RenderPath.h 8.9 KB

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  1. //
  2. // Copyright (c) 2008-2016 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #pragma once
  23. #include "../Container/Ptr.h"
  24. #include "../Container/RefCounted.h"
  25. #include "../Graphics/GraphicsDefs.h"
  26. #include "../Math/Color.h"
  27. #include "../Math/Vector4.h"
  28. namespace Atomic
  29. {
  30. class XMLElement;
  31. class XMLFile;
  32. /// Rendering path command types.
  33. enum RenderCommandType
  34. {
  35. CMD_NONE = 0,
  36. CMD_CLEAR,
  37. CMD_SCENEPASS,
  38. CMD_QUAD,
  39. CMD_FORWARDLIGHTS,
  40. CMD_LIGHTVOLUMES,
  41. CMD_RENDERUI,
  42. CMD_SENDEVENT
  43. };
  44. /// Rendering path sorting modes.
  45. enum RenderCommandSortMode
  46. {
  47. SORT_FRONTTOBACK = 0,
  48. SORT_BACKTOFRONT
  49. };
  50. /// Rendertarget size mode.
  51. enum RenderTargetSizeMode
  52. {
  53. SIZE_ABSOLUTE = 0,
  54. SIZE_VIEWPORTDIVISOR,
  55. SIZE_VIEWPORTMULTIPLIER
  56. };
  57. /// Rendertarget definition.
  58. struct ATOMIC_API RenderTargetInfo
  59. {
  60. /// Construct.
  61. RenderTargetInfo() :
  62. size_(Vector2::ZERO),
  63. sizeMode_(SIZE_ABSOLUTE),
  64. enabled_(true),
  65. cubemap_(false),
  66. filtered_(false),
  67. sRGB_(false),
  68. persistent_(false)
  69. {
  70. }
  71. /// Read from an XML element.
  72. void Load(const XMLElement& element);
  73. /// Name.
  74. String name_;
  75. /// Tag name.
  76. String tag_;
  77. /// Texture format.
  78. unsigned format_;
  79. /// Absolute size or multiplier.
  80. Vector2 size_;
  81. /// Size mode.
  82. RenderTargetSizeMode sizeMode_;
  83. /// Enabled flag.
  84. bool enabled_;
  85. /// Cube map flag.
  86. bool cubemap_;
  87. /// Filtering flag.
  88. bool filtered_;
  89. /// sRGB sampling/writing mode flag.
  90. bool sRGB_;
  91. /// Should be persistent and not shared/reused between other buffers of same size.
  92. bool persistent_;
  93. };
  94. /// Rendering path command.
  95. struct ATOMIC_API RenderPathCommand
  96. {
  97. /// Construct.
  98. RenderPathCommand() :
  99. clearFlags_(0),
  100. blendMode_(BLEND_REPLACE),
  101. enabled_(true),
  102. useFogColor_(false),
  103. markToStencil_(false),
  104. useLitBase_(true),
  105. vertexLights_(false)
  106. {
  107. }
  108. /// Read from an XML element.
  109. void Load(const XMLElement& element);
  110. /// Set a texture resource name. Can also refer to a rendertarget defined in the rendering path.
  111. void SetTextureName(TextureUnit unit, const String& name);
  112. /// Set a shader parameter.
  113. void SetShaderParameter(const String& name, const Variant& value);
  114. /// Remove a shader parameter.
  115. void RemoveShaderParameter(const String& name);
  116. /// Set number of output rendertargets.
  117. void SetNumOutputs(unsigned num);
  118. /// Set output rendertarget name and face index for cube maps.
  119. void SetOutput(unsigned index, const String& name, CubeMapFace face = FACE_POSITIVE_X);
  120. /// Set output rendertarget name.
  121. void SetOutputName(unsigned index, const String& name);
  122. /// Set output rendertarget face index for cube maps.
  123. void SetOutputFace(unsigned index, CubeMapFace face);
  124. /// Set depth-stencil output name. When empty, will assign a depth-stencil buffer automatically.
  125. void SetDepthStencilName(const String& name);
  126. /// Return texture resource name.
  127. const String& GetTextureName(TextureUnit unit) const;
  128. /// Return shader parameter.
  129. const Variant& GetShaderParameter(const String& name) const;
  130. /// Return number of output rendertargets.
  131. unsigned GetNumOutputs() const { return outputs_.Size(); }
  132. /// Return output rendertarget name.
  133. const String& GetOutputName(unsigned index) const;
  134. /// Return output rendertarget face index.
  135. CubeMapFace GetOutputFace(unsigned index) const;
  136. /// Return depth-stencil output name.
  137. const String& GetDepthStencilName() const { return depthStencilName_; }
  138. /// Tag name.
