X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Frenderer.h;h=3bdf5341e96b9bd6b1122329ffc522b71834233d;hp=ef17b3e62043ad847969f4b7e6102854e52fc55c;hb=94ee5852b42b05559069596e205dc2f000e6153f;hpb=ccbcce1d5c7fae8ec644e465ac936f5c39000e57 diff --git a/source/renderer.h b/source/renderer.h index ef17b3e6..3bdf5341 100644 --- a/source/renderer.h +++ b/source/renderer.h @@ -1,15 +1,11 @@ -/* $Id$ - -This file is part of libmspgl -Copyright © 2011 Mikko Rasa, Mikkosoft Productions -Distributed under the LGPL -*/ - #ifndef MSP_GL_RENDERER_H_ #define MSP_GL_RENDERER_H_ +#include #include #include "matrix.h" +#include "programdata.h" +#include "tag.h" namespace Msp { namespace GL { @@ -17,12 +13,14 @@ namespace GL { class Batch; class Buffer; class Camera; +class Clipping; class Material; +class Mesh; +class Lighting; class Program; -class ProgramData; +class Renderable; class Texture; class Texturing; -class VertexArray; class WindingTest; /** @@ -31,7 +29,14 @@ particular, Objects and Scenes) can by rendered without a Renderer, using one will often be more efficient. This is especially true for ObjectInstances. The Renderer works by deferring GL state changes until something is actually -being drawn. This avoids many unnecessary GL calls. */ +being drawn. This avoids many unnecessary GL calls if consecutive renderables +use the same resources. + +A state stack is provided to help with state scoping. Typically a Renderable +will push the current state on entry, set whatever state it requires, render +itself, and pop the state when it's done. An RAII helper class is provided for +the push/pop operation. +*/ class Renderer { public: @@ -45,62 +50,124 @@ public: ~Push() { renderer.pop_state(); } }; + class Exclude + { + private: + Renderer &renderer; + const Renderable &renderable; + + public: + Exclude(Renderer &r, const Renderable &e): renderer(r), renderable(e) { renderer.exclude(renderable); } + ~Exclude() { renderer.include(renderable); } + }; + private: struct State { + const Camera *camera; + Matrix modelview_matrix; const Texture *texture; 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; - std::vector shdata; + unsigned shdata_count; + const Mesh *mesh; const WindingTest *winding_test; + bool reverse_winding; State(); }; - class MtxStack: public MatrixStack + enum ChangeMask { - private: - Renderer &renderer; - - public: - MtxStack(Renderer &); - private: - virtual void update(); + LEGACY_MATRIX = 1, + MODERN_MATRIX = 2, + MATRIX = LEGACY_MATRIX|MODERN_MATRIX, + LEGACY_LIGHTING = 4, + LEGACY_CLIPPING = 8, + SHADER_DATA = 16, + MATERIAL_SHDATA = 32, + STANDARD_SHDATA = 64, + LEGACY_PROJECTION = 128 }; - MtxStack mtx_stack; - bool mtx_changed; - const Camera *camera; - std::list state_stack; + const Camera *default_camera; + unsigned char changed; + bool matrices_loaded; + std::vector state_stack; State *state; - const VertexArray *vertex_array; - bool vertex_array_changed; - const Buffer *element_buffer; + ProgramData standard_shdata; + std::vector shdata_stack; + std::set excluded; public: Renderer(const Camera *); ~Renderer(); - MatrixStack &matrix_stack() { return mtx_stack; } + /** Resets all internal state and restarts rendering. There must be no + unpopped state in the stack. It is permissible to call begin() multiple + times without an intervening end(). + + Deprecated; use end() and set_camera() instead.*/ + void begin(const Camera *); + + /** 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 &); + + /** Applies a transform to the Renderer's modelview matrix. */ + void transform(const Matrix &); - const Camera *get_camera() const { return camera; } + /** Returns the current modelview matrix. */ + const Matrix &get_matrix() const { return state->modelview_matrix; } void set_texture(const Texture *); void set_texturing(const Texturing *); + unsigned allocate_effect_texunit(); void set_material(const Material *); - void set_shader(const Program *, const ProgramData *); - void add_shader_data(const ProgramData *); - void set_vertex_array(const VertexArray *); - void set_element_buffer(const Buffer *); + + 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. */ + void set_shader_program(const Program *prog, const ProgramData *data = 0); + + /** Adds another set of data to be use with shader programs. The data is + independent of any shader program changes and remains in effect until the + Renderer state is popped. */ + void add_shader_data(const ProgramData &data); + + void set_mesh(const Mesh *); void set_winding_test(const WindingTest *); + void set_reverse_winding(bool); + /** Saves the current state so it can be restored later. */ void push_state(); + + /** Restores a previously saved state. Must be matched with an earlier + push_state call. */ void pop_state(); - /** Prepares for temporarily bypassing the Renderer. */ - void escape(); + /** 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 &); + void include(const Renderable &); + void render(const Renderable &, const Tag & = Tag()); void draw(const Batch &); private: