1 #ifndef MSP_GL_RENDERER_H_
2 #define MSP_GL_RENDERER_H_
7 #include "pipelinestate.h"
8 #include "programdata.h"
29 A class for supervising the rendering process. While many Renderables (in
30 particular, Objects and Scenes) can by rendered without a Renderer, using one
31 will often be more efficient. This is especially true for ObjectInstances.
33 The Renderer works by deferring GL state changes until something is actually
34 being drawn. This avoids many unnecessary GL calls if consecutive renderables
35 use the same resources.
37 A state stack is provided to help with state scoping. Typically a Renderable
38 will push the current state on entry, set whatever state it requires, render
39 itself, and pop the state when it's done. An RAII helper class is provided for
40 the push/pop operation.
51 Push(Renderer &r): renderer(r) { renderer.push_state(); }
52 ~Push() { renderer.pop_state(); }
59 const Renderable &renderable;
62 Exclude(Renderer &r, const Renderable &e): renderer(r), renderable(e) { renderer.exclude(renderable); }
63 ~Exclude() { renderer.include(renderable); }
71 const Texture *texture;
72 const Sampler *sampler;
78 struct BoundProgramData
80 const ProgramData *shdata;
81 mutable unsigned generation;
83 BoundProgramData(const ProgramData *);
90 unsigned texture_count;
91 unsigned lowest_effect_texunit;
92 const Clipping *clipping;
93 const Program *shprog;
94 unsigned shdata_count;
95 const VertexSetup *vertex_setup;
96 FaceWinding front_face;
98 const DepthTest *depth_test;
99 const StencilTest *stencil_test;
101 unsigned object_lod_bias;
112 unsigned char changed;
113 std::vector<State> state_stack;
115 std::vector<BoundTexture> texture_stack;
116 ProgramData standard_shdata;
117 std::vector<BoundProgramData> shdata_stack;
118 std::set<const Renderable *> excluded;
119 PipelineState pipeline_state;
125 /** Sets the camera to render from. The model matrix is reset to identity. */
126 void set_camera(const Camera &);
128 const Camera *get_camera() const { return state->camera; }
130 /** Replaces the Renderer's model matrix. */
131 void set_matrix(const Matrix &);
133 /** Applies a transform to the Renderer's model matrix. */
134 void transform(const Matrix &);
136 /** Returns the current model matrix. */
137 const Matrix &get_matrix() const { return state->model_matrix; }
139 void set_texture(Tag, const Texture *, const Sampler * = 0);
141 void flush_textures();
143 DEPRECATED void set_material(const Material *);
145 DEPRECATED void set_lighting(const Lighting *);
146 void set_clipping(const Clipping *);
148 /** Sets the shader program to use. An initial set of data can be set as
149 well, with the same semantics as add_shader_data. */
150 void set_shader_program(const Program *prog, const ProgramData *data = 0);
152 /** Adds another set of data to be use with shader programs. The data is
153 independent of any shader program changes and remains in effect until the
154 Renderer state is popped. */
155 void add_shader_data(const ProgramData &data);
157 DEPRECATED void flush_shader_data() { flush_shader_data_(); }
159 void flush_shader_data_();
162 void set_vertex_setup(const VertexSetup *);
163 void set_front_face(FaceWinding);
164 void set_face_cull(CullMode);
166 void set_depth_test(const DepthTest *);
167 void set_stencil_test(const StencilTest *);
168 void set_blend(const Blend *);
170 void set_object_lod_bias(unsigned);
171 unsigned get_object_lod_bias() const { return state->object_lod_bias; }
173 /** Saves the current state so it can be restored later. */
176 /** Restores a previously saved state. Must be matched with an earlier
180 /** Unbinds all objects and resets related state. There must be no unpopped
181 state in the stack. The Renderer remains valid and may be reused for
182 further rendering. */
185 void exclude(const Renderable &);
186 void include(const Renderable &);
188 void render(const Renderable &, Tag = Tag());
189 void draw(const Batch &);
190 void draw_instanced(const Batch &, unsigned);