X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Frenderer.h;h=2854bc8ff181f3ead7f0f19ec9b0ec56d79b0470;hp=a3ddaa3bd28f3832ce2a21884384727c897ede5f;hb=bec07999d95b76f4b47cffcc564d0cd0afc0435e;hpb=6d2e5c8e7ef79706adfce1b69695e3c8071c6ddb diff --git a/source/renderer.h b/source/renderer.h index a3ddaa3b..2854bc8f 100644 --- a/source/renderer.h +++ b/source/renderer.h @@ -13,13 +13,16 @@ namespace GL { class Batch; class Buffer; class Camera; +class Clipping; class Material; class Mesh; class Lighting; class Program; class Renderable; +class Sampler; class Texture; class Texturing; +class VertexSetup; class WindingTest; /** @@ -63,64 +66,73 @@ public: private: struct State { + const Camera *camera; + Matrix modelview_matrix; const Texture *texture; + const Sampler *sampler; const Texturing *texturing; unsigned lowest_effect_texunit; const Material *material; const Lighting *lighting; Matrix lighting_matrix; + const Clipping *clipping; + Matrix clipping_matrix; const Program *shprog; unsigned shdata_count; - const Mesh *mesh; + const VertexSetup *vertex_setup; const WindingTest *winding_test; bool reverse_winding; + unsigned object_lod_bias; State(); }; - class MtxStack: public MatrixStack - { - private: - Renderer &renderer; - - public: - MtxStack(Renderer &); - private: - virtual void update(); - }; - enum ChangeMask { - MATRIX = 1, - LIGHTING = 4, - SHADER_DATA = 8 + MATRIX = 2, + SHADER_DATA = 16, + MATERIAL_SHDATA = 32, + STANDARD_SHDATA = 64 }; - MtxStack mtx_stack; + const Camera *default_camera; unsigned char changed; - bool matrices_loaded; - const Camera *camera; std::vector state_stack; State *state; ProgramData standard_shdata; std::vector shdata_stack; - const Buffer *element_buffer; std::set excluded; public: - Renderer(const Camera *); + Renderer(); + DEPRECATED Renderer(const Camera *); +private: + void init(); +public: ~Renderer(); - MatrixStack &matrix_stack() { return mtx_stack; } + /** Sets the camera to render from. The modelview matrix is reset to the + camera's view matrix. */ + void set_camera(const Camera &); + + const Camera *get_camera() const { return state->camera; } + + /** Replaces the Renderer's modelview matrix. */ + void set_matrix(const Matrix &); - const Camera *get_camera() const { return camera; } + /** Applies a transform to the Renderer's modelview matrix. */ + void transform(const Matrix &); - void set_texture(const Texture *); + /** Returns the current modelview matrix. */ + const Matrix &get_matrix() const { return state->modelview_matrix; } + + void set_texture(const Texture *, const Sampler * = 0); void set_texturing(const Texturing *); unsigned allocate_effect_texunit(); void set_material(const Material *); void set_lighting(const Lighting *); + void set_clipping(const Clipping *); /** Sets the shader program to use. An initial set of data can be set as well, with the same semantics as add_shader_data. */ @@ -131,11 +143,15 @@ public: Renderer state is popped. */ void add_shader_data(const ProgramData &data); - void set_mesh(const Mesh *); - void set_element_buffer(const Buffer *); + void flush_shader_data(); + + void set_vertex_setup(const VertexSetup *); void set_winding_test(const WindingTest *); void set_reverse_winding(bool); + void set_object_lod_bias(unsigned); + unsigned get_object_lod_bias() const { return state->object_lod_bias; } + /** Saves the current state so it can be restored later. */ void push_state(); @@ -143,13 +159,9 @@ public: push_state call. */ void pop_state(); - /** Prepares for temporarily bypassing the Renderer by synchronizing the - current state with GL. No additional call is necessary to resume using the - Renderer. DEPRECATED. */ - void escape(); - - /** Ends rendering, unbinding all objects and resetting state. There must - be no unpopped state in the stack. */ + /** Unbinds all objects and resets related state. There must be no unpopped + state in the stack. The Renderer remains valid and may be reused for + further rendering. */ void end(); void exclude(const Renderable &); @@ -157,6 +169,7 @@ public: void render(const Renderable &, const Tag & = Tag()); void draw(const Batch &); + void draw_instanced(const Batch &, unsigned); private: void apply_state();