X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;ds=inline;f=source%2Frenderer.h;h=5536702b751a6d83288f14307eb6b6609b185dab;hb=0c731643d6363eb4c492e836ffb919cb7c0a3035;hp=c06c17e96b4d18be0c61d7d0b8c1af24f67a81b6;hpb=25c81b4953dd38993250321b9407ce8b0139cbeb;p=libs%2Fgl.git diff --git a/source/renderer.h b/source/renderer.h index c06c17e9..5536702b 100644 --- a/source/renderer.h +++ b/source/renderer.h @@ -1,10 +1,3 @@ -/* $Id$ - -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_ @@ -23,6 +16,7 @@ class ProgramData; class Texture; class Texturing; class VertexArray; +class WindingTest; /** A class for supervising the rendering process. While many Renderables (in @@ -30,7 +24,9 @@ particular, Objects and Scenes) can by rendered without a Renderer, using one 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: @@ -52,11 +48,23 @@ private: const Material *material; const Program *shprog; std::vector shdata; + const WindingTest *winding_test; State(); }; - MatrixStack mtx_stack; + class MtxStack: public MatrixStack + { + private: + Renderer &renderer; + + public: + MtxStack(Renderer &); + private: + virtual void update(); + }; + + MtxStack mtx_stack; bool mtx_changed; const Camera *camera; std::list state_stack; @@ -64,27 +72,39 @@ private: const VertexArray *vertex_array; bool vertex_array_changed; const Buffer *element_buffer; + bool shdata_changed; public: Renderer(const Camera *); ~Renderer(); - MatrixStack &matrix_stack(); + MatrixStack &matrix_stack() { return mtx_stack; } const Camera *get_camera() const { return 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 &);