X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Frenderer.h;h=1be1a4549211828d8b3dedfeea7898a4c0a526b3;hb=00d3ccedefb1a5efb3d2d4625a2b68446703fbab;hp=6115a7feeae33deadf6bb327f2d83703cd6f2d87;hpb=1b7b75e3aaec35433cce81fc58e58e50e5a3f36e;p=libs%2Fgl.git diff --git a/source/renderer.h b/source/renderer.h index 6115a7fe..1be1a454 100644 --- a/source/renderer.h +++ b/source/renderer.h @@ -1,8 +1,11 @@ #ifndef MSP_GL_RENDERER_H_ #define MSP_GL_RENDERER_H_ +#include #include #include "matrix.h" +#include "programdata.h" +#include "tag.h" namespace Msp { namespace GL { @@ -11,11 +14,12 @@ class Batch; class Buffer; class Camera; class Material; +class Mesh; +class Lighting; class Program; -class ProgramData; +class Renderable; class Texture; class Texturing; -class VertexArray; class WindingTest; /** @@ -45,15 +49,31 @@ 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 State { const Texture *texture; const Texturing *texturing; + unsigned lowest_effect_texunit; const Material *material; + const Lighting *lighting; + Matrix lighting_matrix; const Program *shprog; unsigned shdata_count; + const Mesh *mesh; const WindingTest *winding_test; + bool reverse_winding; State(); }; @@ -65,7 +85,7 @@ private: public: MtxStack(Renderer &); - private: + private: virtual void update(); }; @@ -74,11 +94,12 @@ private: const Camera *camera; std::vector state_stack; State *state; + bool lighting_changed; + ProgramData standard_shdata; std::vector shdata_stack; bool shdata_changed; - const VertexArray *vertex_array; - bool vertex_array_changed; const Buffer *element_buffer; + std::set excluded; public: Renderer(const Camera *); @@ -90,8 +111,11 @@ public: void set_texture(const Texture *); void set_texturing(const Texturing *); + unsigned allocate_effect_texunit(); void set_material(const Material *); + 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. */ void set_shader_program(const Program *prog, const ProgramData *data = 0); @@ -101,9 +125,10 @@ public: Renderer state is popped. */ void add_shader_data(const ProgramData &data); - void set_vertex_array(const VertexArray *); + void set_mesh(const Mesh *); void set_element_buffer(const Buffer *); void set_winding_test(const WindingTest *); + void set_reverse_winding(bool); /** Saves the current state so it can be restored later. */ void push_state(); @@ -117,6 +142,10 @@ public: Renderer. */ void escape(); + void exclude(const Renderable &); + void include(const Renderable &); + + void render(const Renderable &, const Tag & = Tag()); void draw(const Batch &); private: