Visualization Library v1.0.3A lightweight C++ OpenGL middleware for 2D/3D graphics |
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00001 /**************************************************************************************/ 00002 /* */ 00003 /* Visualization Library */ 00004 /* http://visualizationlibrary.org */ 00005 /* */ 00006 /* Copyright (c) 2005-2010, Michele Bosi */ 00007 /* All rights reserved. */ 00008 /* */ 00009 /* Redistribution and use in source and binary forms, with or without modification, */ 00010 /* are permitted provided that the following conditions are met: */ 00011 /* */ 00012 /* - Redistributions of source code must retain the above copyright notice, this */ 00013 /* list of conditions and the following disclaimer. */ 00014 /* */ 00015 /* - Redistributions in binary form must reproduce the above copyright notice, this */ 00016 /* list of conditions and the following disclaimer in the documentation and/or */ 00017 /* other materials provided with the distribution. */ 00018 /* */ 00019 /* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND */ 00020 /* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED */ 00021 /* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE */ 00022 /* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR */ 00023 /* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES */ 00024 /* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; */ 00025 /* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON */ 00026 /* ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT */ 00027 /* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS */ 00028 /* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ 00029 /* */ 00030 /**************************************************************************************/ 00031 00032 #ifndef Renderer_INCLUDE_ONCE 00033 #define Renderer_INCLUDE_ONCE 00034 00035 #include <vlGraphics/RendererAbstract.hpp> 00036 #include <vlGraphics/ProjViewTransfCallback.hpp> 00037 #include <vlGraphics/Shader.hpp> 00038 #include <map> 00039 00040 namespace vl 00041 { 00042 //----------------------------------------------------------------------------- 00043 // Renderer 00044 //----------------------------------------------------------------------------- 00047 class VLGRAPHICS_EXPORT Renderer: public RendererAbstract 00048 { 00049 VL_INSTRUMENT_CLASS(vl::Renderer, RendererAbstract) 00050 00051 public: 00052 Renderer(); 00053 00054 virtual ~Renderer() {} 00055 00058 virtual const RenderQueue* render(const RenderQueue* in_render_queue, Camera* camera, real frame_clock); 00059 00060 void setProjViewTransfCallback(ProjViewTransfCallback* callback) { mProjViewTransfCallback = callback; } 00061 00062 const ProjViewTransfCallback* projViewTransfCallback() const { return mProjViewTransfCallback.get(); } 00063 00064 ProjViewTransfCallback* projViewTransfCallback() { return mProjViewTransfCallback.get(); } 00065 00070 const std::map<unsigned int, ref<Shader> >& shaderOverrideMask() const { return mShaderOverrideMask; } 00071 00076 std::map<unsigned int, ref<Shader> >& shaderOverrideMask() { return mShaderOverrideMask; } 00077 00080 std::vector<RenderStateSlot>& overriddenDefaultRenderStates() { return mOverriddenDefaultRenderStates; } 00081 00084 const std::vector<RenderStateSlot>& overriddenDefaultRenderStates() const { return mOverriddenDefaultRenderStates; } 00085 00086 bool isEnabled(unsigned int mask) { return (mask & mEnableMask) != 0; } 00087 00089 void setFramebuffer(Framebuffer* framebuffer) { mFramebuffer = framebuffer; } 00090 00092 const Framebuffer* framebuffer() const { return mFramebuffer.get(); } 00093 00095 Framebuffer* framebuffer() { return mFramebuffer.get(); } 00096 00097 protected: 00098 ref<Framebuffer> mFramebuffer; 00099 00100 // used to reset the OpenGL states & enables at the end of the rendering. 00101 vl::ref<EnableSet> mDummyEnables; 00102 vl::ref<RenderStateSet> mDummyStateSet; 00103 00104 std::map<unsigned int, ref<Shader> > mShaderOverrideMask; 00105 00106 std::vector<RenderStateSlot> mOverriddenDefaultRenderStates; 00107 00108 ref<ProjViewTransfCallback> mProjViewTransfCallback; 00109 }; 00110 //------------------------------------------------------------------------------ 00111 } 00112 00113 #endif