/* * Copyright (c) 2009-2010 jMonkeyEngine * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * * Neither the name of 'jMonkeyEngine' nor the names of its contributors * may be used to endorse or promote products derived from this software * without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ package com.jme3.renderer; import com.jme3.light.LightList; import com.jme3.material.RenderState; import com.jme3.math.ColorRGBA; import com.jme3.math.Matrix4f; import com.jme3.scene.Mesh; import com.jme3.scene.VertexBuffer; import com.jme3.shader.Shader; import com.jme3.shader.Shader.ShaderSource; import com.jme3.texture.FrameBuffer; import com.jme3.texture.Image; import com.jme3.texture.Texture; import java.nio.ByteBuffer; import java.util.EnumSet; /** * The Renderer is responsible for taking rendering commands and * executing them on the underlying video hardware. * * @author Kirill Vainer */ public interface Renderer { /** * Get the capabilities of the renderer. * @return The capabilities of the renderer. */ public EnumSet getCaps(); /** * The statistics allow tracking of how data * per frame, such as number of objects rendered, number of triangles, etc. * These are updated when the Renderer's methods are used, make sure * to call {@link Statistics#clearFrame() } at the appropriate time * to get accurate info per frame. */ public Statistics getStatistics(); /** * Invalidates the current rendering state. Should be called after * the GL state was changed manually or through an external library. */ public void invalidateState(); /** * Clears certain channels of the currently bound framebuffer. * * @param color True if to clear colors (RGBA) * @param depth True if to clear depth/z * @param stencil True if to clear stencil buffer (if available, otherwise * ignored) */ public void clearBuffers(boolean color, boolean depth, boolean stencil); /** * Sets the background (aka clear) color. * * @param color The background color to set */ public void setBackgroundColor(ColorRGBA color); /** * Applies the given {@link RenderState}, making the necessary * GL calls so that the state is applied. */ public void applyRenderState(RenderState state); /** * Set the range of the depth values for objects. All rendered * objects will have their depth clamped to this range. * * @param start The range start * @param end The range end */ public void setDepthRange(float start, float end); /** * Called when a new frame has been rendered. */ public void onFrame(); /** * Set the world matrix to use. Does nothing if the Renderer is * shader based. * * @param worldMatrix World matrix to use. */ public void setWorldMatrix(Matrix4f worldMatrix); /** * Sets the view and projection matrices to use. Does nothing if the Renderer * is shader based. * * @param viewMatrix The view matrix to use. * @param projMatrix The projection matrix to use. */ public void setViewProjectionMatrices(Matrix4f viewMatrix, Matrix4f projMatrix); /** * Set the viewport location and resolution on the screen. * * @param x The x coordinate of the viewport * @param y The y coordinate of the viewport * @param width Width of the viewport * @param height Height of the viewport */ public void setViewPort(int x, int y, int width, int height); /** * Specifies a clipping rectangle. * For all future rendering commands, no pixels will be allowed * to be rendered outside of the clip rectangle. * * @param x The x coordinate of the clip rect * @param y The y coordinate of the clip rect * @param width Width of the clip rect * @param height Height of the clip rect */ public void setClipRect(int x, int y, int width, int height); /** * Clears the clipping rectangle set with * {@link #setClipRect(int, int, int, int) }. */ public void clearClipRect(); /** * Set lighting state. * Does nothing if the renderer is shader based. * The lights should be provided in world space. * Specify null to disable lighting. * * @param lights The light list to set. */ public void setLighting(LightList lights); /** * Sets the shader to use for rendering. * If the shader has not been uploaded yet, it is compiled * and linked. If it has been uploaded, then the * uniform data is updated and the shader is set. * * @param shader The shader to use for rendering. */ public void setShader(Shader shader); /** * Deletes a shader. This method also deletes * the attached shader sources. * * @param shader Shader to delete. */ public void deleteShader(Shader shader); /** * Deletes the provided shader source. * * @param source The ShaderSource to delete. */ public void deleteShaderSource(ShaderSource source); /** * Copies contents from src to dst, scaling if necessary. */ public void copyFrameBuffer(FrameBuffer src, FrameBuffer dst); /** * Copies contents from src to dst, scaling if necessary. * set copyDepth to false to only copy the color buffers. */ public void copyFrameBuffer(FrameBuffer src, FrameBuffer dst, boolean copyDepth); /** * Sets the framebuffer that will be drawn to. */ public void setFrameBuffer(FrameBuffer fb); /** * Set the framebuffer that will be set instead of the main framebuffer * when a call to setFrameBuffer(null) is made. * * @param fb */ public void setMainFrameBufferOverride(FrameBuffer fb); /** * Reads the pixels currently stored in the specified framebuffer * into the given ByteBuffer object. * Only color pixels are transferred, the format is BGRA with 8 bits * per component. The given byte buffer should have at least * fb.getWidth() * fb.getHeight() * 4 bytes remaining. * * @param fb The framebuffer to read from * @param byteBuf The bytebuffer to transfer color data to */ public void readFrameBuffer(FrameBuffer fb, ByteBuffer byteBuf); /** * Deletes a framebuffer and all attached renderbuffers */ public void deleteFrameBuffer(FrameBuffer fb); /** * Sets the texture to use for the given texture unit. */ public void setTexture(int unit, Texture tex); /** * Deletes a texture from the GPU. */ public void deleteImage(Image image); /** * Uploads a vertex buffer to the GPU. * * @param vb The vertex buffer to upload */ public void updateBufferData(VertexBuffer vb); /** * Deletes a vertex buffer from the GPU. * @param vb The vertex buffer to delete */ public void deleteBuffer(VertexBuffer vb); /** * Renders count meshes, with the geometry data supplied. * The shader which is currently set with setShader is * responsible for transforming the input verticies into clip space * and shading it based on the given vertex attributes. * The int variable gl_InstanceID can be used to access the current * instance of the mesh being rendered inside the vertex shader. * * @param mesh The mesh to render * @param lod The LOD level to use, see {@link Mesh#setLodLevels(com.jme3.scene.VertexBuffer[]) }. * @param count Number of mesh instances to render */ public void renderMesh(Mesh mesh, int lod, int count); /** * Resets all previously used {@link GLObject}s on this Renderer. * The state of the GLObjects is reset in such way, that using * them again will cause the renderer to reupload them. * Call this method when you know the GL context is going to shutdown. * * @see GLObject#resetObject() */ public void resetGLObjects(); /** * Deletes all previously used {@link GLObject}s on this Renderer, and * then resets the GLObjects. * * @see #resetGLObjects() * @see GLObject#deleteObject(com.jme3.renderer.Renderer) */ public void cleanup(); /** * Sets the alpha to coverage state. *

* When alpha coverage and multi-sampling is enabled, * each pixel will contain alpha coverage in all * of its subsamples, which is then combined when * other future alpha-blended objects are rendered. *

*

* Alpha-to-coverage is useful for rendering transparent objects * without having to worry about sorting them. *

*/ public void setAlphaToCoverage(boolean value); }