#include <set>
#include <vector>
+#include "commands.h"
#include "matrix.h"
#include "programdata.h"
+#include "renderer_backend.h"
#include "tag.h"
namespace Msp {
class Batch;
class Buffer;
class Camera;
-class Clipping;
+union ClearValue;
class Material;
class Mesh;
class Lighting;
class Program;
+class QueryPool;
class Renderable;
class Sampler;
class Texture;
-class Texturing;
class VertexSetup;
-class WindingTest;
/**
-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;
- const Texture *texture;
- const Sampler *sampler;
- int replaced;
-
- BoundTexture();
+ mutable int binding = -1;
+ const Texture *texture = 0;
+ const Sampler *sampler = 0;
+ int replaced = -1;
};
struct BoundProgramData
{
const ProgramData *shdata;
- mutable unsigned generation;
+ mutable unsigned generation = 0;
BoundProgramData(const ProgramData *);
};
struct State
{
- const Camera *camera;
+ const Camera *camera = 0;
Matrix model_matrix;
- unsigned texture_count;
- unsigned lowest_effect_texunit;
- const Material *material;
- const Lighting *lighting;
- const Clipping *clipping;
- const Program *shprog;
- unsigned shdata_count;
- const VertexSetup *vertex_setup;
- const WindingTest *winding_test;
- bool reverse_winding;
- unsigned object_lod_bias;
-
- State();
+ const Framebuffer *framebuffer = 0;
+ const Rect *viewport = 0;
+ const Rect *scissor = 0;
+ unsigned texture_count = 0;
+ const Program *shprog = 0;
+ unsigned shdata_count = 0;
+ const VertexSetup *vertex_setup = 0;
+ FaceWinding front_face = NON_MANIFOLD;
+ CullMode face_cull = NO_CULL;
+ const DepthTest *depth_test = 0;
+ const StencilTest *stencil_test = 0;
+ const Blend *blend = 0;
+ unsigned object_lod_bias = 0;
};
enum ChangeMask
{
MATRIX = 2,
- SHADER_DATA = 16,
- MATERIAL_SHDATA = 32,
- STANDARD_SHDATA = 64
+ SHADER_DATA = 16
};
- const Camera *default_camera;
- unsigned char changed;
+ 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;
+ std::vector<BoundTexture> texture_stack;
+ Commands commands;
public:
Renderer();
- DEPRECATED Renderer(const Camera *);
+
+ /** 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:
- void init();
-public:
- ~Renderer();
+ 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_texture(Tag, const Texture *, const Sampler * = 0);
-private:
- void set_texture(Tag, int, const Texture *, const Sampler *);
- void flush_textures();
-public:
-#pragma GCC diagnostic push
-#pragma GCC diagnostic ignored "-Wdeprecated-declarations"
- DEPRECATED void set_texture(const Texture *, const Sampler * = 0);
- DEPRECATED void set_texturing(const Texturing *);
- DEPRECATED unsigned allocate_effect_texunit();
-#pragma GCC diagnostic pop
- void set_material(const Material *);
-
- void set_lighting(const Lighting *);
- void set_clipping(const Clipping *);
-
- /** Sets the shader program to use. An initial set of data can be set as
- well, with the same semantics as add_shader_data. */
+ void set_framebuffer(const Framebuffer *);
+ void set_viewport(const Rect *);
+ void set_scissor(const Rect *);
+
+ const Framebuffer *get_framebuffer() const { return get_state().framebuffer; }
+
+ /** 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);
+ void set_texture(Tag, const Texture *, const Sampler * = 0);
+
+private:
void flush_shader_data();
+ void flush_textures();
+public:
void set_vertex_setup(const VertexSetup *);
- void set_winding_test(const WindingTest *);
- void set_reverse_winding(bool);
+ void set_front_face(FaceWinding);
+ void set_face_cull(CullMode);
+
+ void set_depth_test(const DepthTest *);
+ void set_stencil_test(const StencilTest *);
+ 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();
+ /** 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);
- /** Restores a previously saved state. Must be matched with an earlier
- push_state call. */
- void pop_state();
+ /** Draws a batch of primitives. A shader must be active. */
+ void draw(const Batch &);
- /** 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();
+ /** Draws multiple instances of a batch of primitives. A shader must be active. */
+ void draw_instanced(const Batch &, unsigned);
- void exclude(const Renderable &);
- void include(const Renderable &);
+ /** Resolves multisample attachments from the active framebuffer into
+ target. */
+ void resolve_multisample(Framebuffer &target);
- void render(const Renderable &, Tag = Tag());
- void draw(const Batch &);
- void draw_instanced(const Batch &, unsigned);
+ void begin_query(const QueryPool &, unsigned);
+ void end_query(const QueryPool &, unsigned);
private:
void apply_state();