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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
27 virtual QRhiTexture* textureForOutput(const Port& output);
28
31 virtual void updateInputTexture(const Port& input, QRhiTexture* tex);
32
35 virtual void
36 inputAboutToFinish(RenderList& renderer, const Port& p, QRhiResourceUpdateBatch*&);
37
38 virtual void init(RenderList& renderer, QRhiResourceUpdateBatch& res) = 0;
39 virtual void update(RenderList& renderer, QRhiResourceUpdateBatch& res, Edge* edge)
40 = 0;
41
42 virtual void runInitialPasses(
43 RenderList&, QRhiCommandBuffer& commands, QRhiResourceUpdateBatch*& res,
44 Edge& edge);
45
46 virtual void runRenderPass(RenderList&, QRhiCommandBuffer& commands, Edge& edge);
47
48 virtual void release(RenderList&) = 0;
49
50 void checkForChanges()
51 {
52 materialChanged = node.hasMaterialChanged(materialChangedIndex);
53 renderTargetSpecsChanged
54 = node.hasRenderTargetChanged(renderTargetSpecsChangedIndex);
55 }
56
57 // FIXME this will change when we have a proper scene node
58 void process(int32_t port, const ossia::geometry_spec& v);
59 virtual void process(int32_t port, const ossia::transform3d& v);
60
61 const Node& node;
62
69 ossia::geometry_spec geometry;
70
71 int32_t nodeId{-1};
72 bool materialChanged{false};
73 bool geometryChanged{false};
74 bool renderTargetSpecsChanged{false};
75
76private:
77 int64_t materialChangedIndex{-1};
78 int64_t renderTargetSpecsChangedIndex{-1};
79};
80
81using PassMap = ossia::small_vector<std::pair<Edge*, Pipeline>, 2>;
82SCORE_PLUGIN_GFX_EXPORT
83void defaultPassesInit(
84 PassMap& passes, const std::vector<Edge*>& edges, RenderList& renderer,
85 const Mesh& mesh, const QShader& v, const QShader& f, QRhiBuffer* processUBO,
86 QRhiBuffer* matUBO, std::span<const Sampler> samplers,
87 std::span<QRhiShaderResourceBinding> additionalBindings = {});
88
89SCORE_PLUGIN_GFX_EXPORT
90void defaultRenderPass(
91 RenderList& renderer, const Mesh& mesh, const MeshBuffers& bufs,
92 QRhiCommandBuffer& cb, Edge& edge, PassMap& passes);
93
94SCORE_PLUGIN_GFX_EXPORT
95void quadRenderPass(
96 RenderList& renderer, const MeshBuffers& bufs, QRhiCommandBuffer& cb, Edge& edge,
97 PassMap& passes);
98
105class SCORE_PLUGIN_GFX_EXPORT GenericNodeRenderer : public score::gfx::NodeRenderer
106{
107public:
108 GenericNodeRenderer(const NodeModel& node) noexcept
109 : NodeRenderer{node}
110 {
111 }
112
113 TextureRenderTarget renderTargetForInput(const Port& p) override;
114 virtual ~GenericNodeRenderer() { }
115
116 ossia::small_vector<Sampler, 8> m_samplers;
117
118 QShader m_vertexS;
119 QShader m_fragmentS;
120
121 // Pipeline
122 PassMap m_p;
123
124 MeshBuffers m_meshbufs;
125
126 QRhiBuffer* m_processUBO{};
127
128 DefaultShaderMaterial m_material;
129
130 const score::gfx::Mesh* m_mesh{};
131
132 // Render loop
133 void
134 defaultMeshInit(RenderList& renderer, const Mesh& mesh, QRhiResourceUpdateBatch& res);
135 void processUBOInit(RenderList& renderer);
136 void defaultPassesInit(RenderList& renderer, const Mesh& mesh);
137 void defaultPassesInit(
138 RenderList& renderer, const Mesh& mesh, const QShader& v, const QShader& f,
139 std::span<QRhiShaderResourceBinding> additionalBindings = {});
140
141 void init(RenderList& renderer, QRhiResourceUpdateBatch& res) override;
142
143 void defaultUBOUpdate(RenderList& renderer, QRhiResourceUpdateBatch& res);
144 void defaultMeshUpdate(RenderList& renderer, QRhiResourceUpdateBatch& res);
145 void update(RenderList& renderer, QRhiResourceUpdateBatch& res, Edge* edge) override;
146
147 void defaultRelease(RenderList&);
148 void release(RenderList&) override;
149
150 void defaultRenderPass(
151 RenderList&, const Mesh& mesh, QRhiCommandBuffer& commands, Edge& edge);
152
153 void defaultRenderPass(
154 RenderList&, const Mesh& mesh, QRhiCommandBuffer& commands, Edge& edge,
155 PassMap& passes);
156
157 void runRenderPass(RenderList&, QRhiCommandBuffer& commands, Edge& edge) override;
158
159 void updateInputTexture(const Port& input, QRhiTexture* tex) override;
160};
161
162}
Generic renderer.
Definition NodeRenderer.hpp:106
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:69
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:263
Connection between two score::gfx::Port.
Definition score-plugin-gfx/Gfx/Graph/Utils.hpp:74
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:119