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
{
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
{
std::vector<BoundTexture> texture_stack;
ProgramData standard_shdata;
std::vector<BoundProgramData> shdata_stack;
- std::set<const Renderable *> excluded;
PipelineState pipeline_state;
Commands commands;
DEPRECATED void set_lighting(const Lighting *);
- /** 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_(); }
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);