#include <set>
#include <vector>
#include "commands.h"
+#include "cullface.h"
#include "matrix.h"
-#include "pipelinestate.h"
#include "programdata.h"
+#include "renderer_backend.h"
#include "tag.h"
namespace Msp {
namespace GL {
class Batch;
+class Blend;
class Buffer;
class Camera;
union ClearValue;
+class DepthTest;
class Material;
class Mesh;
class Lighting;
class Program;
class QueryPool;
+struct Rect;
class Renderable;
class Sampler;
+class StencilTest;
class Texture;
class VertexSetup;
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.
mutable int binding = -1;
const Texture *texture = 0;
const Sampler *sampler = 0;
+ int level = -1;
int replaced = -1;
};
struct State
{
+ std::uintptr_t pipeline_key = 0;
const Camera *camera = 0;
Matrix model_matrix;
const Framebuffer *framebuffer = 0;
enum ChangeMask
{
+ PIPELINE_KEY = 1,
MATRIX = 2,
+ CAMERA = 4,
SHADER_DATA = 16
};
+ unsigned frame_index = 0;
unsigned char changed = 0;
std::vector<State> state_stack;
- State *state;
+ State *current_state = 0;
ProgramData standard_shdata;
std::vector<BoundProgramData> shdata_stack;
std::vector<BoundTexture> texture_stack;
- PipelineState pipeline_state;
+ const Texture &placeholder_texture;
+ PipelineState *last_pipeline = 0;
Commands commands;
+ static const Tag world_obj_matrix_tag;
+ static const Tag world_obj_normal_matrix_tag;
+
public:
Renderer();
- ~Renderer();
+ /** Begins rendering, allowing commands to be issued. */
+ void begin();
- /** 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. */
+ /** 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();
push_state call. */
void pop_state();
+private:
+ State &get_state() const;
+
+public:
+ void set_pipeline_key(std::uintptr_t);
+ void set_pipeline_key(const void *p) { set_pipeline_key(reinterpret_cast<uintptr_t>(p)); }
+
+ template<typename T>
+ void set_pipeline_key(std::uintptr_t k, T d)
+ { set_pipeline_key(k^(static_cast<uintptr_t>(d)<<((sizeof(std::uintptr_t)-sizeof(T))*std::numeric_limits<char>::digits))); }
+
+ template<typename T>
+ void set_pipeline_key(const void *p, T d) { set_pipeline_key(reinterpret_cast<uintptr_t>(p), d); }
+
/** 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; }
+ 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 add_shader_data(const ProgramData &data);
void set_texture(Tag, const Texture *, const Sampler * = 0);
+ void set_texture(Tag, const Texture *, int, const Sampler * = 0);
private:
void flush_shader_data();
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; }
- void clear(const ClearValue *);
+ /** 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);
/** Draws a batch of primitives. A shader must be active. */
void draw(const Batch &);
void end_query(const QueryPool &, unsigned);
private:
+ PipelineState &get_pipeline_state();
+ void apply_framebuffer();
void apply_state();
};