the same semantics as add_shader_data. */
+ /** Sets the shader program to use. As a convenience, uniform values may be
+ specified at the same time. */
void set_shader_program(const Program *prog, const ProgramData *data = 0);
- /** Adds another set of data to be use with shader programs. The data is
- independent of any shader program changes and remains in effect until the
- Renderer state is popped. */
+ /** Adds uniform values, which will be available for shader programs. If
+ multiple ProgramData objects with the same uniforms are added, the one added
+ last will be used. */
void add_shader_data(const ProgramData &data);
- DEPRECATED void flush_shader_data() { flush_shader_data_(); }
+ void set_texture(Tag, const Texture *, const Sampler * = 0);
+
private:
- void flush_shader_data_();
+ void flush_shader_data();
+ void flush_textures();
public:
void set_vertex_setup(const VertexSetup *);
void set_blend(const Blend *);
void set_object_lod_bias(unsigned);
- unsigned get_object_lod_bias() const { return state->object_lod_bias; }
+ unsigned get_object_lod_bias() const { return get_state().object_lod_bias; }
- /** Saves the current state so it can be restored later. */
- void push_state();
-
- /** Restores a previously saved state. Must be matched with an earlier
- push_state call. */
- void pop_state();
+ /** Clears framebuffer contents. If values is not null, it must contain one
+ element for each attachment. Otherwise the framebuffer contents are
+ discarded and become undefined. */
+ void clear(const ClearValue *values);
- /** Unbinds all objects and resets related state. There must be no unpopped
- state in the stack. The Renderer remains valid and may be reused for
- further rendering. */
- void end();
-
- void exclude(const Renderable &);
- void include(const Renderable &);
-
- void clear(const ClearValue *);
-
- void render(const Renderable &, Tag = Tag());
+ /** Draws a batch of primitives. A shader must be active. */
void draw(const Batch &);
+
+ /** Draws multiple instances of a batch of primitives. A shader must be active. */
void draw_instanced(const Batch &, unsigned);
- void resolve_multisample(Framebuffer &);
+ /** Resolves multisample attachments from the active framebuffer into
+ target. */
+ void resolve_multisample(Framebuffer &target);
void begin_query(const QueryPool &, unsigned);
void end_query(const QueryPool &, unsigned);