X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Frender%2Frenderer.h;h=ffaa917dd4f5b8dd772ba5ce008c7f9d1fc372f7;hb=99ca354f18119f82f1adeca100cd665a8f640317;hp=1a84d8bf8507c50d596bc3d1490a289f8c2f5855;hpb=acb4aba95c22fa7c72eeef10befd611570d35182;p=libs%2Fgl.git diff --git a/source/render/renderer.h b/source/render/renderer.h index 1a84d8bf..ffaa917d 100644 --- a/source/render/renderer.h +++ b/source/render/renderer.h @@ -3,8 +3,10 @@ #include #include +#include "commands.h" #include "matrix.h" #include "programdata.h" +#include "renderer_backend.h" #include "tag.h" namespace Msp { @@ -13,35 +15,38 @@ 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 +class Renderer: public RendererBackend { + friend RendererBackend; + public: + /** + RAII helper class for pushing state on the stack. + */ class Push { private: @@ -52,150 +57,140 @@ 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; - Matrix modelview_matrix; - unsigned texture_count; - unsigned lowest_effect_texunit; - const Material *material; - const Lighting *lighting; - Matrix lighting_matrix; - const Clipping *clipping; - Matrix clipping_matrix; - const Program *shprog; - unsigned shdata_count; - const VertexSetup *vertex_setup; - const WindingTest *winding_test; - bool reverse_winding; - unsigned object_lod_bias; - - State(); + const Camera *camera = 0; + Matrix model_matrix; + 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, - MATERIAL_SHDATA = 32, - STANDARD_SHDATA = 64 + SHADER_DATA = 16 }; - const Camera *default_camera; - unsigned char changed; + 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; - std::set excluded; + std::vector texture_stack; + Commands commands; public: Renderer(); - DEPRECATED Renderer(const Camera *); + + /** 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: - void init(); -public: - ~Renderer(); + State &get_state() const; - /** Sets the camera to render from. The modelview matrix is reset to the - camera's view matrix. */ +public: + /** 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 modelview matrix. */ + /** Replaces the Renderer's model matrix. */ void set_matrix(const Matrix &); - /** Applies a transform to the Renderer's modelview matrix. */ - void transform(const Matrix &); + /** Returns the current model matrix. */ + const Matrix &get_matrix() const { return get_state().model_matrix; } - /** Returns the current modelview matrix. */ - const Matrix &get_matrix() const { return state->modelview_matrix; } + void set_framebuffer(const Framebuffer *); + void set_viewport(const Rect *); + void set_scissor(const Rect *); - 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 - void set_material(const Material *); - - 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. */ + 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. */ 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); + void set_texture(Tag, const Texture *, const Sampler * = 0); + +private: void flush_shader_data(); + void flush_textures(); +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; } + unsigned get_object_lod_bias() const { return get_state().object_lod_bias; } - /** Saves the current state so it can be restored later. */ - void push_state(); + void clear(const ClearValue *); - /** Restores a previously saved state. Must be matched with an earlier - push_state call. */ - void pop_state(); + /** Draws a batch of primitives. A shader must be active. */ + void draw(const Batch &); - /** 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(); + /** Draws multiple instances of a batch of primitives. A shader must be active. */ + void draw_instanced(const Batch &, unsigned); - void exclude(const Renderable &); - void include(const Renderable &); + /** Resolves multisample attachments from the active framebuffer into + target. */ + void resolve_multisample(Framebuffer &target); - void render(const Renderable &, Tag = Tag()); - void draw(const Batch &); - void draw_instanced(const Batch &, unsigned); + void begin_query(const QueryPool &, unsigned); + void end_query(const QueryPool &, unsigned); private: void apply_state();