83 lines
3.1 KiB
C
83 lines
3.1 KiB
C
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/****************************************************************************
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef RENDERPIPELINE_H_
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#define RENDERPIPELINE_H_
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#include "core/refcounted.h"
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#include "graphicsystem/Camera/RenderPipeline/RenderPipelineManager.h"
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#include "graphicsystem/base/RenderBase.h"
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#include "rendersystem/base/RenderDeviceTypes.h"
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#define MAX_LIGHT_SUPPORT 4
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namespace Math
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{
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class bbox;
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}
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namespace Graphic
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{
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class Material;
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class RenderToTexture;
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class PipelineParamters;
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class RenderPipeline : public Core::RefCounted
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{
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__DeclareClass(RenderPipeline)
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public:
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RenderPipeline();
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virtual ~RenderPipeline();
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virtual void Render(PipelineParamters& params) {}
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protected:
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void setGlobalShaderParam(PipelineParamters& params);
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void setCommonLights(PipelineParamters& params);//e.g. sun light, direction light.
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void setLight(const GPtr<Light>& light, SizeT lightindex);
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// note enable = true only used for directlight
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void setEnableLight(SizeT lightindex,bool bEnable);
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void renderRenderableList(PipelineParamters& params, RenderData::Type type , RenderPassType passType, const Material* customMat);
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void renderRenderableList(PipelineParamters& params, RenderData::Type type , RenderPassType passType, const Material* customMat, uint mark);
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bool empty(PipelineParamters& params, RenderData::Type type);
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bool contain(PipelineParamters& params, RenderData::Type type);
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void renderRenderableListWidthLight(PipelineParamters& params, RenderData::Type type, const Material* customMat);
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void renderDepthMap(PipelineParamters& params);
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void renderLightLitMap(PipelineParamters& params);
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void renderCustomized(PipelineParamters& params);
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void renderSpecialPost(PipelineParamters& params);
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void renderCustomObjs(PipelineParamters& params);
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void renderMain(PipelineParamters& params);
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void renderScreenObjs(PipelineParamters& params);
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GPtr<RenderToTexture> m_currentRT;
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public:
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static const int s_lightSupport;
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};
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}
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#endif //RENDERPIPELINE_H_
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