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100 lines
3.6 KiB
C++
100 lines
3.6 KiB
C++
//##################################################################################################
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//
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// Custom Visualization Core library
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// Copyright (C) 2011-2013 Ceetron AS
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//
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// This library may be used under the terms of either the GNU General Public License or
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// the GNU Lesser General Public License as follows:
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//
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// GNU General Public License Usage
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// This library is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful, but WITHOUT ANY
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// WARRANTY; without even the implied warranty of MERCHANTABILITY or
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// FITNESS FOR A PARTICULAR PURPOSE.
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//
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// See the GNU General Public License at <<http://www.gnu.org/licenses/gpl.html>>
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// for more details.
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//
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// GNU Lesser General Public License Usage
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// This library is free software; you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation; either version 2.1 of the License, or
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// (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful, but WITHOUT ANY
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// WARRANTY; without even the implied warranty of MERCHANTABILITY or
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// FITNESS FOR A PARTICULAR PURPOSE.
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//
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// See the GNU Lesser General Public License at <<http://www.gnu.org/licenses/lgpl-2.1.html>>
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// for more details.
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//
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//##################################################################################################
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#pragma once
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#include "cvfMatrix4.h"
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#include "cvfRenderStateTracker.h"
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namespace cvf {
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class RenderQueue;
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class UniformSet;
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class Camera;
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class OpenGLContext;
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class Logger;
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//==================================================================================================
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//
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// RenderEngine
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//
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//==================================================================================================
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class RenderEngine
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{
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public:
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RenderEngine();
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void render(OpenGLContext* oglContext, RenderQueue* renderQueue, size_t maxNumPartsToDraw, const Camera& camera, const UniformSet* globalUniformSet);
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size_t renderedPartCount() const;
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size_t renderedVertexCount() const;
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size_t renderedTriangleCount() const;
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size_t renderedOpenGLPrimitiveCount() const;
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size_t applyRenderStateCount() const;
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size_t shaderProgramChangesCount() const;
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void enableForcedImmediateMode(bool enable);
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void disableRenderDrawables(bool disable);
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void disableApplyEffects(bool disable);
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bool isForcedImmediateModeEnabled() const;
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bool isRenderDrawableDisabled() const;
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bool isApplyEffectsDisabled() const;
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void enableItemCountUpdate(bool enable);
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bool isItemCountUpdateEnabled() const;
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private:
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RenderStateTracker m_renderStateTracker;
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size_t m_renderedPartCount;
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size_t m_renderedVertexCount;
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size_t m_renderedTriangleCount;
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size_t m_renderedOpenGLPrimitiveCount;
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size_t m_applyRenderStateCount;
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size_t m_shaderProgramChangesCount;
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bool m_disableDrawableRender;
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bool m_disableApplyEffects;
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bool m_forceImmediateMode; // Can be used to force immediate mode drawing for debugging purposes (good old glBegin()/glEnd())
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bool m_enableItemCountUpdate;
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ref<Logger> m_logger;
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};
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}
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