1 #ifndef MSP_GL_RENDERER_H_
2 #define MSP_GL_RENDERER_H_
7 #include "programdata.h"
27 A class for supervising the rendering process. While many Renderables (in
28 particular, Objects and Scenes) can by rendered without a Renderer, using one
29 will often be more efficient. This is especially true for ObjectInstances.
31 The Renderer works by deferring GL state changes until something is actually
32 being drawn. This avoids many unnecessary GL calls if consecutive renderables
33 use the same resources.
35 A state stack is provided to help with state scoping. Typically a Renderable
36 will push the current state on entry, set whatever state it requires, render
37 itself, and pop the state when it's done. An RAII helper class is provided for
38 the push/pop operation.
49 Push(Renderer &r): renderer(r) { renderer.push_state(); }
50 ~Push() { renderer.pop_state(); }
57 const Renderable &renderable;
60 Exclude(Renderer &r, const Renderable &e): renderer(r), renderable(e) { renderer.exclude(renderable); }
61 ~Exclude() { renderer.include(renderable); }
68 Matrix modelview_matrix;
69 const Texture *texture;
70 const Texturing *texturing;
71 unsigned lowest_effect_texunit;
72 const Material *material;
73 const Lighting *lighting;
74 Matrix lighting_matrix;
75 const Clipping *clipping;
76 Matrix clipping_matrix;
77 const Program *shprog;
78 unsigned shdata_count;
80 const WindingTest *winding_test;
90 MATRIX = LEGACY_MATRIX|MODERN_MATRIX,
96 LEGACY_PROJECTION = 128
99 unsigned char changed;
100 bool matrices_loaded;
101 unsigned shdata_applied;
102 std::vector<State> state_stack;
104 ProgramData standard_shdata;
105 std::vector<const ProgramData *> shdata_stack;
106 std::set<const Renderable *> excluded;
109 Renderer(const Camera *);
112 /** Resets all internal state and restarts rendering. There must be no
113 unpopped state in the stack. It is permissible to call begin() multiple
114 times without an intervening end(). */
115 void begin(const Camera *);
117 /** Sets the camera to render from. The modelview matrix is reset to the
118 camera's view matrix. */
119 void set_camera(const Camera &);
121 const Camera *get_camera() const { return state->camera; }
123 /** Replaces the Renderer's modelview matrix. */
124 void set_matrix(const Matrix &);
126 /** Applies a transform to the Renderer's modelview matrix. */
127 void transform(const Matrix &);
129 /** Returns the current modelview matrix. */
130 const Matrix &get_matrix() const { return state->modelview_matrix; }
132 void set_texture(const Texture *);
133 void set_texturing(const Texturing *);
134 unsigned allocate_effect_texunit();
135 void set_material(const Material *);
137 void set_lighting(const Lighting *);
138 void set_clipping(const Clipping *);
140 /** Sets the shader program to use. An initial set of data can be set as
141 well, with the same semantics as add_shader_data. */
142 void set_shader_program(const Program *prog, const ProgramData *data = 0);
144 /** Adds another set of data to be use with shader programs. The data is
145 independent of any shader program changes and remains in effect until the
146 Renderer state is popped. */
147 void add_shader_data(const ProgramData &data);
149 void set_mesh(const Mesh *);
150 void set_winding_test(const WindingTest *);
151 void set_reverse_winding(bool);
153 /** Saves the current state so it can be restored later. */
156 /** Restores a previously saved state. Must be matched with an earlier
160 /** Prepares for temporarily bypassing the Renderer by synchronizing the
161 current state with GL. No additional call is necessary to resume using the
162 Renderer. DEPRECATED. */
165 /** Unbinds all objects and resets related state. There must be no unpopped
166 state in the stack. Rendering with the same camera can be restarted without
167 an explicit begin() call. */
170 void exclude(const Renderable &);
171 void include(const Renderable &);
173 void render(const Renderable &, const Tag & = Tag());
174 void draw(const Batch &);