X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Frender%2Frenderer.h;h=0371e8374a6a9207faf913f13c16f653cf75fac1;hb=3930e89d1dab90a27542c3798782216499b3ab44;hp=eb23e96dab8deb8d8c10ec384bca387ef21b7085;hpb=0fa506250545acb83bc86f1734826544d6f1eda6;p=libs%2Fgl.git diff --git a/source/render/renderer.h b/source/render/renderer.h index eb23e96d..0371e837 100644 --- a/source/render/renderer.h +++ b/source/render/renderer.h @@ -27,22 +27,24 @@ class Texture; class VertexSetup; /** -A class for supervising the rendering process. While many Renderables (in -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 if consecutive renderables -use the same resources. - -A state stack is provided to help with state scoping. Typically a Renderable -will push the current state on entry, set whatever state it requires, render -itself, and pop the state when it's done. An RAII helper class is provided for -the push/pop operation. +Rendering supervisor. This is the primary interface for setting state and +issuing draw commands. + +The Renderer class allows setting textures and uniform values by names (using +ProgramData for the latter). The names are resolved into binding points when +the resources are needed for a draw command. + +A state stack is provided to help with state management in render graphs. +Renderables can save the state by pushing it on the stack before beginning +their work, and pop it afterwards to restore it without disturbing state set +by outer scopes. */ class Renderer { public: + /** + RAII helper class for pushing state on the stack. + */ class Push { private: @@ -57,7 +59,7 @@ private: struct BoundTexture { Tag tag; - mutable int unit = -1; + mutable int binding = -1; const Texture *texture = 0; const Sampler *sampler = 0; int replaced = -1; @@ -99,9 +101,9 @@ private: unsigned char changed = 0; std::vector state_stack; State *state; - std::vector texture_stack; ProgramData standard_shdata; std::vector shdata_stack; + std::vector texture_stack; PipelineState pipeline_state; Commands commands; @@ -109,6 +111,19 @@ public: Renderer(); ~Renderer(); + + /** Unbinds all objects and resets related state. There must be no unpopped + state in the stack. The Renderer remains valid and may be reused for + further rendering. */ + void end(); + + /** Saves the current state so it can be restored later. */ + void push_state(); + + /** Restores a previously saved state. Must be matched with an earlier + push_state call. */ + void pop_state(); + /** Sets the camera to render from. The model matrix is reset to identity. */ void set_camera(const Camera &); @@ -129,26 +144,20 @@ public: 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 *); - - DEPRECATED void set_lighting(const Lighting *); - - /** Sets the shader program to use. An initial set of data can be set as - well, with the same semantics as add_shader_data. */ + /** Sets the shader program to use. As a convenience, uniform values may be + specified at the same time. */ 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. */ + /** Adds uniform values, which will be available for shader programs. If + multiple ProgramData objects with the same uniforms are added, the one added + last will be used. */ void add_shader_data(const ProgramData &data); - DEPRECATED void flush_shader_data() { flush_shader_data_(); } + void set_texture(Tag, const Texture *, const Sampler * = 0); + private: - void flush_shader_data_(); + void flush_shader_data(); + void flush_textures(); public: void set_vertex_setup(const VertexSetup *); @@ -162,24 +171,17 @@ public: void set_object_lod_bias(unsigned); unsigned get_object_lod_bias() const { return state->object_lod_bias; } - /** Saves the current state so it can be restored later. */ - void push_state(); - - /** Restores a previously saved state. Must be matched with an earlier - push_state call. */ - void pop_state(); - - /** Unbinds all objects and resets related state. There must be no unpopped - state in the stack. The Renderer remains valid and may be reused for - further rendering. */ - void end(); - void clear(const ClearValue *); + /** Draws a batch of primitives. A shader must be active. */ void draw(const Batch &); + + /** Draws multiple instances of a batch of primitives. A shader must be active. */ void draw_instanced(const Batch &, unsigned); - void resolve_multisample(Framebuffer &); + /** Resolves multisample attachments from the active framebuffer into + target. */ + void resolve_multisample(Framebuffer &target); void begin_query(const QueryPool &, unsigned); void end_query(const QueryPool &, unsigned);