X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Frender%2Frenderer.h;h=79bd5cd913931a7eeca01f0e79e358b6965fd329;hb=ab9b22356f16aea822527c06186641d3121e1355;hp=107efcb742cdb5ee98015bb19ffaf7b77d0f70d2;hpb=5afcdfca303220d3e8ae6ad6e81ed4ba64467a5b;p=libs%2Fgl.git diff --git a/source/render/renderer.h b/source/render/renderer.h index 107efcb7..79bd5cd9 100644 --- a/source/render/renderer.h +++ b/source/render/renderer.h @@ -4,25 +4,30 @@ #include #include #include "commands.h" +#include "cullface.h" #include "matrix.h" -#include "pipelinestate.h" #include "programdata.h" +#include "renderer_backend.h" #include "tag.h" namespace Msp { namespace GL { class Batch; +class Blend; class Buffer; class Camera; union ClearValue; +class DepthTest; class Material; class Mesh; class Lighting; class Program; class QueryPool; +struct Rect; class Renderable; class Sampler; +class StencilTest; class Texture; class VertexSetup; @@ -39,8 +44,10 @@ 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 +class Renderer: public RendererBackend { + friend RendererBackend; + public: /** RAII helper class for pushing state on the stack. @@ -62,6 +69,7 @@ private: mutable int binding = -1; const Texture *texture = 0; const Sampler *sampler = 0; + int level = -1; int replaced = -1; }; @@ -75,6 +83,7 @@ private: struct State { + std::uintptr_t pipeline_key = 0; const Camera *camera = 0; Matrix model_matrix; const Framebuffer *framebuffer = 0; @@ -94,50 +103,64 @@ private: enum ChangeMask { + PIPELINE_KEY = 1, MATRIX = 2, SHADER_DATA = 16 }; + unsigned frame_index = 0; unsigned char changed = 0; std::vector state_stack; - State *state; - std::vector texture_stack; + State *current_state = 0; ProgramData standard_shdata; std::vector shdata_stack; - PipelineState pipeline_state; + std::vector texture_stack; + const Texture &placeholder_texture; + PipelineState *last_pipeline = 0; Commands commands; public: Renderer(); - ~Renderer(); + + /** Begins rendering, allowing commands to be issued. */ + void begin(); + + /** Ends rendering. Any global state is reset to defaults. No further + commands are allowed before the next call to begin(). */ + void end(); + + using RendererBackend::begin; + using RendererBackend::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(); + +private: + State &get_state() const; + +public: + void set_pipeline_key(std::uintptr_t); /** Sets the camera to render from. The model matrix is reset to identity. */ void set_camera(const Camera &); - const Camera *get_camera() const { return state->camera; } + const Camera *get_camera() const { return get_state().camera; } /** Replaces the Renderer's model matrix. */ void set_matrix(const Matrix &); - /** Applies a transform to the Renderer's model matrix. */ - void transform(const Matrix &); - /** Returns the current model matrix. */ - const Matrix &get_matrix() const { return state->model_matrix; } + const Matrix &get_matrix() const { return get_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 flush_textures(); -public: - DEPRECATED void set_material(const Material *); - - DEPRECATED void set_lighting(const Lighting *); + const Framebuffer *get_framebuffer() const { return get_state().framebuffer; } /** Sets the shader program to use. As a convenience, uniform values may be specified at the same time. */ @@ -148,9 +171,12 @@ public: 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); + void set_texture(Tag, const Texture *, int, const Sampler * = 0); + private: - void flush_shader_data_(); + void flush_shader_data(); + void flush_textures(); public: void set_vertex_setup(const VertexSetup *); @@ -162,21 +188,12 @@ public: void set_blend(const Blend *); 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(); + unsigned get_object_lod_bias() const { return get_state().object_lod_bias; } - void clear(const ClearValue *); + /** Clears framebuffer contents. If values is not null, it must contain one + element for each attachment. Otherwise the framebuffer contents are + discarded and become undefined. */ + void clear(const ClearValue *values); /** Draws a batch of primitives. A shader must be active. */ void draw(const Batch &); @@ -192,6 +209,8 @@ public: void end_query(const QueryPool &, unsigned); private: + PipelineState &get_pipeline_state(); + void apply_framebuffer(); void apply_state(); };