X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Frenderer.h;h=5d8f686e35806a419e4a46167fd75161666ed725;hb=58e3368ddb21de5c4bc6e208440de369fe4876f1;hp=8dbe779f32b78f6a8e1bf108c084ad7a4f2afba7;hpb=90a26a1740d5843b60d07d9c39d8567bfed5189c;p=libs%2Fgl.git diff --git a/source/renderer.h b/source/renderer.h index 8dbe779f..5d8f686e 100644 --- a/source/renderer.h +++ b/source/renderer.h @@ -1,15 +1,11 @@ -/* $Id$ - -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_ +#include #include #include "matrix.h" +#include "programdata.h" +#include "tag.h" namespace Msp { namespace GL { @@ -18,11 +14,13 @@ 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; /** A class for supervising the rendering process. While many Renderables (in @@ -30,7 +28,14 @@ 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. + +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. +*/ class Renderer { public: @@ -44,14 +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; - std::vector shdata; + unsigned shdata_count; + const Mesh *mesh; + const WindingTest *winding_test; + bool reverse_winding; State(); }; @@ -63,18 +85,22 @@ private: public: MtxStack(Renderer &); - private: + private: virtual void update(); }; MtxStack mtx_stack; bool mtx_changed; + bool matrices_loaded; const Camera *camera; - std::list state_stack; + std::vector state_stack; State *state; - const VertexArray *vertex_array; - bool vertex_array_changed; + bool lighting_changed; + ProgramData standard_shdata; + std::vector shdata_stack; + bool shdata_changed; const Buffer *element_buffer; + std::set excluded; public: Renderer(const Camera *); @@ -86,18 +112,45 @@ public: void set_texture(const Texture *); void set_texturing(const Texturing *); + unsigned allocate_effect_texunit(); void set_material(const Material *); - void set_shader(const Program *, const ProgramData *); - void add_shader_data(const ProgramData *); - void set_vertex_array(const VertexArray *); + + 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); + + /** 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_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(); + + /** Restores a previously saved state. Must be matched with an earlier + push_state call. */ 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. DEPRECATED. */ void escape(); + /** Ends rendering, unbinding all objects and resetting state. There must + be no unpopped state in the stack. */ + void end(); + + void exclude(const Renderable &); + void include(const Renderable &); + + void render(const Renderable &, const Tag & = Tag()); void draw(const Batch &); private: