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- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
- #pragma once
- #include "BsCorePrerequisites.h"
- #include "BsStringID.h"
- #include "BsRendererMeshData.h"
- namespace BansheeEngine
- {
- struct PostProcessSettings;
- /** @addtogroup Renderer-Internal
- * @{
- */
- /**
- * 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_ProjTfrm = "P";
- static StringID RPS_ViewTfrm = "V";
- static StringID RPS_WorldTfrm = "W";
- static StringID RPS_InvWorldTfrm = "IW";
- static StringID RPS_WorldNoScaleTfrm = "WNoScale";
- static StringID RPS_InvWorldNoScaleTfrm = "IWNoScale";
- static StringID RPS_WorldDeterminantSign = "WorldDeterminantSign";
- static StringID RPS_Diffuse = "Diffuse";
- static StringID RPS_ViewDir = "ViewDir";
- /** Technique tags. */
- static StringID RTag_Animated = "Animated";
- /** Set of options that can be used for controlling the renderer. */
- struct BS_CORE_EXPORT CoreRendererOptions
- {
- virtual ~CoreRendererOptions() { }
- };
- /**
- * 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() { }
- /** Initializes the renderer. Must be called before using the renderer. */
- virtual void initialize() { }
- /** Cleans up the renderer. Must be called before the renderer is deleted. */
- virtual void destroy() { }
- /** Name of the renderer. Used by materials to find an appropriate technique for this renderer. */
- virtual const StringID& getName() const = 0;
- /** Called in order to render all currently active cameras. */
- virtual void renderAll() = 0;
- /**
- * Called whenever a new camera is created.
- *
- * @note Core thread.
- */
- virtual void notifyCameraAdded(const CameraCore* camera) { }
- /**
- * Called whenever a camera's position or rotation is updated.
- *
- * @param[in] camera Camera that was updated.
- * @param[in] updateFlag Optional flag that allows the camera to signal to the renderer exactly what was updated.
- *
- * @note Core thread.
- */
- virtual void notifyCameraUpdated(const CameraCore* camera, UINT32 updateFlag) { }
- /**
- * Called whenever a camera is destroyed.
- *
- * @note Core thread.
- */
- virtual void notifyCameraRemoved(const CameraCore* camera) { }
- /**
- * Creates a new empty renderer mesh data.
- *
- * @note Sim thread.
- *
- * @see RendererMeshData
- */
- virtual SPtr<RendererMeshData> _createMeshData(UINT32 numVertices, UINT32 numIndices, VertexLayout layout, IndexType indexType = IT_32BIT);
- /**
- * Creates a new renderer mesh data using an existing generic mesh data buffer.
- *
- * @note Sim thread.
- *
- * @see RendererMeshData
- */
- virtual SPtr<RendererMeshData> _createMeshData(const SPtr<MeshData>& meshData);
- /**
- * Registers a new callback that will be executed when the the specify camera is being rendered.
- *
- * @param[in] camera Camera for which to trigger the callback.
- * @param[in] 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[in] callback Callback to trigger when the specified camera is being rendered.
- * @param[in] isOverlay If true the render callback guarantees that it will only render overlay data. Overlay
- * data doesn't require a depth buffer, a multisampled render target and is usually cheaper
- * to render (although this depends on the exact renderer).
- * Overlay callbacks are always rendered after all other callbacks, even if their index is negative.
- *
- * @note Core thread.
- */
- void registerRenderCallback(const CameraCore* camera, INT32 index, const std::function<void()>& callback, bool isOverlay = false);
- /** Removes a previously registered callback registered with _registerRenderCallback(). */
- void unregisterRenderCallback(const CameraCore* camera, INT32 index);
- /** Sets options used for controlling the rendering. */
- virtual void setOptions(const SPtr<CoreRendererOptions>& options) { }
- /** Returns current set of options used for controlling the rendering. */
- virtual SPtr<CoreRendererOptions> getOptions() const { return SPtr<CoreRendererOptions>(); }
- /** Creates post process settings that can be attached to a camera and processed by the active renderer. */
- virtual SPtr<PostProcessSettings> createPostProcessSettings() const = 0;
- protected:
- /** Contains information about a render callback. */
- struct RenderCallbackData
- {
- bool overlay;
- std::function<void()> callback;
- };
- UnorderedMap<const CameraCore*, Map<INT32, RenderCallbackData>> mRenderCallbacks;
- };
- /** @} */
- }
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