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/*
   Copyright (c) 2018 DIVIDE-Studio
   Copyright (c) 2009 Ionut Cava

   This file is part of DIVIDE Framework.

   Permission is hereby granted, free of charge, to any person obtaining a copy
   of this software
   and associated documentation files (the "Software"), to deal in the Software
   without restriction,
   including without limitation the rights to use, copy, modify, merge, publish,
   distribute, sublicense,
   and/or sell copies of the Software, and to permit persons to whom the
   Software is furnished to do so,
   subject to the following conditions:

   The above copyright notice and this permission notice shall be included in
   all copies or substantial portions of the Software.

   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
   IMPLIED,
   INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
   PARTICULAR PURPOSE AND NONINFRINGEMENT.
   IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
   DAMAGES OR OTHER LIABILITY,
   WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR
   IN CONNECTION WITH THE SOFTWARE
   OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

 */

#ifndef _RENDERER_H_
#define _RENDERER_H_

#include "Platform/Video/Headers/GFXDevice.h"

namespace Divide {

enum class RendererType : U32 {
    RENDERER_TILED_FORWARD_SHADING = 0,
    RENDERER_DEFERRED_SHADING = 1,
    COUNT
};

class LightPool;
class ResourceCache;
class PlatformContext;
/// An abstract renderer used to switch between different rendering techniques:
/// TiledForwardShading, Deferred Shading, etc
class NOINITVTABLE Renderer : public PlatformContextComponent {
   public:
    Renderer(PlatformContext& context, ResourceCache& cache, RendererType type);
    virtual ~Renderer();

    virtual void preRender(RenderTarget& target,
                           LightPool& lightPool,
                           GFX::CommandBuffer& bufferInOut);

    virtual void render(const DELEGATE_CBK<void, GFX::CommandBuffer&>& renderCallback,
                        const SceneRenderState& sceneRenderState,
                        GFX::CommandBuffer& bufferInOut) = 0;

    virtual void updateResolution(U16 width, U16 height) = 0;

    inline RendererType getType() const { return _type; }
    inline void toggleDebugView() { _debugView = !_debugView; }

    inline U32 getFlag() const { return _flag; }

   protected:
    ResourceCache& _resCache;
    // General purpose flag
    U32 _flag;
    bool _debugView;
    RendererType _type;
};

};  // namespace Divide

#endif

Commits for Divide-Framework/trunk/Source Code/Rendering/Headers/Renderer.h

Diff revisions: vs.
Revision Author Commited Message
1029 Diff Diff IonutCava picture IonutCava Tue 30 Jan, 2018 17:28:39 +0000

[Ionut]
- Update copyright notices

969 Diff Diff IonutCava picture IonutCava Mon 13 Nov, 2017 00:15:57 +0000

[Ionut]
- Further improve DisplayWindow <-> Input relationship
- Add Flip-Y 2D camera (D3D style projection)
- Fix IMGUI rendering
- Add IMGUI sample and IMWINDOW sample rendering at the same time
- Improve IMWINDOW multi-window support
— Bug: nothing rendering in child platform windows
- Add draw command to move render context from one window to another

935 Diff Diff IonutCava picture IonutCava Tue 15 Aug, 2017 21:10:25 +0000

[IonutCava]
- Added debug scope (GL’s debug group) commands
- More bug fixes and optimizations

933 Diff Diff IonutCava picture IonutCava Tue 15 Aug, 2017 00:02:05 +0000

[Ionut]
- CommandBuffer Part 2/3: code compiles and splash screen renders and application doesn’t crash (still has drawing issues)

842 Diff Diff IonutCava picture IonutCava Wed 01 Feb, 2017 17:25:15 +0000

[IonutCava]
- Start to implement scripting support via ChaiScript: http://chaiscript.com/
- Cleanup DELEGATE_CBK alias

836 Diff Diff IonutCava picture IonutCava Fri 27 Jan, 2017 14:59:56 +0000

[IonutCava]
- Update copyright notice

806 Diff Diff IonutCava picture IonutCava Sun 08 Jan, 2017 22:00:48 +0000

[IonutCava]
- Finish implementing per-fragment velocity computation using a compute shader
— Further tuning still needed
- Add VS2017 build targets

804 Diff Diff IonutCava picture IonutCava Thu 01 Dec, 2016 17:20:59 +0000

[IonutCava]
- Singleton elimination update Part I: get it to compile
— The following classes are no longer Singletons: GFXDevice, GL_API, DX_API, SFXWrapper, FmodWrapper, SDLWrapper, ALWrapper, PXDevice, InputInterface, RenderPassManager, SceneManager and ResourceManager;
— Refactor system to a Context / Component based implementation (Pass relevant context to objects: e.g. GFXDevice object to Textures, GUI to GUIElements, etc)
— Make devices and managers components of the kernel
— Allow multiple Resource caches to co-exist. This may prove useful for later when a more fragmented memory model is need (per frame / per scene / global caches / etc)

  • next steps: part II – cleanup/refactor new code, part III – optimise code, part IV – remove remaining Singletons (e.g. Application, ParamHandler, FrameListenerManager, Recast, PostFX and DebugInterface)
801 Diff Diff IonutCava picture IonutCava Sun 27 Nov, 2016 21:28:01 +0000

[IonutCava]
- More performance analysis guided optimizations.
- Some refactoring to allow later removal of Singletons status for: GFXDevice, SFXDevice, PXDevice, GUI and Input.
— Pass a PlatformContext around objects to access these classes.

770 IonutCava picture IonutCava Tue 20 Sep, 2016 16:12:27 +0000

[IonutCava]
- Prepare velocity map calculation (later used for temporal AA and motion blur):
— Add a previous depth buffer render target that blits the main depth buffer at the end of the frame
— Add a new render target to the screen FBO: velocity map
- Store normals as RG instead of RGB and pack/unpack in shaders. (compute >>>> bandwith)
- Rename Forward+ renderer to something more descriptive

(Requires deletion of all parsed & cached data)