1 #ifndef MSP_GL_RENDERER_H_
2 #define MSP_GL_RENDERER_H_
6 #include "framebuffer.h"
8 #include "pipelinestate.h"
9 #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 const Framebuffer *framebuffer;
93 unsigned texture_count;
94 const Clipping *clipping;
95 const Program *shprog;
96 unsigned shdata_count;
97 const VertexSetup *vertex_setup;
98 FaceWinding front_face;
100 const DepthTest *depth_test;
101 const StencilTest *stencil_test;
103 unsigned object_lod_bias;
114 unsigned char changed;
115 std::vector<State> state_stack;
117 std::vector<BoundTexture> texture_stack;
118 ProgramData standard_shdata;
119 std::vector<BoundProgramData> shdata_stack;
120 std::set<const Renderable *> excluded;
121 PipelineState pipeline_state;
127 /** Sets the camera to render from. The model matrix is reset to identity. */
128 void set_camera(const Camera &);
130 const Camera *get_camera() const { return state->camera; }
132 /** Replaces the Renderer's model matrix. */
133 void set_matrix(const Matrix &);
135 /** Applies a transform to the Renderer's model matrix. */
136 void transform(const Matrix &);
138 /** Returns the current model matrix. */
139 const Matrix &get_matrix() const { return state->model_matrix; }
141 void set_framebuffer(const Framebuffer *);
142 void set_viewport(const Rect *);
143 void set_scissor(const Rect *);
145 const Framebuffer *get_framebuffer() const { return state->framebuffer; }
147 void set_texture(Tag, const Texture *, const Sampler * = 0);
149 void flush_textures();
151 DEPRECATED void set_material(const Material *);
153 DEPRECATED void set_lighting(const Lighting *);
154 void set_clipping(const Clipping *);
156 /** Sets the shader program to use. An initial set of data can be set as
157 well, with the same semantics as add_shader_data. */
158 void set_shader_program(const Program *prog, const ProgramData *data = 0);
160 /** Adds another set of data to be use with shader programs. The data is
161 independent of any shader program changes and remains in effect until the
162 Renderer state is popped. */
163 void add_shader_data(const ProgramData &data);
165 DEPRECATED void flush_shader_data() { flush_shader_data_(); }
167 void flush_shader_data_();
170 void set_vertex_setup(const VertexSetup *);
171 void set_front_face(FaceWinding);
172 void set_face_cull(CullMode);
174 void set_depth_test(const DepthTest *);
175 void set_stencil_test(const StencilTest *);
176 void set_blend(const Blend *);
178 void set_object_lod_bias(unsigned);
179 unsigned get_object_lod_bias() const { return state->object_lod_bias; }
181 /** Saves the current state so it can be restored later. */
184 /** Restores a previously saved state. Must be matched with an earlier
188 /** Unbinds all objects and resets related state. There must be no unpopped
189 state in the stack. The Renderer remains valid and may be reused for
190 further rendering. */
193 void exclude(const Renderable &);
194 void include(const Renderable &);
197 void clear(BufferBits);
199 void render(const Renderable &, Tag = Tag());
200 void draw(const Batch &);
201 void draw_instanced(const Batch &, unsigned);
203 void resolve_multisample(Framebuffer &, BufferBits);