Coverage Report

Created: 2025-10-10 06:46

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/src/ogre/Components/RTShaderSystem/include/OgreShaderRenderState.h
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/*
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-----------------------------------------------------------------------------
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This source file is part of OGRE
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(Object-oriented Graphics Rendering Engine)
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For the latest info, see http://www.ogre3d.org
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Copyright (c) 2000-2014 Torus Knot Software Ltd
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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-----------------------------------------------------------------------------
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*/
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#ifndef _ShaderRenderState_
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#define _ShaderRenderState_
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#include "OgreShaderPrerequisites.h"
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#include "OgreShaderSubRenderState.h"
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#include "OgreShaderProgramSet.h"
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namespace Ogre {
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namespace RTShader {
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/** \addtogroup Optional
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*  @{
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*/
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/** \addtogroup RTShader
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*  @{
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*/
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/** This is a container class for sub render state class.
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A render state is defined by the sub render states that compose it.
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The user should use this interface to define global or per material custom behavior.
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I.E In order to apply per pixel to a specific material one should implement a sub class of SubRenderState that
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perform a per pixel lighting model, get the render state of the target material and add the custom sub class to it.
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*/
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class _OgreRTSSExport RenderState : public RTShaderSystemAlloc
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{
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    // Interface.
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public:
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    /** Class default constructor. */
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    RenderState();
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    /** Class destructor */
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    virtual ~RenderState();
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    /** Reset this render state */
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    void resetToBuiltinSubRenderStates();
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    /** Add a template sub render state to this render state.
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    @param subRenderState The sub render state template to add.
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    */
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    void addTemplateSubRenderState(SubRenderState* subRenderState);
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    /// Add multiple template sub render states by SRS type
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    void addTemplateSubRenderStates(const StringVector& srsTypes);
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    /** Remove a sub render state from this render state.
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    @param subRenderState The sub render state to remove.
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    */
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    void removeSubRenderState(SubRenderState* subRenderState);
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    /** Get the list of the sub render states composing this render state. */
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    const SubRenderStateList& getSubRenderStates() const { return mSubRenderStateList; }
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    /// get sub render state by type (uniquely identified) or NULL if not found
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    SubRenderState* getSubRenderState(const String& type) const;
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    /** 
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    Set the maximal light count to consider
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    */
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    void setLightCount(int32 lightCount) { mLightCount = lightCount;}
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    /** 
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    Get the maximal light count to consider
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    */
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    int32 getLightCount() const { return mLightCount; }
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    /** 
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    Set the light count auto update state.
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    If the value is false the light count will remain static for the values that were set by the user.
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    If the value is true the light count will be updated from the owner shader generator scheme based on current scene lights.
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    The default is true.
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    */
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    void setLightCountAutoUpdate(bool autoUpdate) { mLightCountAutoUpdate = autoUpdate; }
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    /** 
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    Return true if this render state override the light count. 
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    If light count is not overridden it will be updated from the shader generator based on current scene lights.
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    */
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    bool getLightCountAutoUpdate() const { return mLightCountAutoUpdate; }
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    bool haveAreaLights() const { return mHaveAreaLights; }
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    void setHaveAreaLights(bool val) { mHaveAreaLights = val; }
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    // Attributes.
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protected:
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    // The sub render states list.  
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    SubRenderStateList mSubRenderStateList;
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    // The light count per light type definition.
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    int32 mLightCount;
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    // True if light count was explicitly set.
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    bool mLightCountAutoUpdate;
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    bool mHaveAreaLights;
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private:
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    void clear();
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    friend class ProgramManager;
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};
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/** This is the target render state. This class will hold the actual generated CPU/GPU programs.
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It will be initially build from the FFP state of a given Pass by the FFP builder and then will be linked
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with the custom pass render state and the global scheme render state. See ShaderGenerator::SGPass::buildTargetRenderState().
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*/
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class _OgreRTSSExport TargetRenderState : public RenderState
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{
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// Interface.
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public:
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    /** Class default constructor. */
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    TargetRenderState();
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    ~TargetRenderState();
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    /** Add the SubRenderStates of the given render state as templates to this render state.
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    @note Only sub render states with non FFP execution order will be added.
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    @param templateRS The other render state to use as a template.
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    @param srcPass The source pass that this render state is constructed from.
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    @param dstPass The destination pass that constructed from this render state.
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    */
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    void link(const RenderState& templateRS, Pass* srcPass, Pass* dstPass);
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    /** Add the SubRenderStates to this render state.
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     */
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    void link(const StringVector& srsTypes, Pass* srcPass, Pass* dstPass);
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    /** Update the GPU programs constant parameters before a renderable is rendered.
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    @param rend The renderable object that is going to be rendered.
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    @param pass The pass that is used to do the rendering operation.
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    @param source The auto parameter auto source instance.
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    @param pLightList The light list used for the current rendering operation.
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    */
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    void updateGpuProgramsParams(Renderable* rend, const Pass* pass, const AutoParamDataSource* source, const LightList* pLightList);
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    /** Add sub render state to this render state.
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    @param subRenderState The sub render state to add.
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    */
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    void addSubRenderStateInstance(SubRenderState* subRenderState);
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    /** Acquire CPU/GPU programs set associated with the given render state and bind them to the pass.
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    @param pass The pass to bind the programs to.
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    */
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    void acquirePrograms(Pass* pass);
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    /** Release CPU/GPU programs set associated with the given render state and pass.
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    @param pass The pass to release the programs from.
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    */
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    void releasePrograms(Pass* pass);
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    /// Key name for associating with a Pass instance.
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    static const char* UserKey;
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private:
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    /** Bind the uniform parameters of a given CPU and GPU program set. */
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    static void bindUniformParameters(Program* pCpuProgram, const GpuProgramParametersSharedPtr& passParams);
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    /** Sort the sub render states composing this render state. */
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    void sortSubRenderStates();
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    /** Create CPU programs that represent this render state.   
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    */
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    void createCpuPrograms();
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    /** Create the program set of this render state.
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    */
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    ProgramSet* createProgramSet();
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    /** Return the program set of this render state.
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    */
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    ProgramSet* getProgramSet() { return mProgramSet.get(); }
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    // Tells if the list of the sub render states is sorted.
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    bool mSubRenderStateSortValid;
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    // The program set of this RenderState.
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    std::unique_ptr<ProgramSet> mProgramSet;
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    Pass* mParent;
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private:
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    friend class ProgramManager;
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};
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typedef std::shared_ptr<TargetRenderState> TargetRenderStatePtr;
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/** @} */
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/** @} */
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}
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}
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#endif
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