139 lines
5.1 KiB
C++
139 lines
5.1 KiB
C++
// Copyright (C) 2018 Fernando García Liñán <fernandogarcialinan@gmail.com>
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//
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// This library is free software; you can redistribute it and/or
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// modify it under the terms of the GNU Library General Public
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// License as published by the Free Software Foundation; either
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// version 2 of the License, or (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// Library General Public License for more details.
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//
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// You should have received a copy of the GNU Library General Public
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// License along with this library; if not, write to the Free Software
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// Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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#ifndef SG_COMPOSITOR_HXX
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#define SG_COMPOSITOR_HXX
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#include <unordered_map>
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#include <vector>
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// For osgUtil::LineSegmentIntersector::Intersections, which is a typedef.
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#include <osgUtil/LineSegmentIntersector>
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#include "CompositorBuffer.hxx"
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#include "CompositorPass.hxx"
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class SGPropertyNode;
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namespace simgear {
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namespace compositor {
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/**
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* A Compositor manages the rendering pipeline of a single physical camera,
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* usually via a property tree interface.
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*
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* The building blocks that define a Compositor are:
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* - Buffers. They represent a zone of GPU memory. This is implemented in the
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* form of an OpenGL texture, but any type of information can be stored
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* (which can be useful in compute shaders for example).
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* - Passes. They represent render operations. They can get buffers as input
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* and they can output to other buffers. They are also integrated with the
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* Effects framework, so the OpenGL internal state is configurable per pass.
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*/
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class Compositor : public osg::Referenced {
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public:
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enum BuiltinUniform {
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VIEWPORT_SIZE = 0,
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VIEW_MATRIX,
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VIEW_MATRIX_INV,
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PROJECTION_MATRIX,
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PROJECTION_MATRIX_INV,
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CAMERA_POSITION_CART,
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CAMERA_POSITION_GEOD,
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TOTAL_BUILTIN_UNIFORMS
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};
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Compositor(osg::View *view,
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osg::GraphicsContext *gc,
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osg::Viewport *viewport);
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~Compositor();
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/**
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* \brief Create a Compositor from a property tree.
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*
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* @param view The View where the passes will be added as slaves.
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* @param gc The context where the internal osg::Cameras will draw on.
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* @param viewport The viewport position and size inside the window.
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* @param property_list A valid property list that describes the Compositor.
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* @return A Compositor or a null pointer if there was an error.
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*/
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static Compositor *create(osg::View *view,
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osg::GraphicsContext *gc,
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osg::Viewport *viewport,
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const SGPropertyNode *property_list);
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/**
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* \overload
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* \brief Create a Compositor from a file.
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*
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* @param name Name of the compositor. The function will search for a file
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* named <name>.xml in $FG_ROOT.
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*/
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static Compositor *create(osg::View *view,
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osg::GraphicsContext *gc,
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osg::Viewport *viewport,
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const std::string &name);
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void update(const osg::Matrix &view_matrix,
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const osg::Matrix &proj_matrix);
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void resized();
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bool computeIntersection(
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const osg::Vec2d& windowPos,
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osgUtil::LineSegmentIntersector::Intersections& intersections);
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const osg::GraphicsContext *getGraphicsContext() const { return _gc; }
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const osg::Viewport *getViewport() const { return _viewport; }
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typedef std::array<
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osg::ref_ptr<osg::Uniform>,
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TOTAL_BUILTIN_UNIFORMS> BuiltinUniforms;
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const BuiltinUniforms &getUniforms() const { return _uniforms; }
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void addBuffer(const std::string &name, Buffer *buffer);
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void addPass(Pass *pass);
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void setName(const std::string &name) { _name = name; }
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const std::string &getName() const { return _name; }
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typedef std::unordered_map<std::string, osg::ref_ptr<Buffer>> BufferMap;
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const BufferMap & getBufferMap() const { return _buffers; }
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Buffer * getBuffer(const std::string &name) const;
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typedef std::vector<osg::ref_ptr<Pass>> PassList;
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const PassList & getPassList() const { return _passes; }
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unsigned int getNumPasses() const { return _passes.size(); }
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Pass * getPass(size_t index) const { return _passes[index]; }
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Pass * getPass(const std::string &name) const;
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protected:
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friend class PassBuilder;
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osg::View *_view;
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osg::GraphicsContext *_gc;
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osg::ref_ptr<osg::Viewport> _viewport;
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std::string _name;
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BufferMap _buffers;
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PassList _passes;
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BuiltinUniforms _uniforms;
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};
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} // namespace compositor
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} // namespace simgear
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#endif /* SG_COMPOSITOR_HXX */
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