X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Frenderer.h;h=5536702b751a6d83288f14307eb6b6609b185dab;hb=0c731643d6363eb4c492e836ffb919cb7c0a3035;hp=ef17b3e62043ad847969f4b7e6102854e52fc55c;hpb=ccbcce1d5c7fae8ec644e465ac936f5c39000e57;p=libs%2Fgl.git diff --git a/source/renderer.h b/source/renderer.h index ef17b3e6..5536702b 100644 --- a/source/renderer.h +++ b/source/renderer.h @@ -1,10 +1,3 @@ -/* $Id$ - -This file is part of libmspgl -Copyright © 2011 Mikko Rasa, Mikkosoft Productions -Distributed under the LGPL -*/ - #ifndef MSP_GL_RENDERER_H_ #define MSP_GL_RENDERER_H_ @@ -31,7 +24,9 @@ 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. */ +being drawn. This avoids many unnecessary GL calls if consecutive renderables +use the same resources. +*/ class Renderer { public: @@ -77,6 +72,7 @@ private: const VertexArray *vertex_array; bool vertex_array_changed; const Buffer *element_buffer; + bool shdata_changed; public: Renderer(const Camera *); @@ -89,8 +85,16 @@ public: void set_texture(const Texture *); void set_texturing(const Texturing *); void set_material(const Material *); - void set_shader(const Program *, const ProgramData *); - void add_shader_data(const ProgramData *); + + /** 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); + + /** 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. */ + void add_shader_data(const ProgramData &data); + void set_vertex_array(const VertexArray *); void set_element_buffer(const Buffer *); void set_winding_test(const WindingTest *); @@ -98,7 +102,9 @@ public: void push_state(); void pop_state(); - /** Prepares for temporarily bypassing the Renderer. */ + /** Prepares for temporarily bypassing the Renderer by synchronizing the + current state with GL. No additional call is necessary to resume using the + Renderer. */ void escape(); void draw(const Batch &);