X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Frenderer.h;h=a45b2943004d0beb96c654ad0f6796de4b673e3a;hb=8aea0f65f9ab7d603e47cf4479388af246cc8400;hp=d8ace373805e9b85f905033d01a449709af11cf9;hpb=635d00bc1a9ba43ef1224681a14d0710a098cf87;p=libs%2Fgl.git diff --git a/source/renderer.h b/source/renderer.h index d8ace373..a45b2943 100644 --- a/source/renderer.h +++ b/source/renderer.h @@ -1,15 +1,10 @@ -/* $Id$ - -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 "tag.h" namespace Msp { namespace GL { @@ -18,11 +13,12 @@ class Batch; class Buffer; class Camera; class Material; +class Lighting; class Program; class ProgramData; +class Renderable; class Texture; class Texturing; -class VertexArray; class WindingTest; /** @@ -31,7 +27,14 @@ 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: @@ -45,14 +48,29 @@ 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; const Material *material; + const Lighting *lighting; + Matrix lighting_matrix; const Program *shprog; - std::vector shdata; + unsigned shdata_count; + const WindingTest *winding_test; + bool reverse_winding; State(); }; @@ -64,19 +82,20 @@ private: public: MtxStack(Renderer &); - private: + private: virtual void update(); }; MtxStack mtx_stack; bool mtx_changed; const Camera *camera; - std::list state_stack; + std::vector state_stack; State *state; - const VertexArray *vertex_array; - bool vertex_array_changed; + bool lighting_changed; + std::vector shdata_stack; + bool shdata_changed; const Buffer *element_buffer; - const WindingTest *winding_test; + std::set excluded; public: Renderer(const Camera *); @@ -89,18 +108,38 @@ 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 *); - 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_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. */ void escape(); + void exclude(const Renderable &); + void include(const Renderable &); + + void render(const Renderable &, const Tag & = Tag()); void draw(const Batch &); private: