1 #ifndef MSP_GL_RENDERER_H_
2 #define MSP_GL_RENDERER_H_
8 #include "programdata.h"
9 #include "renderer_backend.h"
30 Rendering supervisor. This is the primary interface for setting state and
31 issuing draw commands.
33 The Renderer class allows setting textures and uniform values by names (using
34 ProgramData for the latter). The names are resolved into binding points when
35 the resources are needed for a draw command.
37 A state stack is provided to help with state management in render graphs.
38 Renderables can save the state by pushing it on the stack before beginning
39 their work, and pop it afterwards to restore it without disturbing state set
42 class Renderer: public RendererBackend
44 friend RendererBackend;
48 RAII helper class for pushing state on the stack.
56 Push(Renderer &r): renderer(r) { renderer.push_state(); }
57 ~Push() { renderer.pop_state(); }
64 mutable int binding = -1;
65 const Texture *texture = 0;
66 const Sampler *sampler = 0;
71 struct BoundProgramData
73 const ProgramData *shdata;
74 mutable unsigned generation = 0;
76 BoundProgramData(const ProgramData *);
81 const Camera *camera = 0;
83 const Framebuffer *framebuffer = 0;
84 const Rect *viewport = 0;
85 const Rect *scissor = 0;
86 unsigned texture_count = 0;
87 const Program *shprog = 0;
88 unsigned shdata_count = 0;
89 const VertexSetup *vertex_setup = 0;
90 FaceWinding front_face = NON_MANIFOLD;
91 CullMode face_cull = NO_CULL;
92 const DepthTest *depth_test = 0;
93 const StencilTest *stencil_test = 0;
94 const Blend *blend = 0;
95 unsigned object_lod_bias = 0;
104 unsigned frame_index = 0;
105 unsigned char changed = 0;
106 std::vector<State> state_stack;
107 State *current_state = 0;
108 ProgramData standard_shdata;
109 std::vector<BoundProgramData> shdata_stack;
110 std::vector<BoundTexture> texture_stack;
111 const Texture &placeholder_texture;
117 /** Begins rendering, allowing commands to be issued. */
120 /** Ends rendering. Any global state is reset to defaults. No further
121 commands are allowed before the next call to begin(). */
124 using RendererBackend::begin;
125 using RendererBackend::end;
127 /** Saves the current state so it can be restored later. */
130 /** Restores a previously saved state. Must be matched with an earlier
135 State &get_state() const;
138 /** Sets the camera to render from. The model matrix is reset to identity. */
139 void set_camera(const Camera &);
141 const Camera *get_camera() const { return get_state().camera; }
143 /** Replaces the Renderer's model matrix. */
144 void set_matrix(const Matrix &);
146 /** Returns the current model matrix. */
147 const Matrix &get_matrix() const { return get_state().model_matrix; }
149 void set_framebuffer(const Framebuffer *);
150 void set_viewport(const Rect *);
151 void set_scissor(const Rect *);
153 const Framebuffer *get_framebuffer() const { return get_state().framebuffer; }
155 /** Sets the shader program to use. As a convenience, uniform values may be
156 specified at the same time. */
157 void set_shader_program(const Program *prog, const ProgramData *data = 0);
159 /** Adds uniform values, which will be available for shader programs. If
160 multiple ProgramData objects with the same uniforms are added, the one added
161 last will be used. */
162 void add_shader_data(const ProgramData &data);
164 void set_texture(Tag, const Texture *, const Sampler * = 0);
165 void set_texture(Tag, const Texture *, int, const Sampler * = 0);
168 void flush_shader_data();
169 void flush_textures();
172 void set_vertex_setup(const VertexSetup *);
173 void set_front_face(FaceWinding);
174 void set_face_cull(CullMode);
176 void set_depth_test(const DepthTest *);
177 void set_stencil_test(const StencilTest *);
178 void set_blend(const Blend *);
180 void set_object_lod_bias(unsigned);
181 unsigned get_object_lod_bias() const { return get_state().object_lod_bias; }
183 /** Clears framebuffer contents. If values is not null, it must contain one
184 element for each attachment. Otherwise the framebuffer contents are
185 discarded and become undefined. */
186 void clear(const ClearValue *values);
188 /** Draws a batch of primitives. A shader must be active. */
189 void draw(const Batch &);
191 /** Draws multiple instances of a batch of primitives. A shader must be active. */
192 void draw_instanced(const Batch &, unsigned);
194 /** Resolves multisample attachments from the active framebuffer into
196 void resolve_multisample(Framebuffer &target);
198 void begin_query(const QueryPool &, unsigned);
199 void end_query(const QueryPool &, unsigned);
202 void apply_framebuffer();