+#include <msp/gl/extensions/arb_direct_state_access.h>
+#include <msp/gl/extensions/ext_framebuffer_blit.h>
+#include <msp/gl/extensions/ext_framebuffer_object.h>
#include "batch.h"
#include "buffer.h"
#include "camera.h"
#include "texture.h"
#include "vertexarray.h"
#include "vertexsetup.h"
-#include "windingtest.h"
using namespace std;
changed |= MATRIX;
}
+void Renderer::set_framebuffer(const Framebuffer *f)
+{
+ state->framebuffer = f;
+}
+
+void Renderer::set_viewport(const Rect *v)
+{
+ state->viewport = v;
+}
+
+void Renderer::set_scissor(const Rect *s)
+{
+ state->scissor = s;
+}
+
void Renderer::set_texture(Tag tag, const Texture *tex, const Sampler *samp)
{
if(tex)
state->vertex_setup = vs;
}
-void Renderer::set_winding_test(const WindingTest *w)
+void Renderer::set_front_face(FaceWinding winding)
{
- state->winding_test = w;
+ state->front_face = winding;
}
-void Renderer::set_reverse_winding(bool r)
+void Renderer::set_face_cull(CullMode cull)
{
- state->reverse_winding = r;
+ state->face_cull = cull;
+}
+
+void Renderer::set_depth_test(const DepthTest *dt)
+{
+ state->depth_test = dt;
+}
+
+void Renderer::set_stencil_test(const StencilTest *st)
+{
+ state->stencil_test = st;
+}
+
+void Renderer::set_blend(const Blend *b)
+{
+ state->blend = b;
}
void Renderer::set_object_lod_bias(unsigned b)
renderable.render(*this, tag);
}
+void Renderer::clear()
+{
+ clear(COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT|STENCIL_BUFFER_BIT);
+}
+
+void Renderer::clear(BufferBits buffers)
+{
+ pipeline_state.set_framebuffer(state->framebuffer);
+ pipeline_state.apply();
+ glClear(buffers);
+}
+
void Renderer::draw(const Batch &batch)
{
apply_state();
batch.draw_instanced(count);
}
+void Renderer::resolve_multisample(Framebuffer &target, BufferBits buffers)
+{
+ if(!state->framebuffer)
+ throw invalid_operation("Renderer::resolve_multisample");
+
+ unsigned width = state->framebuffer->get_width();
+ unsigned height = state->framebuffer->get_height();
+ if(target.get_width()!=width || target.get_height()!=height)
+ throw incompatible_data("Renderer::resolve_multisample");
+
+ if(ARB_direct_state_access)
+ glBlitNamedFramebuffer(state->framebuffer->get_id(), target.get_id(), 0, 0, width, height, 0, 0, width, height, buffers, GL_NEAREST);
+ else
+ {
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, state->framebuffer->get_id());
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, target.get_id());
+
+ target.refresh();
+
+ glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, buffers, GL_NEAREST);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ pipeline_state.set_framebuffer(0);
+ }
+}
+
void Renderer::apply_state()
{
if(!state->shprog)
changed &= ~MATRIX;
}
+ pipeline_state.set_framebuffer(state->framebuffer);
+ pipeline_state.set_viewport(state->viewport);
+ pipeline_state.set_scissor(state->scissor);
+
bool shprog_changed = (state->shprog!=pipeline_state.get_shader_program());
pipeline_state.set_shader_program(state->shprog);
}
pipeline_state.set_vertex_setup(state->vertex_setup);
- pipeline_state.set_winding_test((state->winding_test && state->reverse_winding) ? &state->winding_test->get_reverse() : state->winding_test);
+ pipeline_state.set_front_face(state->front_face);
+ pipeline_state.set_face_cull(state->face_cull);
pipeline_state.set_enabled_clip_planes(state->clipping ? (1<<state->clipping->get_n_planes())-1 : 0);
if(state->texture_count<texture_stack.size())
changed &= ~SHADER_DATA;
}
+ pipeline_state.set_depth_test(state->depth_test);
+ pipeline_state.set_stencil_test(state->stencil_test);
+ pipeline_state.set_blend(state->blend);
+
pipeline_state.apply();
}
Renderer::State::State():
camera(0),
+ framebuffer(0),
+ viewport(0),
+ scissor(0),
texture_count(0),
lowest_effect_texunit(Limits::get_global().max_texture_bindings),
clipping(0),
shprog(0),
shdata_count(0),
vertex_setup(0),
- winding_test(0),
- reverse_winding(false),
+ front_face(NON_MANIFOLD),
+ face_cull(NO_CULL),
+ depth_test(0),
+ stencil_test(0),
+ blend(0),
object_lod_bias(0)
{ }