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- /*
- * Copyright (c) 2009-2012 jMonkeyEngine
- * 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.
- *
- * * Neither the name of 'jMonkeyEngine' nor the names of its contributors
- * may be used to endorse or promote products derived from this software
- * without specific prior written permission.
- *
- * 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 OWNER 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.
- */
- package com.jme3.renderer;
- import com.jme3.light.LightList;
- import com.jme3.material.RenderState;
- import com.jme3.math.ColorRGBA;
- import com.jme3.math.Matrix4f;
- import com.jme3.scene.Mesh;
- import com.jme3.scene.VertexBuffer;
- import com.jme3.shader.Shader;
- import com.jme3.shader.Shader.ShaderSource;
- import com.jme3.texture.FrameBuffer;
- import com.jme3.texture.Image;
- import com.jme3.texture.Texture;
- import com.jme3.util.NativeObject;
- import java.nio.ByteBuffer;
- import java.util.EnumSet;
- /**
- * The <code>Renderer</code> is responsible for taking rendering commands and
- * executing them on the underlying video hardware.
- *
- * @author Kirill Vainer
- */
- public interface Renderer {
- /**
- * Get the capabilities of the renderer.
- * @return The capabilities of the renderer.
- */
- public EnumSet<Caps> getCaps();
- /**
- * The statistics allow tracking of how data
- * per frame, such as number of objects rendered, number of triangles, etc.
- * These are updated when the Renderer's methods are used, make sure
- * to call {@link Statistics#clearFrame() } at the appropriate time
- * to get accurate info per frame.
- */
- public Statistics getStatistics();
- /**
- * Invalidates the current rendering state. Should be called after
- * the GL state was changed manually or through an external library.
- */
- public void invalidateState();
- /**
- * Clears certain channels of the currently bound framebuffer.
- *
- * @param color True if to clear colors (RGBA)
- * @param depth True if to clear depth/z
- * @param stencil True if to clear stencil buffer (if available, otherwise
- * ignored)
- */
- public void clearBuffers(boolean color, boolean depth, boolean stencil);
- /**
- * Sets the background (aka clear) color.
- *
- * @param color The background color to set
- */
- public void setBackgroundColor(ColorRGBA color);
- /**
- * Applies the given {@link RenderState}, making the necessary
- * GL calls so that the state is applied.
- */
- public void applyRenderState(RenderState state);
- /**
- * Set the range of the depth values for objects. All rendered
- * objects will have their depth clamped to this range.
- *
- * @param start The range start
- * @param end The range end
- */
- public void setDepthRange(float start, float end);
- /**
- * Called when a new frame has been rendered.
- */
- public void onFrame();
- /**
- * Set the world matrix to use. Does nothing if the Renderer is
- * shader based.
- *
- * @param worldMatrix World matrix to use.
- */
- public void setWorldMatrix(Matrix4f worldMatrix);
- /**
- * Sets the view and projection matrices to use. Does nothing if the Renderer
- * is shader based.
- *
- * @param viewMatrix The view matrix to use.
- * @param projMatrix The projection matrix to use.
- */
- public void setViewProjectionMatrices(Matrix4f viewMatrix, Matrix4f projMatrix);
- /**
- * Set the viewport location and resolution on the screen.
- *
- * @param x The x coordinate of the viewport
- * @param y The y coordinate of the viewport
- * @param width Width of the viewport
- * @param height Height of the viewport
- */
- public void setViewPort(int x, int y, int width, int height);
- /**
- * Specifies a clipping rectangle.
- * For all future rendering commands, no pixels will be allowed
- * to be rendered outside of the clip rectangle.
- *
- * @param x The x coordinate of the clip rect
- * @param y The y coordinate of the clip rect
- * @param width Width of the clip rect
- * @param height Height of the clip rect
- */
- public void setClipRect(int x, int y, int width, int height);
- /**
- * Clears the clipping rectangle set with
- * {@link #setClipRect(int, int, int, int) }.
- */
- public void clearClipRect();
- /**
- * Set lighting state.
- * Does nothing if the renderer is shader based.
- * The lights should be provided in world space.
- * Specify <code>null</code> to disable lighting.
- *
- * @param lights The light list to set.
