#include <set>
#include <vector>
+#include "commands.h"
#include "matrix.h"
+#include "pipelinestate.h"
#include "programdata.h"
#include "tag.h"
class Batch;
class Buffer;
class Camera;
+union ClearValue;
class Clipping;
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
};
private:
- struct State
+ struct BoundTexture
{
- const Camera *camera;
- Matrix modelview_matrix;
+ Tag tag;
+ mutable int unit;
const Texture *texture;
const Sampler *sampler;
- const Texturing *texturing;
- unsigned lowest_effect_texunit;
- const Material *material;
- const Lighting *lighting;
- Matrix lighting_matrix;
+ int replaced;
+
+ BoundTexture();
+ };
+
+ struct BoundProgramData
+ {
+ const ProgramData *shdata;
+ mutable unsigned generation;
+
+ BoundProgramData(const ProgramData *);
+ };
+
+ struct State
+ {
+ const Camera *camera;
+ Matrix model_matrix;
+ const Framebuffer *framebuffer;
+ const Rect *viewport;
+ const Rect *scissor;
+ unsigned texture_count;
const Clipping *clipping;
- Matrix clipping_matrix;
const Program *shprog;
unsigned shdata_count;
const VertexSetup *vertex_setup;
- const WindingTest *winding_test;
- bool reverse_winding;
+ FaceWinding front_face;
+ CullMode face_cull;
+ const DepthTest *depth_test;
+ const StencilTest *stencil_test;
+ const Blend *blend;
unsigned object_lod_bias;
State();
enum ChangeMask
{
MATRIX = 2,
- SHADER_DATA = 16,
- MATERIAL_SHDATA = 32,
- STANDARD_SHDATA = 64
+ SHADER_DATA = 16
};
- const Camera *default_camera;
unsigned char changed;
std::vector<State> state_stack;
State *state;
+ std::vector<BoundTexture> texture_stack;
ProgramData standard_shdata;
- std::vector<const ProgramData *> shdata_stack;
+ std::vector<BoundProgramData> shdata_stack;
std::set<const Renderable *> excluded;
+ PipelineState pipeline_state;
+ Commands commands;
public:
Renderer();
- DEPRECATED Renderer(const Camera *);
-private:
- void init();
-public:
~Renderer();
- /** Sets the camera to render from. The modelview matrix is reset to the
- camera's view matrix. */
+ /** 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; }
- /** Replaces the Renderer's modelview matrix. */
+ /** Replaces the Renderer's model matrix. */
void set_matrix(const Matrix &);
- /** Applies a transform to the Renderer's modelview matrix. */
+ /** Applies a transform to the Renderer's model matrix. */
void transform(const Matrix &);
- /** Returns the current modelview matrix. */
- const Matrix &get_matrix() const { return state->modelview_matrix; }
+ /** Returns the current model matrix. */
+ const Matrix &get_matrix() const { return state->model_matrix; }
+
+ void set_framebuffer(const Framebuffer *);
+ void set_viewport(const Rect *);
+ void set_scissor(const Rect *);
- void set_texture(const Texture *, const Sampler * = 0);
- void set_texturing(const Texturing *);
- unsigned allocate_effect_texunit();
- void set_material(const Material *);
+ const Framebuffer *get_framebuffer() const { return state->framebuffer; }
+
+ void set_texture(Tag, const Texture *, const Sampler * = 0);
+private:
+ void flush_textures();
+public:
+ DEPRECATED void set_material(const Material *);
- void set_lighting(const Lighting *);
+ DEPRECATED 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
Renderer state is popped. */
void add_shader_data(const ProgramData &data);
- void flush_shader_data();
+ DEPRECATED void flush_shader_data() { flush_shader_data_(); }
+private:
+ void flush_shader_data_();
+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; }
void exclude(const Renderable &);
void include(const Renderable &);
+ void clear(const ClearValue *);
+
void render(const Renderable &, Tag = Tag());
void draw(const Batch &);
void draw_instanced(const Batch &, unsigned);
+ void resolve_multisample(Framebuffer &);
+
+ void begin_query(const QueryPool &, unsigned);
+ void end_query(const QueryPool &, unsigned);
+
private:
void apply_state();
};