#pragma once #include "BsCorePrerequisites.h" #include "BsGameObject.h" #include "BsEvent.h" #include "BsStringID.h" #include "BsRendererMeshData.h" namespace BansheeEngine { /** * Available parameter block semantics that allow the renderer to identify * the use of a GPU program parameter block specified in a shader. */ static StringID RBS_Static = "Static"; static StringID RBS_PerCamera = "PerCamera"; static StringID RBS_PerFrame = "PerFrame"; static StringID RBS_PerObject = "PerObject"; /** * Available parameter semantics that allow the renderer to identify * the use of a GPU parameter specified in a shader. */ static StringID RPS_WorldViewProjTfrm = "WVP"; static StringID RPS_ViewProjTfrm = "VP"; static StringID RPS_WorldTfrm = "World"; static StringID RPS_Diffuse = "Diffuse"; static StringID RPS_ViewDir = "ViewDir"; /** * @brief Set of options that can be used for controlling the renderer. */ struct BS_CORE_EXPORT CoreRendererOptions { virtual ~CoreRendererOptions() { } }; /** * @brief Primarily rendering class that allows you to specify how to render objects that exist * in the scene graph. You need to provide your own implementation of your class. * * @note Normally you would iterate over all cameras, find visible objects for each camera and render * those objects in some way. */ class BS_CORE_EXPORT CoreRenderer { public: CoreRenderer(); virtual ~CoreRenderer() { } /** * @brief Called after the renderer has been activated. * * @note Internal method. */ virtual void _onActivated() { } /** * @brief Called just before the renderer is deactivated. * * @note Internal method. */ virtual void _onDeactivated() { } /** * @brief Name of the renderer. Used by materials to find * an appropriate technique for this renderer. */ virtual const StringID& getName() const = 0; /** * @brief Called in order to render all currently active cameras. */ virtual void renderAll() = 0; /** * @brief Called whenever a new camera is created. * * @note Core thread. * Internal method. */ virtual void _notifyCameraAdded(const CameraCore* camera) { } /** * @brief Called whenever a camera is destroyed. * * @note Core thread. * Internal method. */ virtual void _notifyCameraRemoved(const CameraCore* camera) { } /** * @brief Creates a new empty renderer mesh data. * * @note Sim thread. * Internal method. */ virtual RendererMeshDataPtr _createMeshData(UINT32 numVertices, UINT32 numIndices, VertexLayout layout, IndexType indexType = IT_32BIT); /** * @brief Creates a new renderer mesh data using an existing generic mesh data buffer. * * @note Sim thread. * Internal method. */ virtual RendererMeshDataPtr _createMeshData(const MeshDataPtr& meshData); /** * @brief Registers a new callback that will be executed when the the specify camera is being rendered. * * @param camera Camera for which to trigger the callback. * @param index Index that determines the order of rendering when there are multiple registered callbacks. * This must be unique. Lower indices get rendered sooner. Indices below 0 get rendered before the * main viewport elements, while indices equal or greater to zero, after. * @param callback Callback to trigger when the specified camera is being rendered. * * @note Core thread. * Internal method. */ void _registerRenderCallback(const CameraCore* camera, INT32 index, const std::function& callback); /** * @brief Removes a previously registered callback registered with "_registerRenderCallback". */ void _unregisterRenderCallback(const CameraCore* camera, INT32 index); /** * @brief Sets options used for controlling the rendering. */ virtual void setOptions(const SPtr& options) { } /** * @brief Returns current set of options used for controlling the rendering. */ virtual SPtr getOptions() const { return SPtr(); } /** * @brief Activates the specified pass on the pipeline. * * @param material Parent material of the pass. * @param passIdx Index of the pass in the parent material. * * @note Core thread. */ static void setPass(const SPtr& material, UINT32 passIdx); /** * @brief Draws the specified mesh proxy with last set pass. * * @note Core thread. */ static void draw(const SPtr& mesh, const SubMesh& subMesh); protected: UnorderedMap>> mRenderCallbacks; }; }