+#include <msp/gl/extensions/arb_direct_state_access.h>
+#include <msp/gl/extensions/ext_framebuffer_blit.h>
+#include <msp/gl/extensions/ext_framebuffer_object.h>
#include "batch.h"
#include "buffer.h"
#include "camera.h"
changed |= MATRIX;
}
+void Renderer::set_framebuffer(const Framebuffer *f)
+{
+ state->framebuffer = f;
+}
+
+void Renderer::set_viewport(const Rect *v)
+{
+ state->viewport = v;
+}
+
+void Renderer::set_scissor(const Rect *s)
+{
+ state->scissor = s;
+}
+
void Renderer::set_texture(Tag tag, const Texture *tex, const Sampler *samp)
{
if(tex)
renderable.render(*this, tag);
}
+void Renderer::clear()
+{
+ clear(COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT|STENCIL_BUFFER_BIT);
+}
+
+void Renderer::clear(BufferBits buffers)
+{
+ pipeline_state.set_framebuffer(state->framebuffer);
+ pipeline_state.apply();
+ glClear(buffers);
+}
+
void Renderer::draw(const Batch &batch)
{
apply_state();
batch.draw_instanced(count);
}
+void Renderer::resolve_multisample(Framebuffer &target, BufferBits buffers)
+{
+ if(!state->framebuffer)
+ throw invalid_operation("Renderer::resolve_multisample");
+
+ unsigned width = state->framebuffer->get_width();
+ unsigned height = state->framebuffer->get_height();
+ if(target.get_width()!=width || target.get_height()!=height)
+ throw incompatible_data("Renderer::resolve_multisample");
+
+ if(ARB_direct_state_access)
+ glBlitNamedFramebuffer(state->framebuffer->get_id(), target.get_id(), 0, 0, width, height, 0, 0, width, height, buffers, GL_NEAREST);
+ else
+ {
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, state->framebuffer->get_id());
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, target.get_id());
+
+ target.refresh();
+
+ glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, buffers, GL_NEAREST);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ pipeline_state.set_framebuffer(0);
+ }
+}
+
void Renderer::apply_state()
{
if(!state->shprog)
changed &= ~MATRIX;
}
+ pipeline_state.set_framebuffer(state->framebuffer);
+ pipeline_state.set_viewport(state->viewport);
+ pipeline_state.set_scissor(state->scissor);
+
bool shprog_changed = (state->shprog!=pipeline_state.get_shader_program());
pipeline_state.set_shader_program(state->shprog);
Renderer::State::State():
camera(0),
+ framebuffer(0),
+ viewport(0),
+ scissor(0),
texture_count(0),
lowest_effect_texunit(Limits::get_global().max_texture_bindings),
clipping(0),