/**************************************************************************************/ /* */ /* Visualization Library */ /* http://visualizationlibrary.org */ /* */ /* Copyright (c) 2005-2020, Michele Bosi */ /* All rights reserved. */ /* */ /* Redistribution and use in source and binary forms, with or without modification, */ /* are permitted provided that the following conditions are met: */ /* */ /* - Redistributions of source code must retain the above copyright notice, this */ /* list of conditions and the following disclaimer. */ /* */ /* - Redistributions in binary form must reproduce the above copyright notice, this */ /* list of conditions and the following disclaimer in the documentation and/or */ /* other materials provided with the distribution. */ /* */ /* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND */ /* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED */ /* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE */ /* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR */ /* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES */ /* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; */ /* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON */ /* ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT */ /* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS */ /* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ /* */ /**************************************************************************************/ #ifndef Renderer_INCLUDE_ONCE #define Renderer_INCLUDE_ONCE #include #include #include #include #include namespace vl { //----------------------------------------------------------------------------- // Renderer //----------------------------------------------------------------------------- /** The Renderer class executes the actual rendering on the given RenderQueue. * \sa Rendering */ class VLGRAPHICS_EXPORT Renderer: public RendererAbstract { VL_INSTRUMENT_CLASS(vl::Renderer, RendererAbstract) public: Renderer(); virtual ~Renderer() {} /** Takes as input the render queue to render and returns a possibly filtered render queue for further processing. * Renderer's implementation of this function always returns \p in_render_queue. */ virtual const RenderQueue* render(const RenderQueue* in_render_queue, Camera* camera, real frame_clock); /** Used by render() to loop through the render queue. * Does not activate the framebuffer, does not activate the viewport, does not clear the viewport, does not * setup the override states, does not issue the OnRendererStarted/Finished callbacks. */ const RenderQueue* renderRaw(const RenderQueue* in_render_queue, Camera* camera, real frame_clock); void setProjViewTransfCallback(ProjViewTransfCallback* callback) { mProjViewTransfCallback = callback; } const ProjViewTransfCallback* projViewTransfCallback() const { return mProjViewTransfCallback.get(); } ProjViewTransfCallback* projViewTransfCallback() { return mProjViewTransfCallback.get(); } /** A bitmask/Shader map used to everride the Shader of those Actors whose enable mask satisfy the following condition: (Actors::enableMask() & bitmask) != 0. Useful when you want to override the Shader of a whole set of Actors. If multiple mask/shader pairs match an Actor's enable mask then the shader with the corresponding lowest mask will be used. See also vl::Actor::enableMask() and vl::Rendering::effectOverrideMask(). */ const std::map >& shaderOverrideMask() const { return mShaderOverrideMask; } /** A bitmask/Shader map used to everride the Shader of those Actors whose enable mask satisfy the following condition: (Actors::enableMask() & bitmask) != 0. Useful when you want to override the Shader of a whole set of Actors. If multiple mask/shader pairs match an Actor's enable mask then the shader with the corresponding lowest mask will be used. See also vl::Actor::enableMask() and vl::Rendering::effectOverrideMask(). */ std::map >& shaderOverrideMask() { return mShaderOverrideMask; } /** Render states that will be used as default by the opengl context by this renderer. Useful for example to setup the default left/right color mask for anaglyph stereo rendering. */ std::vector& overriddenDefaultRenderStates() { return mOverriddenDefaultRenderStates; } /** Render states that will be used as default by the opengl context by this renderer. Useful for example to setup the default left/right color mask for anaglyph stereo rendering. */ const std::vector& overriddenDefaultRenderStates() const { return mOverriddenDefaultRenderStates; } bool isEnabled(unsigned int mask) { return (mask & mEnableMask) != 0; } bool isEnabled(const Actor* actor) { return actor->isEnabled() && (actor->enableMask() & mEnableMask) != 0; } /** The Framebuffer on which the rendering is performed. */ void setFramebuffer(Framebuffer* framebuffer) { mFramebuffer = framebuffer; } /** The Framebuffer on which the rendering is performed. */ const Framebuffer* framebuffer() const { return mFramebuffer.get(); } /** The Framebuffer on which the rendering is performed. */ Framebuffer* framebuffer() { return mFramebuffer.get(); } protected: ref mFramebuffer; // used to reset the OpenGL states & enables at the end of the rendering. vl::ref mDummyEnables; vl::ref mDummyStateSet; std::map > mShaderOverrideMask; std::vector mOverriddenDefaultRenderStates; ref mProjViewTransfCallback; }; //------------------------------------------------------------------------------ } #endif