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/*
* 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 <code>Renderer</code> 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<Caps> 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 <code>null</code> 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 <code>count</code> meshes, with the geometry data supplied.
* The shader which is currently set with <code>setShader</code> 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.
* <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);
}