/*******************************************************************************
* Copyright 2011 See AUTHORS file.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
******************************************************************************/
package com.badlogic.gdx.graphics.g3d.decals;
import com.badlogic.gdx.graphics.glutils.ShaderProgram;
import com.badlogic.gdx.utils.Array;
/** <p>
* This class provides hooks which are invoked by {@link DecalBatch} to evaluate the group a sprite falls into, as well as to
* adjust settings before and after rendering a group.
* </p>
* <p>
* A group is identified by an integer. The {@link #beforeGroup(int, Array) beforeGroup()} method provides the strategy with a list
* of all the decals, which are contained in the group itself, and will be rendered before the associated call to
* {@link #afterGroup(int)}.<br/>
* A call to {@code beforeGroup()} is always followed by a call to {@code afterGroup()}.<br/>
* <b>Groups are always invoked based on their ascending int values</b>. Group -10 will be rendered before group -5, group -5
* before group 0, group 0 before group 6 and so on.<br/>
* The call order for a single flush is always {@code beforeGroups(), beforeGroup1(), afterGroup1(), ... beforeGroupN(),
* afterGroupN(), afterGroups()}.
* </p>
* <p>
* The contents of the {@code beforeGroup()} call can be modified at will to realize view frustum culling, material & depth
* sorting, ... all based on the requirements of the current group. The batch itself does not change OpenGL settings except for
* whichever changes are entailed {@link DecalMaterial#set()}. If the group requires a special shader, blending,
* {@link #getGroupShader(int)} should return it so that DecalBatch can apply it while rendering the group.
* </p> */
public interface GroupStrategy {
/** Returns the shader to be used for the group. Can be null in which case the GroupStrategy doesn't support GLES 2.0
* @param group the group
* @return the {@link ShaderProgram} */
public ShaderProgram getGroupShader (int group);
/** Assigns a group to a decal
*
* @param decal Decal to assign group to
* @return group assigned */
public int decideGroup (Decal decal);
/** Invoked directly before rendering the contents of a group
*
* @param group Group that will be rendered
* @param contents Array of entries of arrays containing all the decals in the group */
public void beforeGroup (int group, Array<Decal> contents);
/** Invoked directly after rendering of a group has completed
*
* @param group Group which completed rendering */
public void afterGroup (int group);
/** Invoked before rendering any group */
public void beforeGroups ();
/** Invoked after having rendered all groups */
public void afterGroups ();
}