1 #ifndef MSP_GL_RENDERER_H_
2 #define MSP_GL_RENDERER_H_
7 #include "programdata.h"
28 A class for supervising the rendering process. While many Renderables (in
29 particular, Objects and Scenes) can by rendered without a Renderer, using one
30 will often be more efficient. This is especially true for ObjectInstances.
32 The Renderer works by deferring GL state changes until something is actually
33 being drawn. This avoids many unnecessary GL calls if consecutive renderables
34 use the same resources.
36 A state stack is provided to help with state scoping. Typically a Renderable
37 will push the current state on entry, set whatever state it requires, render
38 itself, and pop the state when it's done. An RAII helper class is provided for
39 the push/pop operation.
50 Push(Renderer &r): renderer(r) { renderer.push_state(); }
51 ~Push() { renderer.pop_state(); }
58 const Renderable &renderable;
61 Exclude(Renderer &r, const Renderable &e): renderer(r), renderable(e) { renderer.exclude(renderable); }
62 ~Exclude() { renderer.include(renderable); }
69 Matrix modelview_matrix;
70 const Texture *texture;
71 const Texturing *texturing;
72 unsigned lowest_effect_texunit;
73 const Material *material;
74 const Lighting *lighting;
75 Matrix lighting_matrix;
76 const Clipping *clipping;
77 Matrix clipping_matrix;
78 const Program *shprog;
79 unsigned shdata_count;
80 const VertexSetup *vertex_setup;
81 const WindingTest *winding_test;
83 unsigned object_lod_bias;
96 const Camera *default_camera;
97 unsigned char changed;
98 std::vector<State> state_stack;
100 ProgramData standard_shdata;
101 std::vector<const ProgramData *> shdata_stack;
102 std::set<const Renderable *> excluded;
105 Renderer(const Camera *);
108 /** Sets the camera to render from. The modelview matrix is reset to the
109 camera's view matrix. */
110 void set_camera(const Camera &);
112 const Camera *get_camera() const { return state->camera; }
114 /** Replaces the Renderer's modelview matrix. */
115 void set_matrix(const Matrix &);
117 /** Applies a transform to the Renderer's modelview matrix. */
118 void transform(const Matrix &);
120 /** Returns the current modelview matrix. */
121 const Matrix &get_matrix() const { return state->modelview_matrix; }
123 void set_texture(const Texture *);
124 void set_texturing(const Texturing *);
125 unsigned allocate_effect_texunit();
126 void set_material(const Material *);
128 void set_lighting(const Lighting *);
129 void set_clipping(const Clipping *);
131 /** Sets the shader program to use. An initial set of data can be set as
132 well, with the same semantics as add_shader_data. */
133 void set_shader_program(const Program *prog, const ProgramData *data = 0);
135 /** Adds another set of data to be use with shader programs. The data is
136 independent of any shader program changes and remains in effect until the
137 Renderer state is popped. */
138 void add_shader_data(const ProgramData &data);
140 void flush_shader_data();
142 void set_vertex_setup(const VertexSetup *);
143 void set_winding_test(const WindingTest *);
144 void set_reverse_winding(bool);
146 void set_object_lod_bias(unsigned);
147 unsigned get_object_lod_bias() const { return state->object_lod_bias; }
149 /** Saves the current state so it can be restored later. */
152 /** Restores a previously saved state. Must be matched with an earlier
156 /** Unbinds all objects and resets related state. There must be no unpopped
157 state in the stack. The Renderer remains valid and may be reused for
158 further rendering. */
161 void exclude(const Renderable &);
162 void include(const Renderable &);
164 void render(const Renderable &, const Tag & = Tag());
165 void draw(const Batch &);
166 void draw_instanced(const Batch &, unsigned);