Equalizer  1.11.0
Parallel Rendering Framework
renderer.h
1 
2 /* Copyright (c) 2011-2015, Stefan Eilemann <eile@eyescale.ch>
3  * Daniel Nachbaur <danielnachbaur@gmail.com>
4  * Petros Kataras <petroskataras@gmail.com>
5  *
6  * This library is free software; you can redistribute it and/or modify it under
7  * the terms of the GNU Lesser General Public License version 2.1 as published
8  * by the Free Software Foundation.
9  *
10  * This library is distributed in the hope that it will be useful, but WITHOUT
11  * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
12  * FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more
13  * details.
14  *
15  * You should have received a copy of the GNU Lesser General Public License
16  * along with this library; if not, write to the Free Software Foundation, Inc.,
17  * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
18  */
19 
20 #ifndef EQSEQUEL_RENDERER_H
21 #define EQSEQUEL_RENDERER_H
22 
23 #include <co/objectFactory.h> // interface
24 #include <seq/types.h>
25 
26 namespace seq
27 {
34 class Renderer : public co::ObjectFactory
35 {
36 public:
38  SEQ_API explicit Renderer( Application& application );
39 
41  SEQ_API virtual ~Renderer();
42 
56  SEQ_API virtual bool init( co::Object* initData LB_UNUSED )
57  { return true; }
58 
68  SEQ_API virtual bool exit() { return true; }
69 
81  SEQ_API virtual bool initContext( co::Object* initData );
82 
91  SEQ_API virtual bool exitContext();
92 
100  SEQ_API virtual void clear( co::Object* frameData );
101 
109  virtual void draw( co::Object* frameData ) = 0;
110 
117  SEQ_API void updateNearFar( const Vector4f& boundingSphere );
118 
129  SEQ_API void setNearFar( const float nearPlane, const float farPlane );
130 
140  SEQ_API virtual void applyRenderContext();
141 
143  SEQ_API const RenderContext& getRenderContext() const;
144 
154  SEQ_API virtual void applyModelMatrix();
155 
163  SEQ_API virtual void applyScreenFrustum();
164 
169  SEQ_API virtual void applyPerspectiveFrustum();
170 
175  SEQ_API virtual bool processEvent( const eq::Event& ) { return false; }
177 
180  detail::Renderer* getImpl() { return _impl; }
181 
187  SEQ_API co::Object* getFrameData();
188 
190  Application& getApplication() { return app_; }
191 
193  const Application& getApplication() const { return app_; }
194 
196  SEQ_API const ObjectManager& getObjectManager() const;
197 
199  SEQ_API ObjectManager& getObjectManager();
200 
211  SEQ_API virtual ViewData* createViewData();
212 
214  SEQ_API virtual void destroyViewData( ViewData* viewData );
215 
229  SEQ_API const GLEWContext* glewGetContext() const;
230 
232  SEQ_API const Frustumf& getFrustum() const;
233 
235  SEQ_API const Matrix4f& getViewMatrix() const;
236 
238  SEQ_API const Matrix4f& getModelMatrix() const;
239 
241  SEQ_API const PixelViewport& getPixelViewport() const;
242 
247  SEQ_API uint32_t getWindowID() const;
249 
253  SEQ_API virtual co::Object* createObject( const uint32_t type );
254 
256  SEQ_API virtual void destroyObject( co::Object* object,
257  const uint32_t type );
258 
268  SEQ_API co::Object* mapObject( const uint128_t& identifier,
269  co::Object* instance );
270 
279  SEQ_API bool unmap( co::Object* object );
281 
282 private:
283  detail::Renderer* const _impl;
284  Application& app_;
285 };
286 }
287 #endif // EQSEQUEL_RENDERER_H
virtual SEQ_API ViewData * createViewData()
Create a new per-view data instance.
const Application & getApplication() const
Definition: renderer.h:193
virtual SEQ_API void clear(co::Object *frameData)
Clear the frame buffer.
SEQ_API const Matrix4f & getModelMatrix() const
virtual void draw(co::Object *frameData)=0
Render the scene.
virtual SEQ_API ~Renderer()
Destruct this renderer.
The main application object.
Definition: application.h:29
SEQ_API void updateNearFar(const Vector4f &boundingSphere)
Update the near and far planes to tightly enclose the given sphere.
SEQ_API co::Object * getFrameData()
SEQ_API const Frustumf & getFrustum() const
SEQ_API void setNearFar(const float nearPlane, const float farPlane)
Set the near and far planes.
virtual SEQ_API bool initContext(co::Object *initData)
Initialize a rendering context.
virtual SEQ_API bool processEvent(const eq::Event &)
Definition: renderer.h:175
SEQ_API const GLEWContext * glewGetContext() const
Get the GLEW context for this renderer.
SEQ_API bool unmap(co::Object *object)
Unmap an object from the object map.
virtual SEQ_API void applyPerspectiveFrustum()
Apply the perspective frustum matrix for the current rendering task.
A renderer instance.
Definition: renderer.h:34
Stores per-view data.
Definition: viewData.h:30
virtual SEQ_API bool init(co::Object *initData)
Initialize the renderer.
Definition: renderer.h:56
virtual SEQ_API void applyRenderContext()
Apply the current rendering parameters to the rendering context.
SEQ_API const PixelViewport & getPixelViewport() const
virtual SEQ_API co::Object * createObject(const uint32_t type)
Application & getApplication()
Definition: renderer.h:190
SEQ_API Renderer(Application &application)
Construct a new renderer.
SEQ_API const RenderContext & getRenderContext() const
SEQ_API uint32_t getWindowID() const
Sequel - A simple interface to the Equalizer parallel rendering framework.
Definition: application.h:26
virtual SEQ_API void destroyViewData(ViewData *viewData)
Delete the given view data.
A facility class to manage OpenGL objects across shared contexts.
Definition: objectManager.h:52
SEQ_API co::Object * mapObject(const uint128_t &identifier, co::Object *instance)
Map and return an object.
SEQ_API const Matrix4f & getViewMatrix() const
virtual SEQ_API bool exit()
De-initialize the renderer.
Definition: renderer.h:68
virtual SEQ_API void applyScreenFrustum()
Apply an orthographic frustum for pixel-based 2D operations.
virtual SEQ_API void destroyObject(co::Object *object, const uint32_t type)
virtual SEQ_API bool exitContext()
De-initialize a rendering context.
The context applied to a channel during rendering operations.
Definition: renderContext.h:37
SEQ_API const ObjectManager & getObjectManager() const
virtual SEQ_API void applyModelMatrix()
Apply the current model matrix to the rendering context.