1 #ifndef MSP_GL_RENDERER_H_
2 #define MSP_GL_RENDERER_H_
8 #include "pipelinestate.h"
9 #include "programdata.h"
30 Rendering supervisor. This is the primary interface for setting state and
31 issuing draw commands.
33 The Renderer class allows setting textures and uniform values by names (using
34 ProgramData for the latter). The names are resolved into binding points when
35 the resources are needed for a draw command.
37 A state stack is provided to help with state management in render graphs.
38 Renderables can save the state by pushing it on the stack before beginning
39 their work, and pop it afterwards to restore it without disturbing state set
46 RAII helper class for pushing state on the stack.
54 Push(Renderer &r): renderer(r) { renderer.push_state(); }
55 ~Push() { renderer.pop_state(); }
62 mutable int binding = -1;
63 const Texture *texture = 0;
64 const Sampler *sampler = 0;
68 struct BoundProgramData
70 const ProgramData *shdata;
71 mutable unsigned generation = 0;
73 BoundProgramData(const ProgramData *);
78 const Camera *camera = 0;
80 const Framebuffer *framebuffer = 0;
81 const Rect *viewport = 0;
82 const Rect *scissor = 0;
83 unsigned texture_count = 0;
84 const Program *shprog = 0;
85 unsigned shdata_count = 0;
86 const VertexSetup *vertex_setup = 0;
87 FaceWinding front_face = NON_MANIFOLD;
88 CullMode face_cull = NO_CULL;
89 const DepthTest *depth_test = 0;
90 const StencilTest *stencil_test = 0;
91 const Blend *blend = 0;
92 unsigned object_lod_bias = 0;
101 unsigned char changed = 0;
102 std::vector<State> state_stack;
103 State *current_state = 0;
104 ProgramData standard_shdata;
105 std::vector<BoundProgramData> shdata_stack;
106 std::vector<BoundTexture> texture_stack;
107 PipelineState pipeline_state;
114 /** Begins rendering, allowing commands to be issued. */
117 /** Ends rendering. Any global state is reset to defaults. No further
118 commands are allowed before the next call to begin(). */
121 /** Saves the current state so it can be restored later. */
124 /** Restores a previously saved state. Must be matched with an earlier
129 State &get_state() const;
132 /** Sets the camera to render from. The model matrix is reset to identity. */
133 void set_camera(const Camera &);
135 const Camera *get_camera() const { return get_state().camera; }
137 /** Replaces the Renderer's model matrix. */
138 void set_matrix(const Matrix &);
140 /** Applies a transform to the Renderer's model matrix. */
141 void transform(const Matrix &);
143 /** Returns the current model matrix. */
144 const Matrix &get_matrix() const { return get_state().model_matrix; }
146 void set_framebuffer(const Framebuffer *);
147 void set_viewport(const Rect *);
148 void set_scissor(const Rect *);
150 const Framebuffer *get_framebuffer() const { return get_state().framebuffer; }
152 /** Sets the shader program to use. As a convenience, uniform values may be
153 specified at the same time. */
154 void set_shader_program(const Program *prog, const ProgramData *data = 0);
156 /** Adds uniform values, which will be available for shader programs. If
157 multiple ProgramData objects with the same uniforms are added, the one added
158 last will be used. */
159 void add_shader_data(const ProgramData &data);
161 void set_texture(Tag, const Texture *, const Sampler * = 0);
164 void flush_shader_data();
165 void flush_textures();
168 void set_vertex_setup(const VertexSetup *);
169 void set_front_face(FaceWinding);
170 void set_face_cull(CullMode);
172 void set_depth_test(const DepthTest *);
173 void set_stencil_test(const StencilTest *);
174 void set_blend(const Blend *);
176 void set_object_lod_bias(unsigned);
177 unsigned get_object_lod_bias() const { return get_state().object_lod_bias; }
179 void clear(const ClearValue *);
181 /** Draws a batch of primitives. A shader must be active. */
182 void draw(const Batch &);
184 /** Draws multiple instances of a batch of primitives. A shader must be active. */
185 void draw_instanced(const Batch &, unsigned);
187 /** Resolves multisample attachments from the active framebuffer into
189 void resolve_multisample(Framebuffer &target);
191 void begin_query(const QueryPool &, unsigned);
192 void end_query(const QueryPool &, unsigned);