2#include <Gfx/Graph/Node.hpp>
26 inputAboutToFinish(
RenderList& renderer,
const Port& p, QRhiResourceUpdateBatch*&);
28 virtual void init(
RenderList& renderer, QRhiResourceUpdateBatch& res) = 0;
29 virtual void update(
RenderList& renderer, QRhiResourceUpdateBatch& res,
Edge* edge)
32 virtual void runInitialPasses(
33 RenderList&, QRhiCommandBuffer& commands, QRhiResourceUpdateBatch*& res,
36 virtual void runRenderPass(
RenderList&, QRhiCommandBuffer& commands,
Edge& edge);
40 void checkForChanges()
42 materialChanged = node.hasMaterialChanged(materialChangedIndex);
43 renderTargetSpecsChanged
44 = node.hasRenderTargetChanged(renderTargetSpecsChangedIndex);
47 void process(int32_t port,
const ossia::geometry_spec& v);
60 bool materialChanged{
false};
61 bool geometryChanged{
false};
62 bool renderTargetSpecsChanged{
false};
65 int64_t materialChangedIndex{-1};
66 int64_t renderTargetSpecsChangedIndex{-1};
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 = {});
77SCORE_PLUGIN_GFX_EXPORT
78void defaultRenderPass(
79 RenderList& renderer,
const Mesh& mesh,
const MeshBuffers& bufs,
80 QRhiCommandBuffer& cb, Edge& edge, PassMap& passes);
82SCORE_PLUGIN_GFX_EXPORT
84 RenderList& renderer,
const MeshBuffers& bufs, QRhiCommandBuffer& cb, Edge& edge,
104 ossia::small_vector<Sampler, 8> m_samplers;
114 QRhiBuffer* m_processUBO{};
122 defaultMeshInit(
RenderList& renderer,
const Mesh& mesh, QRhiResourceUpdateBatch& res);
125 void defaultPassesInit(
126 RenderList& renderer,
const Mesh& mesh,
const QShader& v,
const QShader& f,
127 std::span<QRhiShaderResourceBinding> additionalBindings = {});
129 void init(
RenderList& renderer, QRhiResourceUpdateBatch& res)
override;
131 void defaultUBOUpdate(
RenderList& renderer, QRhiResourceUpdateBatch& res);
132 void defaultMeshUpdate(
RenderList& renderer, QRhiResourceUpdateBatch& res);
133 void update(
RenderList& renderer, QRhiResourceUpdateBatch& res,
Edge* edge)
override;
138 void defaultRenderPass(
141 void defaultRenderPass(
145 void runRenderPass(
RenderList&, QRhiCommandBuffer& commands,
Edge& edge)
override;
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
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
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