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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 BufferView bufferForInput(const Port& input);
21 virtual BufferView 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 renderTargetSpecsChanged
44 = node.hasRenderTargetChanged(renderTargetSpecsChangedIndex);
45 }
46
47 void process(int32_t port, const ossia::geometry_spec& v);
48
49 const Node& node;
50
57 ossia::geometry_spec geometry;
58
59 int32_t nodeId{-1};
60 bool materialChanged{false};
61 bool geometryChanged{false};
62 bool renderTargetSpecsChanged{false};
63
64private:
65 int64_t materialChangedIndex{-1};
66 int64_t renderTargetSpecsChangedIndex{-1};
67};
68
69using PassMap = ossia::small_vector<std::pair<Edge*, Pipeline>, 2>;
70SCORE_PLUGIN_GFX_EXPORT
71void defaultPassesInit(
72 PassMap& passes, const std::vector<Edge*>& edges, RenderList& renderer,
73 const Mesh& mesh, const QShader& v, const QShader& f, QRhiBuffer* processUBO,
74 QRhiBuffer* matUBO, std::span<const Sampler> samplers,
75 std::span<QRhiShaderResourceBinding> additionalBindings = {});
76
77SCORE_PLUGIN_GFX_EXPORT
78void defaultRenderPass(
79 RenderList& renderer, const Mesh& mesh, const MeshBuffers& bufs,
80 QRhiCommandBuffer& cb, Edge& edge, PassMap& passes);
81
82SCORE_PLUGIN_GFX_EXPORT
83void quadRenderPass(
84 RenderList& renderer, const MeshBuffers& bufs, QRhiCommandBuffer& cb, Edge& edge,
85 PassMap& passes);
86
93class SCORE_PLUGIN_GFX_EXPORT GenericNodeRenderer : public score::gfx::NodeRenderer
94{
95public:
96 GenericNodeRenderer(const NodeModel& node) noexcept
97 : NodeRenderer{node}
98 {
99 }
100
101 TextureRenderTarget renderTargetForInput(const Port& p) override;
102 virtual ~GenericNodeRenderer() { }
103
104 ossia::small_vector<Sampler, 8> m_samplers;
105
106 QShader m_vertexS;
107 QShader m_fragmentS;
108
109 // Pipeline
110 PassMap m_p;
111
112 MeshBuffers m_meshbufs;
113
114 QRhiBuffer* m_processUBO{};
115
116 DefaultShaderMaterial m_material;
117
118 const score::gfx::Mesh* m_mesh{};
119
120 // Render loop
121 void
122 defaultMeshInit(RenderList& renderer, const Mesh& mesh, QRhiResourceUpdateBatch& res);
123 void processUBOInit(RenderList& renderer);
124 void defaultPassesInit(RenderList& renderer, const Mesh& mesh);
125 void defaultPassesInit(
126 RenderList& renderer, const Mesh& mesh, const QShader& v, const QShader& f,
127 std::span<QRhiShaderResourceBinding> additionalBindings = {});
128
129 void init(RenderList& renderer, QRhiResourceUpdateBatch& res) override;
130
131 void defaultUBOUpdate(RenderList& renderer, QRhiResourceUpdateBatch& res);
132 void defaultMeshUpdate(RenderList& renderer, QRhiResourceUpdateBatch& res);
133 void update(RenderList& renderer, QRhiResourceUpdateBatch& res, Edge* edge) override;
134
135 void defaultRelease(RenderList&);
136 void release(RenderList&) override;
137
138 void defaultRenderPass(
139 RenderList&, const Mesh& mesh, QRhiCommandBuffer& commands, Edge& edge);
140
141 void defaultRenderPass(
142 RenderList&, const Mesh& mesh, QRhiCommandBuffer& commands, Edge& edge,
143 PassMap& passes);
144
145 void runRenderPass(RenderList&, QRhiCommandBuffer& commands, Edge& edge) override;
146};
147
148}
Generic renderer.
Definition NodeRenderer.hpp:94
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:204
Renderer for a given node.
Definition NodeRenderer.hpp:11
ossia::geometry_spec geometry
The geometry to use.
Definition NodeRenderer.hpp:57
List of nodes to be rendered to an output.
Definition RenderList.hpp:19
Graphics rendering pipeline for ossia score.
Definition Filter/PreviewWidget.hpp:12
Definition Mesh.hpp:15
Utility to represent a shader material following score conventions.
Definition score-plugin-gfx/Gfx/Graph/Utils.hpp:260
Connection between two score::gfx::Port.
Definition score-plugin-gfx/Gfx/Graph/Utils.hpp:71
Definition Mesh.hpp:23
Data model for meshes.
Definition Mesh.hpp:30
Port of a score::gfx::Node.
Definition score-plugin-gfx/Gfx/Graph/Utils.hpp:53
Useful abstraction for storing all the data related to a render target.
Definition score-plugin-gfx/Gfx/Graph/Utils.hpp:116