#include <vector>
#include "commands.h"
#include "matrix.h"
-#include "pipelinestate.h"
#include "programdata.h"
+#include "renderer_backend.h"
#include "tag.h"
namespace Msp {
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;
};
SHADER_DATA = 16
};
+ unsigned frame_index = 0;
unsigned char changed = 0;
std::vector<State> state_stack;
State *current_state = 0;
ProgramData standard_shdata;
std::vector<BoundProgramData> shdata_stack;
std::vector<BoundTexture> texture_stack;
- PipelineState pipeline_state;
Commands commands;
public:
Renderer();
- ~Renderer();
/** Begins rendering, allowing commands to be issued. */
void begin();
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();
/** 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 get_state().model_matrix; }
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_object_lod_bias(unsigned);
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 &);