1 #ifndef MSP_GL_RENDERER_H_
2 #define MSP_GL_RENDERER_H_
7 #include "programdata.h"
26 A class for supervising the rendering process. While many Renderables (in
27 particular, Objects and Scenes) can by rendered without a Renderer, using one
28 will often be more efficient. This is especially true for ObjectInstances.
30 The Renderer works by deferring GL state changes until something is actually
31 being drawn. This avoids many unnecessary GL calls if consecutive renderables
32 use the same resources.
34 A state stack is provided to help with state scoping. Typically a Renderable
35 will push the current state on entry, set whatever state it requires, render
36 itself, and pop the state when it's done. An RAII helper class is provided for
37 the push/pop operation.
48 Push(Renderer &r): renderer(r) { renderer.push_state(); }
49 ~Push() { renderer.pop_state(); }
56 const Renderable &renderable;
59 Exclude(Renderer &r, const Renderable &e): renderer(r), renderable(e) { renderer.exclude(renderable); }
60 ~Exclude() { renderer.include(renderable); }
66 const Texture *texture;
67 const Texturing *texturing;
68 unsigned lowest_effect_texunit;
69 const Material *material;
70 const Lighting *lighting;
71 Matrix lighting_matrix;
72 const Program *shprog;
73 unsigned shdata_count;
75 const WindingTest *winding_test;
81 class MtxStack: public MatrixStack
89 virtual void update();
100 unsigned char changed;
101 bool matrices_loaded;
102 const Camera *camera;
103 std::vector<State> state_stack;
105 ProgramData standard_shdata;
106 std::vector<const ProgramData *> shdata_stack;
107 const Buffer *element_buffer;
108 std::set<const Renderable *> excluded;
111 Renderer(const Camera *);
114 MatrixStack &matrix_stack() { return mtx_stack; }
116 const Camera *get_camera() const { return camera; }
118 void set_texture(const Texture *);
119 void set_texturing(const Texturing *);
120 unsigned allocate_effect_texunit();
121 void set_material(const Material *);
123 void set_lighting(const Lighting *);
125 /** Sets the shader program to use. An initial set of data can be set as
126 well, with the same semantics as add_shader_data. */
127 void set_shader_program(const Program *prog, const ProgramData *data = 0);
129 /** Adds another set of data to be use with shader programs. The data is
130 independent of any shader program changes and remains in effect until the
131 Renderer state is popped. */
132 void add_shader_data(const ProgramData &data);
134 void set_mesh(const Mesh *);
135 void set_element_buffer(const Buffer *);
136 void set_winding_test(const WindingTest *);
137 void set_reverse_winding(bool);
139 /** Saves the current state so it can be restored later. */
142 /** Restores a previously saved state. Must be matched with an earlier
146 /** Prepares for temporarily bypassing the Renderer by synchronizing the
147 current state with GL. No additional call is necessary to resume using the
148 Renderer. DEPRECATED. */
151 /** Ends rendering, unbinding all objects and resetting state. There must
152 be no unpopped state in the stack. */
155 void exclude(const Renderable &);
156 void include(const Renderable &);
158 void render(const Renderable &, const Tag & = Tag());
159 void draw(const Batch &);