X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Frenderer.h;h=1f198dae7007b00db30d4c699f0832ce06d0cca1;hb=5df9e64424dd157da1410b4498f53a4ac21e6aee;hp=91d20674a2c5a476a390c9d63c9ab9404adb93ec;hpb=2e6a73a93eac0a18063ec675a24a8e6eeeb80a0c;p=libs%2Fgl.git diff --git a/source/renderer.h b/source/renderer.h index 91d20674..1f198dae 100644 --- a/source/renderer.h +++ b/source/renderer.h @@ -4,6 +4,7 @@ #include #include #include "matrix.h" +#include "programdata.h" #include "tag.h" namespace Msp { @@ -13,12 +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; /** @@ -64,10 +65,15 @@ private: { 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(); }; @@ -79,19 +85,28 @@ private: public: MtxStack(Renderer &); - private: + private: virtual void update(); }; + enum ChangeMask + { + LEGACY_MATRIX = 1, + MODERN_MATRIX = 2, + MATRIX = LEGACY_MATRIX|MODERN_MATRIX, + LIGHTING = 4, + SHADER_DATA = 8 + }; + MtxStack mtx_stack; - bool mtx_changed; + unsigned char changed; + bool matrices_loaded; + unsigned shdata_applied; const Camera *camera; std::vector state_stack; State *state; + 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; @@ -99,14 +114,22 @@ public: Renderer(const Camera *); ~Renderer(); + /** Resets all internal state and restarts rendering. There must be no + unpopped state in the stack. It is permissible to call begin() multiple + times without an intervening end(). */ + void begin(const Camera *); + MatrixStack &matrix_stack() { return mtx_stack; } const Camera *get_camera() const { return camera; } 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); @@ -116,9 +139,10 @@ 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(); @@ -129,9 +153,14 @@ public: /** Prepares for temporarily bypassing the Renderer by synchronizing the current state with GL. No additional call is necessary to resume using the - Renderer. */ + Renderer. DEPRECATED. */ void escape(); + /** Unbinds all objects and resets related state. There must be no unpopped + state in the stack. Rendering with the same camera can be restarted without + an explicit begin() call. */ + void end(); + void exclude(const Renderable &); void include(const Renderable &); @@ -140,6 +169,7 @@ public: private: void apply_state(); + void reset_state(); }; } // namespace GL