#ifndef MSP_GL_RENDERER_H_
#define MSP_GL_RENDERER_H_
+#include <set>
#include <vector>
#include "matrix.h"
+#include "programdata.h"
+#include "tag.h"
namespace Msp {
namespace GL {
class Batch;
class Buffer;
class Camera;
+class Clipping;
class Material;
+class Mesh;
+class Lighting;
class Program;
-class ProgramData;
+class Renderable;
class Texture;
class Texturing;
-class VertexArray;
class WindingTest;
/**
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. */
+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.
+*/
class Renderer
{
public:
~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 State
{
const Texture *texture;
const Texturing *texturing;
+ unsigned lowest_effect_texunit;
const Material *material;
+ const Lighting *lighting;
+ Matrix lighting_matrix;
+ const Clipping *clipping;
+ Matrix clipping_matrix;
const Program *shprog;
- std::vector<const ProgramData *> shdata;
+ unsigned shdata_count;
+ const Mesh *mesh;
const WindingTest *winding_test;
+ bool reverse_winding;
State();
};
public:
MtxStack(Renderer &);
- private:
+ private:
virtual void update();
};
+ enum ChangeMask
+ {
+ LEGACY_MATRIX = 1,
+ MODERN_MATRIX = 2,
+ MATRIX = LEGACY_MATRIX|MODERN_MATRIX,
+ LEGACY_LIGHTING = 4,
+ LEGACY_CLIPPING = 8,
+ SHADER_DATA = 16,
+ MATERIAL_SHDATA = 32,
+ STANDARD_SHDATA = 64
+ };
+
MtxStack mtx_stack;
- bool mtx_changed;
+ unsigned char changed;
+ bool matrices_loaded;
+ unsigned shdata_applied;
const Camera *camera;
- std::list<State> state_stack;
+ std::vector<State> state_stack;
State *state;
- const VertexArray *vertex_array;
- bool vertex_array_changed;
- const Buffer *element_buffer;
- bool shdata_changed;
+ ProgramData standard_shdata;
+ std::vector<const ProgramData *> shdata_stack;
+ std::set<const Renderable *> excluded;
public:
Renderer(const Camera *);
~Renderer();
+ /** Resets all internal state and restarts rendering. There must be no
+ unpopped state in the stack. It is permissible to call begin() multiple
+ times without an intervening end(). */
+ void begin(const Camera *);
+
+ /** Deprecated as unsafe. Use set_matrix() or transform() instead. */
MatrixStack &matrix_stack() { return mtx_stack; }
+ /** Replaces the Renderer's modelview matrix. */
+ void set_matrix(const Matrix &);
+
+ /** Applies a transform to the Renderer's modelview matrix. */
+ void transform(const Matrix &);
+
+ /** Returns the current modelview matrix. */
+ const Matrix &get_matrix() const { return mtx_stack.top(); }
+
const Camera *get_camera() const { return camera; }
void set_texture(const Texture *);
void set_texturing(const Texturing *);
+ unsigned allocate_effect_texunit();
void set_material(const Material *);
- void set_shader(const Program *, const ProgramData *);
- void add_shader_data(const ProgramData *);
- void set_vertex_array(const VertexArray *);
- void set_element_buffer(const Buffer *);
+
+ 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_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. */
+ void add_shader_data(const ProgramData &data);
+
+ void set_mesh(const Mesh *);
void set_winding_test(const WindingTest *);
+ void set_reverse_winding(bool);
+ /** 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();
- /** Prepares for temporarily bypassing the Renderer. */
+ /** Prepares for temporarily bypassing the Renderer by synchronizing the
+ current state with GL. No additional call is necessary to resume using the
+ Renderer. DEPRECATED. */
void escape();
+ /** Unbinds all objects and resets related state. There must be no unpopped
+ state in the stack. Rendering with the same camera can be restarted without
+ an explicit begin() call. */
+ void end();
+
+ void exclude(const Renderable &);
+ void include(const Renderable &);
+
+ void render(const Renderable &, const Tag & = Tag());
void draw(const Batch &);
private:
void apply_state();
+ void reset_state();
};
} // namespace GL