1 #ifndef MSP_GL_RENDERER_H_
2 #define MSP_GL_RENDERER_H_
9 #include "programdata.h"
10 #include "renderer_backend.h"
35 Rendering supervisor. This is the primary interface for setting state and
36 issuing draw commands.
38 The Renderer class allows setting textures and uniform values by names (using
39 ProgramData for the latter). The names are resolved into binding points when
40 the resources are needed for a draw command.
42 A state stack is provided to help with state management in render graphs.
43 Renderables can save the state by pushing it on the stack before beginning
44 their work, and pop it afterwards to restore it without disturbing state set
47 class Renderer: public RendererBackend
49 friend RendererBackend;
53 RAII helper class for pushing state on the stack.
61 Push(Renderer &r): renderer(r) { renderer.push_state(); }
62 ~Push() { renderer.pop_state(); }
69 mutable int binding = -1;
70 const Texture *texture = 0;
71 const Sampler *sampler = 0;
76 struct BoundProgramData
78 const ProgramData *shdata;
79 mutable unsigned generation = 0;
81 BoundProgramData(const ProgramData *);
86 std::uintptr_t pipeline_key = 0;
87 const Camera *camera = 0;
89 const Framebuffer *framebuffer = 0;
90 const Rect *viewport = 0;
91 const Rect *scissor = 0;
92 unsigned texture_count = 0;
93 const Program *shprog = 0;
94 unsigned shdata_count = 0;
95 const VertexSetup *vertex_setup = 0;
96 FaceWinding front_face = NON_MANIFOLD;
97 CullMode face_cull = NO_CULL;
98 const DepthTest *depth_test = 0;
99 const StencilTest *stencil_test = 0;
100 const Blend *blend = 0;
101 unsigned object_lod_bias = 0;
111 unsigned frame_index = 0;
112 unsigned char changed = 0;
113 std::vector<State> state_stack;
114 State *current_state = 0;
115 ProgramData standard_shdata;
116 std::vector<BoundProgramData> shdata_stack;
117 std::vector<BoundTexture> texture_stack;
118 const Texture &placeholder_texture;
119 PipelineState *last_pipeline = 0;
125 /** Begins rendering, allowing commands to be issued. */
128 /** Ends rendering. Any global state is reset to defaults. No further
129 commands are allowed before the next call to begin(). */
132 using RendererBackend::begin;
133 using RendererBackend::end;
135 /** Saves the current state so it can be restored later. */
138 /** Restores a previously saved state. Must be matched with an earlier
143 State &get_state() const;
146 void set_pipeline_key(std::uintptr_t);
148 /** Sets the camera to render from. The model matrix is reset to identity. */
149 void set_camera(const Camera &);
151 const Camera *get_camera() const { return get_state().camera; }
153 /** Replaces the Renderer's model matrix. */
154 void set_matrix(const Matrix &);
156 /** Returns the current model matrix. */
157 const Matrix &get_matrix() const { return get_state().model_matrix; }
159 void set_framebuffer(const Framebuffer *);
160 void set_viewport(const Rect *);
161 void set_scissor(const Rect *);
163 const Framebuffer *get_framebuffer() const { return get_state().framebuffer; }
165 /** Sets the shader program to use. As a convenience, uniform values may be
166 specified at the same time. */
167 void set_shader_program(const Program *prog, const ProgramData *data = 0);
169 /** Adds uniform values, which will be available for shader programs. If
170 multiple ProgramData objects with the same uniforms are added, the one added
171 last will be used. */
172 void add_shader_data(const ProgramData &data);
174 void set_texture(Tag, const Texture *, const Sampler * = 0);
175 void set_texture(Tag, const Texture *, int, const Sampler * = 0);
178 void flush_shader_data();
179 void flush_textures();
182 void set_vertex_setup(const VertexSetup *);
183 void set_front_face(FaceWinding);
184 void set_face_cull(CullMode);
186 void set_depth_test(const DepthTest *);
187 void set_stencil_test(const StencilTest *);
188 void set_blend(const Blend *);
190 void set_object_lod_bias(unsigned);
191 unsigned get_object_lod_bias() const { return get_state().object_lod_bias; }
193 /** Clears framebuffer contents. If values is not null, it must contain one
194 element for each attachment. Otherwise the framebuffer contents are
195 discarded and become undefined. */
196 void clear(const ClearValue *values);
198 /** Draws a batch of primitives. A shader must be active. */
199 void draw(const Batch &);
201 /** Draws multiple instances of a batch of primitives. A shader must be active. */
202 void draw_instanced(const Batch &, unsigned);
204 /** Resolves multisample attachments from the active framebuffer into
206 void resolve_multisample(Framebuffer &target);
208 void begin_query(const QueryPool &, unsigned);
209 void end_query(const QueryPool &, unsigned);
212 PipelineState &get_pipeline_state();
213 void apply_framebuffer();