X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Frenderer.h;h=f997171c4403e9dfb8759833c1aea5b1ae80995c;hp=b114f6873648574032e8566bc3897d9e581fa348;hb=HEAD;hpb=346ed5bd91f10489acd280e2165a951d6938f0df diff --git a/source/renderer.h b/source/renderer.h deleted file mode 100644 index b114f687..00000000 --- a/source/renderer.h +++ /dev/null @@ -1,193 +0,0 @@ -#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 { - -class Batch; -class Buffer; -class Camera; -class Clipping; -class Material; -class Mesh; -class Lighting; -class Program; -class Renderable; -class Texture; -class Texturing; -class WindingTest; - -/** -A class for supervising the rendering process. While many Renderables (in -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 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: - class Push - { - private: - Renderer &renderer; - - public: - Push(Renderer &r): renderer(r) { renderer.push_state(); } - ~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 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; - unsigned shdata_count; - const Mesh *mesh; - const WindingTest *winding_test; - bool reverse_winding; - - State(); - }; - - class MtxStack: public MatrixStack - { - private: - Renderer &renderer; - - public: - MtxStack(Renderer &); - private: - virtual void update(); - }; - - enum ChangeMask - { - 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 - }; - - MtxStack mtx_stack; - unsigned char changed; - bool matrices_loaded; - unsigned shdata_applied; - const Camera *camera; - std::vector state_stack; - State *state; - ProgramData standard_shdata; - std::vector shdata_stack; - std::set excluded; - -public: - Renderer(const Camera *); - ~Renderer(); - - /** 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(). */ - void begin(const Camera *); - - /** Deprecated as unsafe. Use set_matrix() or transform() instead. */ - MatrixStack &matrix_stack() { return mtx_stack; } - - /** Replaces the Renderer's modelview matrix. */ - void set_matrix(const Matrix &); - - /** Applies a transform to the Renderer's modelview matrix. */ - void transform(const Matrix &); - - /** Returns the current modelview matrix. */ - const Matrix &get_matrix() const { return mtx_stack.top(); } - - const Camera *get_camera() const { return camera; } - - void set_texture(const Texture *); - 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. */ - 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 by synchronizing the - current state with GL. No additional call is necessary to resume using the - Renderer. DEPRECATED. */ - void escape(); - - /** Unbinds all objects and resets related state. There must be no unpopped - state in the stack. Rendering with the same camera can be restarted without - an explicit begin() call. */ - void end(); - - void exclude(const Renderable &); - void include(const Renderable &); - - void render(const Renderable &, const Tag & = Tag()); - void draw(const Batch &); - -private: - void apply_state(); - void reset_state(); -}; - -} // namespace GL -} // namespace Msp - -#endif