2024-03-19 17:45:12 +08:00

121 lines
7.1 KiB
C++

/**************************************************************************************/
/* */
/* 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 <vlGraphics/RendererAbstract.hpp>
#include <vlGraphics/ProjViewTransfCallback.hpp>
#include <vlGraphics/Shader.hpp>
#include <vlGraphics/Actor.hpp>
#include <map>
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<unsigned int, ref<Shader> >& 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<unsigned int, ref<Shader> >& 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<RenderStateSlot>& 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<RenderStateSlot>& 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<Framebuffer> mFramebuffer;
// used to reset the OpenGL states & enables at the end of the rendering.
vl::ref<EnableSet> mDummyEnables;
vl::ref<RenderStateSet> mDummyStateSet;
std::map<unsigned int, ref<Shader> > mShaderOverrideMask;
std::vector<RenderStateSlot> mOverriddenDefaultRenderStates;
ref<ProjViewTransfCallback> mProjViewTransfCallback;
};
//------------------------------------------------------------------------------
}
#endif