Simulant  21.12-1292
A portable game engine for Windows, OSX, Linux, Dreamcast, and PSP
compositor.h
1 /* * Copyright (c) 2011-2017 Luke Benstead https://simulant-engine.appspot.com
2  *
3  * This file is part of Simulant.
4  *
5  * Simulant is free software: you can redistribute it and/or modify
6  * it under the terms of the GNU Lesser General Public License as published by
7  * the Free Software Foundation, either version 3 of the License, or
8  * (at your option) any later version.
9  *
10  * Simulant is distributed in the hope that it will be useful,
11  * but WITHOUT ANY WARRANTY; without even the implied warranty of
12  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13  * GNU Lesser General Public License for more details.
14  *
15  * You should have received a copy of the GNU Lesser General Public License
16  * along with Simulant. If not, see <http://www.gnu.org/licenses/>.
17  */
18 
19 #ifndef PIPELINE_H
20 #define PIPELINE_H
21 
22 #include <vector>
23 #include <memory>
24 #include <list>
25 
26 #include "generic/managed.h"
27 #include "generic/property.h"
28 #include "signals/signal.h"
29 #include "renderers/renderer.h"
30 #include "types.h"
31 #include "viewport.h"
32 #include "partitioner.h"
33 #include "layer.h"
34 
35 namespace smlt {
36 
37 typedef sig::signal<void (Layer&)> LayerRenderStarted;
38 typedef sig::signal<void (Layer&)> LayerRenderFinished;
39 
40 class Compositor:
41  public RefCounted<Compositor> {
42 
43  DEFINE_SIGNAL(LayerRenderStarted, signal_layer_render_started);
44  DEFINE_SIGNAL(LayerRenderFinished, signal_layer_render_finished);
45 
46 public:
47  Compositor(Window* window);
48  virtual ~Compositor();
49 
50  LayerPtr create_layer(
51  StageNode* subtree,
52  CameraPtr camera,
53  const Viewport& viewport=Viewport(),
54  TexturePtr target=nullptr,
55  int32_t priority=0
56  );
57 
58  std::list<LayerPtr>::iterator begin() {
59  return ordered_pipelines_.begin();
60  }
61 
62  std::list<LayerPtr>::iterator end() {
63  return ordered_pipelines_.end();
64  }
65 
66  LayerPtr find_layer(const std::string& name);
67  void destroy_all_layers();
68 
69  bool has_layer(const std::string& name);
70 
71  //void set_batcher(Batcher::ptr batcher);
72  void set_renderer(Renderer *renderer);
73 
74  void run();
75  void clean_destroyed_layers();
76 
77  void destroy_object(LayerPtr pip) {
78  if(queued_for_destruction_.count(pip)) {
79  return;
80  }
81 
82  queued_for_destruction_.insert(pip);
83 
84  /* When a user requests destruction, we deactivate immediately
85  * as that's the path of least surprise. The pipeline won't be used
86  * anyway on the next render, this just makes sure that the stage for example
87  * doesn't think it's part of an active pipeline until then */
88  pip->deactivate();
89  pip->destroy();
90  }
91 
92  void destroy_object_immediately(LayerPtr pipeline) {
93  // FIXME: This doesn't destroy immediately
94  destroy_object(pipeline);
95  }
96 
97  /* Writes to file the render queue for the current frame in CSV
98  * format. The `out` parameter must stay valid for the lifetime
99  * of the frame */
100  void dump_render_trace(std::ostream *out);
101 private:
102  void sort_layers();
103  void run_layer(LayerPtr stage, int& actors_rendered);
104 
105  Window* window_ = nullptr;
106  Renderer* renderer_ = nullptr;
107  batcher::RenderQueue render_queue_;
108 
109  std::list<std::shared_ptr<Layer>> pool_;
110  std::list<LayerPtr> ordered_pipelines_;
111  std::set<LayerPtr> queued_for_destruction_;
112 
113  friend class Layer;
114 
115  std::set<RenderTarget*> targets_rendered_this_frame_;
116 
117  sig::connection clean_up_connection_;
118 public:
119  S_DEFINE_PROPERTY(window, &Compositor::window_);
120 };
121 
122 
132 public:
133  SceneCompositor(Scene* scene, Compositor* global_compositor);
134 
135  ~SceneCompositor();
136 
137  LayerPtr create_layer(StageNode* subtree, Camera* camera, int32_t priority=0) {
138  auto ret = compositor_->create_layer(subtree, camera, Viewport(), nullptr, priority);
139  layers_.push_back(ret);
140  return ret;
141  }
142 
143  LayerPtr find_layer(const std::string& name) {
144  for(auto& layer: layers_) {
145  if(layer->name() == name) {
146  return layer;
147  }
148  }
149 
150  return LayerPtr();
151  }
152 
153  void destroy_all_layers() {
154  for(auto& layer: layers_) {
155  layer->destroy();
156  }
157  }
158 
159 private:
160  Compositor* compositor_ = nullptr;
161  Scene* scene_ = nullptr;
162 
163  std::list<LayerPtr> layers_;
164 
165  sig::Connection activate_connection_;
166  sig::Connection deactivate_connection_;
167 
168 public:
169  S_DEFINE_PROPERTY(global_compositor, &SceneCompositor::compositor_);
170 };
171 
172 }
173 
174 #endif // PIPELINE_H
smlt::sig::Connection
Definition: signal.h:65
smlt::SceneCompositor
The SceneCompositor class.
Definition: compositor.h:131
smlt::RefCounted
Definition: managed.h:71
smlt
Definition: animation.cpp:25
smlt::Window
Definition: window.h:68
smlt::Scene
Definition: scene.h:94
smlt::Layer
Definition: layer.h:26
smlt::Compositor
Definition: compositor.h:41
smlt::batcher::RenderQueue
Definition: render_queue.h:169
smlt::Camera
Definition: camera.h:17
smlt::StageNode
Definition: stage_node.h:442
smlt::Renderer
Definition: renderer.h:40
smlt::Viewport
Definition: viewport.h:44
smlt::sig::signal
Definition: signal.h:330