  139. String tag_;
  140. /// Command type.
  141. RenderCommandType type_;
  142. /// Sorting mode.
  143. RenderCommandSortMode sortMode_;
  144. /// Scene pass name.
  145. String pass_;
  146. /// Scene pass index. Filled by View.
  147. unsigned passIndex_;
  148. /// Command/pass metadata.
  149. String metadata_;
  150. /// Vertex shader name.
  151. String vertexShaderName_;
  152. /// Pixel shader name.
  153. String pixelShaderName_;
  154. /// Vertex shader defines.
  155. String vertexShaderDefines_;
  156. /// Pixel shader defines.
  157. String pixelShaderDefines_;
  158. /// Textures.
  159. String textureNames_[MAX_TEXTURE_UNITS];
  160. /// %Shader parameters.
  161. HashMap<StringHash, Variant> shaderParameters_;
  162. /// Output rendertarget names and faces.
  163. Vector<Pair<String, CubeMapFace> > outputs_;
  164. /// Depth-stencil output name.
  165. String depthStencilName_;
  166. /// Clear flags. Affects clear command only.
  167. unsigned clearFlags_;
  168. /// Clear color. Affects clear command only.
  169. Color clearColor_;
  170. /// Clear depth. Affects clear command only.
  171. float clearDepth_;
  172. /// Clear stencil value. Affects clear command only.
  173. unsigned clearStencil_;
  174. /// Blend mode. Affects quad command only.
  175. BlendMode blendMode_;
  176. /// Enabled flag.
  177. bool enabled_;
  178. /// Use fog color for clearing.
  179. bool useFogColor_;
  180. /// Mark to stencil flag.
  181. bool markToStencil_;
  182. /// Use lit base pass optimization for forward per-pixel lights.
  183. bool useLitBase_;
  184. /// Vertex lights flag.
  185. bool vertexLights_;
  186. /// Event name.
  187. String eventName_;
  188. };
  189. /// Rendering path definition. A sequence of commands (e.g. clear screen, draw objects with specific pass) that yields the scene rendering result.
  190. class ATOMIC_API RenderPath : public RefCounted
  191. {
  192. ATOMIC_REFCOUNTED(RenderPath)
  193. public:
  194. /// Construct.
  195. RenderPath();
  196. /// Destruct.
  197. ~RenderPath();
  198. /// Clone the rendering path.
  199. SharedPtr<RenderPath> Clone();
  200. /// Clear existing data and load from an XML file. Return true if successful.
  201. bool Load(XMLFile* file);
  202. /// Append data from an XML file. Return true if successful.
  203. bool Append(XMLFile* file);
  204. /// Enable/disable commands and rendertargets by tag.
  205. void SetEnabled(const String& tag, bool active);
  206. /// Toggle enabled state of commands and rendertargets by tag.
  207. void ToggleEnabled(const String& tag);
  208. /// Assign rendertarget at index.
  209. void SetRenderTarget(unsigned index, const RenderTargetInfo& info);
  210. /// Add a rendertarget.
  211. void AddRenderTarget(const RenderTargetInfo& info);
  212. /// Remove a rendertarget by index.
  213. void RemoveRenderTarget(unsigned index);
  214. /// Remove a rendertarget by name.
  215. void RemoveRenderTarget(const String& name);
  216. /// Remove rendertargets by tag name.
  217. void RemoveRenderTargets(const String& tag);
  218. /// Assign command at index.
  219. void SetCommand(unsigned index, const RenderPathCommand& command);
  220. /// Add a command to the end of the list.
  221. void AddCommand(const RenderPathCommand& command);
  222. /// Insert a command at a position.
  223. void InsertCommand(unsigned index, const RenderPathCommand& command);
  224. /// Remove a command by index.
  225. void RemoveCommand(unsigned index);
  226. /// Remove commands by tag name.
  227. void RemoveCommands(const String& tag);
  228. /// Set a shader parameter in all commands that define it.
  229. void SetShaderParameter(const String& name, const Variant& value);
  230. /// Return number of rendertargets.
  231. unsigned GetNumRenderTargets() const { return renderTargets_.Size(); }
  232. /// Return number of commands.
  233. unsigned GetNumCommands() const { return commands_.Size(); }
  234. /// Return command at index, or null if does not exist.
  235. RenderPathCommand* GetCommand(unsigned index) { return index < commands_.Size() ? &commands_[index] : (RenderPathCommand*)0; }
  236. /// Return a shader parameter (first appearance in any command.)
  237. const Variant& GetShaderParameter(const String& name) const;
  238. /// Rendertargets.
  239. Vector<RenderTargetInfo> renderTargets_;
  240. /// Rendering commands.
  241. Vector<RenderPathCommand> commands_;
  242. };
  243. }