#include <set>
#include <vector>
+#include "commands.h"
+#include "framebuffer.h"
#include "matrix.h"
+#include "pipelinestate.h"
#include "programdata.h"
#include "tag.h"
class Renderable;
class Sampler;
class Texture;
-class Texturing;
class VertexSetup;
-class WindingTest;
/**
A class for supervising the rendering process. While many Renderables (in
{
const Camera *camera;
Matrix model_matrix;
+ const Framebuffer *framebuffer;
+ const Rect *viewport;
+ const Rect *scissor;
unsigned texture_count;
- unsigned lowest_effect_texunit;
- const Material *material;
- const Lighting *lighting;
const Clipping *clipping;
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;
ProgramData standard_shdata;
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 model matrix is reset to identity. */
/** 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 *);
+
+ const Framebuffer *get_framebuffer() const { return state->framebuffer; }
+
void set_texture(Tag, const Texture *, const Sampler * = 0);
private:
- void set_texture(Tag, int, const Texture *, const Sampler *);
void flush_textures();
public:
-#pragma GCC diagnostic push
-#pragma GCC diagnostic ignored "-Wdeprecated-declarations"
- DEPRECATED void set_texture(const Texture *, const Sampler * = 0);
- DEPRECATED void set_texturing(const Texturing *);
- DEPRECATED unsigned allocate_effect_texunit();
-#pragma GCC diagnostic pop
- void set_material(const Material *);
-
- void set_lighting(const Lighting *);
+ DEPRECATED void set_material(const Material *);
+
+ 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();
+ void clear(BufferBits);
+
void render(const Renderable &, Tag = Tag());
void draw(const Batch &);
void draw_instanced(const Batch &, unsigned);
+ void resolve_multisample(Framebuffer &, BufferBits);
+
private:
void apply_state();
};