/* * Copyright (c) 2009-2012 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.material.RenderState; import com.jme3.math.ColorRGBA; import com.jme3.scene.Mesh; import com.jme3.scene.VertexBuffer; import com.jme3.shader.Shader; import com.jme3.shader.Shader.ShaderSource; import com.jme3.system.AppSettings; import com.jme3.texture.FrameBuffer; import com.jme3.texture.Image; import com.jme3.texture.Texture; import com.jme3.util.NativeObject; import java.nio.ByteBuffer; import java.util.EnumMap; import java.util.EnumSet; /** * The <code>Renderer</code> is responsible for taking rendering commands and * executing them on the underlying video hardware. * * @author Kirill Vainer */ public interface Renderer { /** * Detects available capabilities of the GPU. * * Must be called prior to any other Renderer methods. */ public void initialize(); /** * Get the capabilities of the renderer. * @return The capabilities of the renderer. */ public EnumSet<Caps> getCaps(); /** * Get the limits of the renderer. * * @return The limits of the renderer. */ public EnumMap<Limits, Integer> getLimits(); /** * 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. * * Currently, this will simply delete any OpenGL objects from the GPU * which have been garbage collected by the GC. */ public void postFrame(); /** * 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(); /** * 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. * @see #deleteShaderSource(com.jme3.shader.Shader.ShaderSource) */ 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. * 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. * * If the framebuffer has not been initialized yet, it will be created * and its render surfaces and attached textures will be allocated. * * @param fb The framebuffer to set */ 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 The framebuffer to override the main framebuffer. */ 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 RGBA 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); /** * Reads the pixels currently stored in the specified framebuffer * into the given ByteBuffer object. * Only color pixels are transferred, witht hte given format. * 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 * @param format the image format to use when reading the frameBuffer. */ public void readFrameBufferWithFormat(FrameBuffer fb, ByteBuffer byteBuf, Image.Format format); /** * 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); /** * Modify the given Texture with the given Image. * The image will be put at x and y into the texture. * * NOTE: this is only supported for uncompressed 2D images without mipmaps. * * @param tex the Texture that will be modified * @param pixels the source Image data to copy data from * @param x the x position to put the image into the texture * @param y the y position to put the image into the texture */ public void modifyTexture(Texture tex, Image pixels, int x, int y); /** * 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 <code>count</code> meshes, with the geometry data supplied and * per-instance data supplied. * The shader which is currently set with <code>setShader</code> is * responsible for transforming the input vertices into clip space * and shading it based on the given vertex attributes. * The integer variable gl_InstanceID can be used to access the current * instance of the mesh being rendered inside the vertex shader. * If the instance data is non-null, then it is submitted as a * per-instance vertex attribute to the 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 * @param instanceData When count is greater than 1, these buffers provide * the per-instance attributes. */ public void renderMesh(Mesh mesh, int lod, int count, VertexBuffer[] instanceData); /** * Resets all previously used {@link NativeObject Native Objects} on this Renderer. * The state of the native objects 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 NativeObject#resetObject() */ public void resetGLObjects(); /** * Deletes all previously used {@link NativeObject Native Objects} on this Renderer, and * then resets the native objects. * * @see #resetGLObjects() * @see NativeObject#deleteObject(java.lang.Object) */ public void cleanup(); /** * Set the default anisotropic filter level for textures. * * If the * {@link Texture#setAnisotropicFilter(int) texture anisotropic filter} is * set to 0, then the default level is used. Otherwise if the texture level * is 1 or greater, then the texture's value overrides the default value. * * @param level The default anisotropic filter level to use. Default: 1. * * @throws IllegalArgumentException If level is less than 1. */ public void setDefaultAnisotropicFilter(int level); /** * Sets the alpha to coverage state. * <p> * 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. * </p> * <p> * Alpha-to-coverage is useful for rendering transparent objects * without having to worry about sorting them. * </p> */ public void setAlphaToCoverage(boolean value); /** * If enabled, color values rendered to the main framebuffer undergo * linear -> sRGB conversion. * * This is identical to {@link FrameBuffer#setSrgb(boolean)} except it is toggled * for the main framebuffer instead of an offscreen buffer. * * This should be set together with {@link Renderer#setLinearizeSrgbImages(boolean)} * * As a shorthand, the user can set {@link AppSettings#setGammaCorrection(boolean)} to true * to toggle both {@link Renderer#setLinearizeSrgbImages(boolean)} and * {@link Renderer#setMainFrameBufferSrgb(boolean)} if the * {@link Caps#Srgb} is supported by the GPU. * * @throws RendererException If the GPU hardware does not support sRGB. * * @see FrameBuffer#setSrgb(boolean) * @see Caps#Srgb */ public void setMainFrameBufferSrgb(boolean srgb); /** * If enabled, all {@link Image images} with the {@link Image#setColorSpace(com.jme3.texture.image.ColorSpace) sRGB flag} * set shall undergo an sRGB to linear RGB color conversion when read by a shader. * * The conversion is performed for the following formats: * - {@link Image.Format#RGB8} * - {@link Image.Format#RGBA8} * - {@link Image.Format#Luminance8} * - {@link Image.Format#Luminance8Alpha8} * - {@link Image.Format#DXT1} * - {@link Image.Format#DXT1A} * - {@link Image.Format#DXT3} * - {@link Image.Format#DXT5} * * For all other formats, no conversion is performed. * * If this option is toggled at runtime, textures must be reloaded for the change to take effect. * * @throws RendererException If the GPU hardware does not support sRGB. * * @param linearize If sRGB images undergo sRGB -> linear conversion prior to rendering. * * @see Caps#Srgb */ public void setLinearizeSrgbImages(boolean linearize); /** * Generates a pool of gpu queries meant to use as profiling tasks * * @param numTasks the number of task ids to generate * @return an array of tasks ids. */ public int[] generateProfilingTasks(int numTasks); /** * Starts a time profiling task on the GPU. * This will profile all operations called between startProfiling and stopProfiling * * @param taskId the id of the task to start profiling. */ public void startProfiling(int taskId); /** * Will stop the last profiling task started with startProfiling */ public void stopProfiling(); /** * Returns the time in nano seconds elapsed for the task with the given id. * Note that the result may not be available right after stopProfiling has been called. * You need to check if the result is available with isTaskResultAvailable. * Also note that it's guaranteed that the result will be available on next frame. * If you use getProfilingTime on the next frame you called stopProfiling, you don't need to check the result availability with isTaskResultAvailable * * @param taskId the id of the task given by startProfiling. * @return the time in nano second of the profiling task with the given id. */ public long getProfilingTime(int taskId); /** * Check if the profiling results are available * * @param taskId the id of the task provided by startProfiling * @return true if the resulst of the task with the given task id are available. */ public boolean isTaskResultAvailable(int taskId); }