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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 // FIXME this will change when we have a proper scene node
48 void process(int32_t port, const ossia::geometry_spec& v);
49 virtual void process(int32_t port, const ossia::transform3d& v);
50
51 const Node& node;
52
59 ossia::geometry_spec geometry;
60
61 int32_t nodeId{-1};
62 bool materialChanged{false};
63 bool geometryChanged{false};
64 bool renderTargetSpecsChanged{false};
65
66private:
67 int64_t materialChangedIndex{-1};
68 int64_t renderTargetSpecsChangedIndex{-1};
69};
70
71using PassMap = ossia::small_vector<std::pair<Edge*, Pipeline>, 2>;
72SCORE_PLUGIN_GFX_EXPORT
73void defaultPassesInit(
74 PassMap& passes, const std::vector<Edge*>& edges, RenderList& renderer,
75 const Mesh& mesh, const QShader& v, const QShader& f, QRhiBuffer* processUBO,
76 QRhiBuffer* matUBO, std::span<const Sampler> samplers,
77 std::span<QRhiShaderResourceBinding> additionalBindings = {});
78
79SCORE_PLUGIN_GFX_EXPORT
80void defaultRenderPass(
81 RenderList& renderer, const Mesh& mesh, const MeshBuffers& bufs,
82 QRhiCommandBuffer& cb, Edge& edge, PassMap& passes);
83
84SCORE_PLUGIN_GFX_EXPORT
85void quadRenderPass(
86 RenderList& renderer, const MeshBuffers& bufs, QRhiCommandBuffer& cb, Edge& edge,
87 PassMap& passes);
88
95class SCORE_PLUGIN_GFX_EXPORT GenericNodeRenderer : public score::gfx::NodeRenderer
96{
97public:
98 GenericNodeRenderer(const NodeModel& node) noexcept
99 : NodeRenderer{node}
100 {
101 }
102
103 TextureRenderTarget renderTargetForInput(const Port& p) override;
104 virtual ~GenericNodeRenderer() { }
105
106 ossia::small_vector<Sampler, 8> m_samplers;
107
108 QShader m_vertexS;
109 QShader m_fragmentS;
110
111 // Pipeline
112 PassMap m_p;
113
114 MeshBuffers m_meshbufs;
115
116 QRhiBuffer* m_processUBO{};
117
118 DefaultShaderMaterial m_material;
119
120 const score::gfx::Mesh* m_mesh{};
121
122 // Render loop
123 void
124 defaultMeshInit(RenderList& renderer, const Mesh& mesh, QRhiResourceUpdateBatch& res);
125 void processUBOInit(RenderList& renderer);
126 void defaultPassesInit(RenderList& renderer, const Mesh& mesh);
127 void defaultPassesInit(
128 RenderList& renderer, const Mesh& mesh, const QShader& v, const QShader& f,
129 std::span<QRhiShaderResourceBinding> additionalBindings = {});
130
131 void init(RenderList& renderer, QRhiResourceUpdateBatch& res) override;
132
133 void defaultUBOUpdate(RenderList& renderer, QRhiResourceUpdateBatch& res);
134 void defaultMeshUpdate(RenderList& renderer, QRhiResourceUpdateBatch& res);
135 void update(RenderList& renderer, QRhiResourceUpdateBatch& res, Edge* edge) override;
136
137 void defaultRelease(RenderList&);
138 void release(RenderList&) override;
139
140 void defaultRenderPass(
141 RenderList&, const Mesh& mesh, QRhiCommandBuffer& commands, Edge& edge);
142
143 void defaultRenderPass(
144 RenderList&, const Mesh& mesh, QRhiCommandBuffer& commands, Edge& edge,
145 PassMap& passes);
146
147 void runRenderPass(RenderList&, QRhiCommandBuffer& commands, Edge& edge) override;
148};
149
150}
Generic renderer.
Definition NodeRenderer.hpp:96
Root data model for visual nodes.
Definition score-plugin-gfx/Gfx/Graph/Node.hpp:74
Common base class for most single-pass, simple nodes.
Definition score-plugin-gfx/Gfx/Graph/Node.hpp:203
Renderer for a given node.
Definition NodeRenderer.hpp:11
ossia::geometry_spec geometry
The geometry to use.
Definition NodeRenderer.hpp:59
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