- */
- public void setLighting(LightList lights);
- /**
- * Sets the shader to use for rendering.
- * If the shader has not been uploaded yet, it is compiled
- * and linked. If it has been uploaded, then the
- * uniform data is updated and the shader is set.
- *
- * @param shader The shader to use for rendering.
- */
- public void setShader(Shader shader);
- /**
- * Deletes a shader. This method also deletes
- * the attached shader sources.
- *
- * @param shader Shader to delete.
- */
- public void deleteShader(Shader shader);
- /**
- * Deletes the provided shader source.
- *
- * @param source The ShaderSource to delete.
- */
- public void deleteShaderSource(ShaderSource source);
- /**
- * Copies contents from src to dst, scaling if necessary.
- */
- public void copyFrameBuffer(FrameBuffer src, FrameBuffer dst);
- /**
- * Copies contents from src to dst, scaling if necessary.
- * set copyDepth to false to only copy the color buffers.
- */
- public void copyFrameBuffer(FrameBuffer src, FrameBuffer dst, boolean copyDepth);
- /**
- * Sets the framebuffer that will be drawn to.
- */
- public void setFrameBuffer(FrameBuffer fb);
-
- /**
- * Set the framebuffer that will be set instead of the main framebuffer
- * when a call to setFrameBuffer(null) is made.
- *
- * @param fb
- */
- public void setMainFrameBufferOverride(FrameBuffer fb);
- /**
- * Reads the pixels currently stored in the specified framebuffer
- * into the given ByteBuffer object.
- * Only color pixels are transferred, the format is BGRA with 8 bits
- * per component. The given byte buffer should have at least
- * fb.getWidth() * fb.getHeight() * 4 bytes remaining.
- *
- * @param fb The framebuffer to read from
- * @param byteBuf The bytebuffer to transfer color data to
- */
- public void readFrameBuffer(FrameBuffer fb, ByteBuffer byteBuf);
- /**
- * Deletes a framebuffer and all attached renderbuffers
- */
- public void deleteFrameBuffer(FrameBuffer fb);
- /**
- * Sets the texture to use for the given texture unit.
- */
- public void setTexture(int unit, Texture tex);
- /**
- * Deletes a texture from the GPU.
- */
- public void deleteImage(Image image);
- /**
- * Uploads a vertex buffer to the GPU.
- *
- * @param vb The vertex buffer to upload
- */
- public void updateBufferData(VertexBuffer vb);
- /**
- * Deletes a vertex buffer from the GPU.
- * @param vb The vertex buffer to delete
- */
- public void deleteBuffer(VertexBuffer vb);
- /**
- * Renders <code>count</code> meshes, with the geometry data supplied.
- * The shader which is currently set with <code>setShader</code> is
- * responsible for transforming the input verticies into clip space
- * and shading it based on the given vertex attributes.
- * The int variable gl_InstanceID can be used to access the current
- * instance of the mesh being rendered inside the vertex shader.
- *
- * @param mesh The mesh to render
- * @param lod The LOD level to use, see {@link Mesh#setLodLevels(com.jme3.scene.VertexBuffer[]) }.
- * @param count Number of mesh instances to render
- */
- public void renderMesh(Mesh mesh, int lod, int count);
- /**
- * Resets all previously used {@link NativeObject Native Objects} on this Renderer.
- * The state of the native objects is reset in such way, that using
- * them again will cause the renderer to reupload them.
- * Call this method when you know the GL context is going to shutdown.
- *
- * @see NativeObject#resetObject()
- */
- public void resetGLObjects();
- /**
- * Deletes all previously used {@link NativeObject Native Objects} on this Renderer, and
- * then resets the native objects.
- *
- * @see #resetGLObjects()
- * @see NativeObject#deleteObject(com.jme3.renderer.Renderer)
- */
- public void cleanup();
-
- /**
- * Sets the alpha to coverage state.
- * <p>
- * When alpha coverage and multi-sampling is enabled,
- * each pixel will contain alpha coverage in all
- * of its subsamples, which is then combined when
- * other future alpha-blended objects are rendered.
- * </p>
- * <p>
- * Alpha-to-coverage is useful for rendering transparent objects
- * without having to worry about sorting them.
- * </p>
- */
- public void setAlphaToCoverage(boolean value);
- }
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