X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Frender%2Frenderer.h;h=36fe6c919a5e063de7b5fa0e74353fe0643b700d;hb=42c44db6aa2961cffea6263f337adbd9d161c59c;hp=69474d4034b03b63bb8b8b20553dc2e91e7e0401;hpb=45de0062950ad822ed0379ed4fe807d333e1b8f1;p=libs%2Fgl.git diff --git a/source/render/renderer.h b/source/render/renderer.h index 69474d40..36fe6c91 100644 --- a/source/render/renderer.h +++ b/source/render/renderer.h @@ -3,7 +3,9 @@ #include #include +#include "commands.h" #include "matrix.h" +#include "pipelinestate.h" #include "programdata.h" #include "tag.h" @@ -13,35 +15,36 @@ namespace GL { class Batch; class Buffer; class Camera; -class Clipping; +union ClearValue; class Material; class Mesh; class Lighting; class Program; +class QueryPool; class Renderable; class Sampler; class Texture; -class Texturing; class VertexSetup; -class WindingTest; /** -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: @@ -52,78 +55,60 @@ 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; - const Texture *texture; - const Sampler *sampler; - int replaced; - - BoundTexture(); + mutable int binding = -1; + const Texture *texture = 0; + const Sampler *sampler = 0; + int replaced = -1; }; struct BoundProgramData { const ProgramData *shdata; - mutable unsigned generation; + mutable unsigned generation = 0; BoundProgramData(const ProgramData *); }; struct State { - const Camera *camera; + const Camera *camera = 0; Matrix model_matrix; - unsigned texture_count; - unsigned lowest_effect_texunit; - const Clipping *clipping; - const Program *shprog; - unsigned shdata_count; - const VertexSetup *vertex_setup; - const WindingTest *winding_test; - bool reverse_winding; - unsigned object_lod_bias; - - State(); + const Framebuffer *framebuffer = 0; + const Rect *viewport = 0; + const Rect *scissor = 0; + unsigned texture_count = 0; + const Program *shprog = 0; + unsigned shdata_count = 0; + const VertexSetup *vertex_setup = 0; + FaceWinding front_face = NON_MANIFOLD; + CullMode face_cull = NO_CULL; + const DepthTest *depth_test = 0; + const StencilTest *stencil_test = 0; + const Blend *blend = 0; + unsigned object_lod_bias = 0; }; enum ChangeMask { MATRIX = 2, - SHADER_DATA = 16, - STANDARD_SHDATA = 64, - CAMERA_SHDATA = 128, - CLIPPING_SHDATA = 512 + SHADER_DATA = 16 }; - const Camera *default_camera; - 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; public: Renderer(); - DEPRECATED Renderer(const Camera *); -private: - void init(); -public: ~Renderer(); /** Sets the camera to render from. The model matrix is reset to identity. */ @@ -140,36 +125,37 @@ public: /** 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 - 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); +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; } @@ -186,13 +172,21 @@ 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); + /** 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); + private: void apply_state(); };