102 lines
5.5 KiB
C++
102 lines
5.5 KiB
C++
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/**************************************************************************************/
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/* */
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/* Visualization Library */
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/* http://visualizationlibrary.org */
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/* */
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/* Copyright (c) 2005-2020, Michele Bosi */
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/* All rights reserved. */
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/* */
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/* Redistribution and use in source and binary forms, with or without modification, */
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/* are permitted provided that the following conditions are met: */
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/* */
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/* - Redistributions of source code must retain the above copyright notice, this */
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/* list of conditions and the following disclaimer. */
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/* */
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/* - Redistributions in binary form must reproduce the above copyright notice, this */
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/* list of conditions and the following disclaimer in the documentation and/or */
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/* other materials provided with the distribution. */
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/* */
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/* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND */
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/* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED */
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/* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE */
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/* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR */
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/* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES */
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/* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; */
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/* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON */
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/* ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT */
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/* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS */
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/* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
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/* */
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/**************************************************************************************/
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#ifndef RenderingAbstract_INCLUDE_ONCE
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#define RenderingAbstract_INCLUDE_ONCE
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#include <vlGraphics/link_config.hpp>
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#include <vlCore/Collection.hpp>
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#include <vlGraphics/Actor.hpp>
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#include <vlCore/vlnamespace.hpp>
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namespace vl
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{
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class RenderEventCallback;
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//! The RenderingAbstract class is the base of all the rendering related sub-classes.
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class VLGRAPHICS_EXPORT RenderingAbstract: public Object
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{
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VL_INSTRUMENT_ABSTRACT_CLASS(vl::RenderingAbstract, Object)
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public:
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//! Constructor.
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RenderingAbstract();
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/** Executes the rendering. */
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virtual void render() = 0;
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RenderingAbstract& operator=(const RenderingAbstract& other);
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/** Calls the RenderEventCallback::onRenderingStarted() method of all the active callback objects.*/
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void dispatchOnRenderingStarted();
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/** Calls the RenderEventCallback::onRenderingFinished() method of all the active callback objects.*/
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void dispatchOnRenderingFinished();
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//! Returns the list of RenderEventCallback objects registered to the onRenderingStarted() event notification.
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Collection<RenderEventCallback>* onStartedCallbacks() { return mOnStartedCallbacks.get(); }
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//! Returns the list of RenderEventCallback objects registered to the onRenderingStarted() event notification.
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const Collection<RenderEventCallback>* onStartedCallbacks() const { return mOnStartedCallbacks.get(); }
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//! Returns the list of RenderEventCallback objects registered to the onRenderingFinished() event notification.
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Collection<RenderEventCallback>* onFinishedCallbacks() { return mOnFinishedCallbacks.get(); }
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//! Returns the list of RenderEventCallback objects registered to the onRenderingFinished() event notification.
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const Collection<RenderEventCallback>* onFinishedCallbacks() const { return mOnFinishedCallbacks.get(); }
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//! The enable mask of the Rendering, used to define wheter the rendering is enabled or not, and which objects should be rendered.
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//! @sa
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//! vl::Actor::setEnableMask()
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void setEnableMask(unsigned int mask) { mEnableMask = mask; }
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//! The enable mask of the Rendering, used to define wheter the rendering is enabled or not, and which objects should be rendered.
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unsigned int enableMask() const { return mEnableMask; }
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bool isEnabled(unsigned int mask) { return (mask & mEnableMask) != 0; }
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bool isEnabled(const Actor* actor) { return actor->isEnabled() && (actor->enableMask() & mEnableMask) != 0; }
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//! The update time of the current rendering frame.
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void setFrameClock(real cur_time) { mFrameClock = cur_time; }
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//! The update time of the current rendering frame.
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real frameClock() const { return mFrameClock; }
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protected:
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ref< Collection<RenderEventCallback> > mOnStartedCallbacks;
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ref< Collection<RenderEventCallback> > mOnFinishedCallbacks;
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real mFrameClock;
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unsigned int mEnableMask;
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};
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}
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#endif
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