-/* $Id$
-
-This file is part of libmspgl
-Copyright © 2011 Mikko Rasa, Mikkosoft Productions
-Distributed under the LGPL
-*/
-
#ifndef MSP_GL_RENDERER_H_
#define MSP_GL_RENDERER_H_
class Texture;
class Texturing;
class VertexArray;
+class WindingTest;
/**
A class for supervising the rendering process. While many Renderables (in
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. */
+being drawn. This avoids many unnecessary GL calls if consecutive renderables
+use the same resources.
+*/
class Renderer
{
public:
const Material *material;
const Program *shprog;
std::vector<const ProgramData *> shdata;
+ const WindingTest *winding_test;
State();
};
const VertexArray *vertex_array;
bool vertex_array_changed;
const Buffer *element_buffer;
+ bool shdata_changed;
public:
Renderer(const Camera *);
void set_texture(const Texture *);
void set_texturing(const Texturing *);
void set_material(const Material *);
- void set_shader(const Program *, const ProgramData *);
- void add_shader_data(const ProgramData *);
+
+ /** Sets the shader program to use. An initial set of data can be set as
+ well, with the same semantics as add_shader_data. */
+ 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. */
+ void add_shader_data(const ProgramData &data);
+
void set_vertex_array(const VertexArray *);
void set_element_buffer(const Buffer *);
+ void set_winding_test(const WindingTest *);
void push_state();
void pop_state();
- /** Prepares for temporarily bypassing the Renderer. */
+ /** Prepares for temporarily bypassing the Renderer by synchronizing the
+ current state with GL. No additional call is necessary to resume using the
+ Renderer. */
void escape();
void draw(const Batch &);