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NodeRenderer.hpp
1#pragma once
2#include <Gfx/Graph/Node.hpp>
3
4namespace score::gfx
5{
6
10class SCORE_PLUGIN_GFX_EXPORT NodeRenderer
11{
12public:
13 explicit NodeRenderer(const Node& node)
14 : node{node}
15 {
16 }
17 virtual ~NodeRenderer();
18
19 virtual TextureRenderTarget renderTargetForInput(const Port& input) = 0;
20 virtual QRhiBuffer* bufferForInput(const Port& input);
21 virtual QRhiBuffer* bufferForOutput(const Port& output);
22
25 virtual void
26 inputAboutToFinish(RenderList& renderer, const Port& p, QRhiResourceUpdateBatch*&);
27
28 virtual void init(RenderList& renderer, QRhiResourceUpdateBatch& res) = 0;
29 virtual void update(RenderList& renderer, QRhiResourceUpdateBatch& res, Edge* edge)
30 = 0;
31
32 virtual void runInitialPasses(
33 RenderList&, QRhiCommandBuffer& commands, QRhiResourceUpdateBatch*& res,
34 Edge& edge);
35
36 virtual void runRenderPass(RenderList&, QRhiCommandBuffer& commands, Edge& edge);
37
38 virtual void release(RenderList&) = 0;
39
40 void checkForChanges()
41 {
42 materialChanged = node.hasMaterialChanged(materialChangedIndex);
43 geometryChanged = node.hasGeometryChanged(geometryChangedIndex);
44 renderTargetSpecsChanged
45 = node.hasRenderTargetChanged(renderTargetSpecsChangedIndex);
46 }
47
48 const Node& node;
49
50 int32_t id{-1};
51 bool materialChanged{false};
52 bool geometryChanged{false};
53 bool renderTargetSpecsChanged{false};
54
55private:
56 int64_t materialChangedIndex{-1};
57 int64_t geometryChangedIndex{-1};
58 int64_t renderTargetSpecsChangedIndex{-1};
59};
60
61using PassMap = ossia::small_vector<std::pair<Edge*, Pipeline>, 2>;
62SCORE_PLUGIN_GFX_EXPORT
63void defaultPassesInit(
64 PassMap& passes, const std::vector<Edge*>& edges, RenderList& renderer,
65 const Mesh& mesh, const QShader& v, const QShader& f, QRhiBuffer* processUBO,
66 QRhiBuffer* matUBO, std::span<const Sampler> samplers,
67 std::span<QRhiShaderResourceBinding> additionalBindings = {});
68
69SCORE_PLUGIN_GFX_EXPORT
70void defaultRenderPass(
71 RenderList& renderer, const Mesh& mesh, const MeshBuffers& bufs,
72 QRhiCommandBuffer& cb, Edge& edge, PassMap& passes);
73
74SCORE_PLUGIN_GFX_EXPORT
75void quadRenderPass(
76 RenderList& renderer, const MeshBuffers& bufs, QRhiCommandBuffer& cb, Edge& edge,
77 PassMap& passes);
78
85class SCORE_PLUGIN_GFX_EXPORT GenericNodeRenderer : public score::gfx::NodeRenderer
86{
87public:
88 GenericNodeRenderer(const NodeModel& node) noexcept
89 : NodeRenderer{node}
90 {
91 }
92
93 TextureRenderTarget renderTargetForInput(const Port& p) override;
94 virtual ~GenericNodeRenderer() { }
95
96 ossia::small_vector<Sampler, 8> m_samplers;
97
98 QShader m_vertexS;
99 QShader m_fragmentS;
100
101 // Pipeline
102 PassMap m_p;
103
104 MeshBuffers m_meshbufs;
105
106 QRhiBuffer* m_processUBO{};
107
108 DefaultShaderMaterial m_material;
109
110 const score::gfx::Mesh* m_mesh{};
111
112 // Render loop
113 void
114 defaultMeshInit(RenderList& renderer, const Mesh& mesh, QRhiResourceUpdateBatch& res);
115 void processUBOInit(RenderList& renderer);
116 void defaultPassesInit(RenderList& renderer, const Mesh& mesh);
117 void defaultPassesInit(
118 RenderList& renderer, const Mesh& mesh, const QShader& v, const QShader& f,
119 std::span<QRhiShaderResourceBinding> additionalBindings = {});
120
121 void init(RenderList& renderer, QRhiResourceUpdateBatch& res) override;
122
123 void defaultUBOUpdate(RenderList& renderer, QRhiResourceUpdateBatch& res);
124 void defaultMeshUpdate(RenderList& renderer, QRhiResourceUpdateBatch& res);
125 void update(RenderList& renderer, QRhiResourceUpdateBatch& res, Edge* edge) override;
126
127 void defaultRelease(RenderList&);
128 void release(RenderList&) override;
129
130 void defaultRenderPass(
131 RenderList&, const Mesh& mesh, QRhiCommandBuffer& commands, Edge& edge);
132
133 void defaultRenderPass(
134 RenderList&, const Mesh& mesh, QRhiCommandBuffer& commands, Edge& edge,
135 PassMap& passes);
136
137 void runRenderPass(RenderList&, QRhiCommandBuffer& commands, Edge& edge) override;
138};
139
140}
Generic renderer.
Definition NodeRenderer.hpp:86
Root data model for visual nodes.
Definition score-plugin-gfx/Gfx/Graph/Node.hpp:75
Common base class for most single-pass, simple nodes.
Definition score-plugin-gfx/Gfx/Graph/Node.hpp:231
Renderer for a given node.
Definition NodeRenderer.hpp:11
List of nodes to be rendered to an output.
Definition RenderList.hpp:19
Graphics rendering pipeline for ossia score.
Definition Filter/PreviewWidget.hpp:12
Utility to represent a shader material following score conventions.
Definition score-plugin-gfx/Gfx/Graph/Utils.hpp:259
Connection between two score::gfx::Port.
Definition score-plugin-gfx/Gfx/Graph/Utils.hpp:70
Definition Mesh.hpp:15
Data model for meshes.
Definition Mesh.hpp:23
Port of a score::gfx::Node.
Definition score-plugin-gfx/Gfx/Graph/Utils.hpp:52
Useful abstraction for storing all the data related to a render target.
Definition score-plugin-gfx/Gfx/Graph/Utils.hpp:115