X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Frender%2Frenderer.h;h=107efcb742cdb5ee98015bb19ffaf7b77d0f70d2;hb=9e63512930bc7dace6dc169c65161961e5dcfcf6;hp=fa7de736d1ff868b0be1874acb04c997b48254da;hpb=38712d8ecc57d043a2419ffbaeeb57f7a6586f14;p=libs%2Fgl.git diff --git a/source/render/renderer.h b/source/render/renderer.h index fa7de736..107efcb7 100644 --- a/source/render/renderer.h +++ b/source/render/renderer.h @@ -16,7 +16,6 @@ class Batch; class Buffer; class Camera; union ClearValue; -class Clipping; class Material; class Mesh; class Lighting; @@ -28,22 +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: @@ -54,22 +55,11 @@ public: ~Push() { renderer.pop_state(); } }; - class Exclude - { - private: - Renderer &renderer; - const Renderable &renderable; - - public: - Exclude(Renderer &r, const Renderable &e): renderer(r), renderable(e) { renderer.exclude(renderable); } - ~Exclude() { renderer.include(renderable); } - }; - private: struct BoundTexture { Tag tag; - mutable int unit = -1; + mutable int binding = -1; const Texture *texture = 0; const Sampler *sampler = 0; int replaced = -1; @@ -91,7 +81,6 @@ private: const Rect *viewport = 0; const Rect *scissor = 0; unsigned texture_count = 0; - const Clipping *clipping = 0; const Program *shprog = 0; unsigned shdata_count = 0; const VertexSetup *vertex_setup = 0; @@ -109,13 +98,12 @@ private: SHADER_DATA = 16 }; - unsigned char changed; + unsigned char changed = 0; std::vector state_stack; State *state; std::vector texture_stack; ProgramData standard_shdata; std::vector shdata_stack; - std::set excluded; PipelineState pipeline_state; Commands commands; @@ -150,15 +138,14 @@ public: 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 - 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_(); } @@ -189,16 +176,17 @@ public: further rendering. */ void end(); - void exclude(const Renderable &); - void include(const Renderable &); - void clear(const ClearValue *); - void render(const Renderable &, Tag = Tag()); + /** 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);