VVISF & VVGL
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Subclass of GLScene- the primary interface for rendering and interacting with an ISF file. More...
#include <ISFScene.hpp>
Inherits VVGL::GLScene.
Public Member Functions | |
ISFScene () | |
Creates a new OpenGL context that shares the global buffer pool's context. | |
ISFScene (const VVGL::GLContextRef &inCtx) | |
Creates a new ISFScene instance, but not a new OpenGL context- instead it uses the passed GLContext. | |
VVGL::Timestamp | getTimestamp () |
Creates a a new Timestamp relative to the scene's built-in _baseTime instance. This is how the render time is calculated. | |
void | setThrowExceptions (const bool &n) |
Sets the "throwExceptions" member var, which is false by default. If true, the ISFScene will throw an exception using the ISFErr object to describe the nature and type of the problem. Exceptions may be thrown if the file is missing, if there's a problem reading it or parsing the JSON, if there's a problem compiling the GLSL source code for the shaders, etc. | |
virtual void | setVertexShaderString (const string &n) |
You probably shouldn't call this method directly on this subclass. | |
virtual void | setFragmentShaderString (const string &n) |
You probably shouldn't call this method directly on this subclass. | |
Loading ISF files | |
void | useFile () noexcept(false) |
Unloads whatever ISF file is currently loaded. | |
void | useFile (const string &inPath) noexcept(false) |
Loads the ISF file at the passed path. | |
void | useDoc (ISFDocRef &inDoc) |
Starts using the ISF file represented by the passed ISFDoc. | |
ISFDocRef | doc () |
Returns the ISFDoc currently being used by the scene. Interacting with this doc by setting the value of its inputs will directly affect rendering. | |
Uncommon setter/getters | |
void | setAlwaysRenderToFloat (const bool &n) |
Sets the receiver's _alwaysRenderToFloat flag- if true, all frames will be rendered using high-bit-depth textures (usually 32 bits per channel/128 bits per pixel). Default is false. | |
bool | alwaysRenderToFloat () |
Gets the receiver's _alwaysRenderToFloat flag. | |
void | setPersistentToIOSurface (const bool &n) |
Sets the receiver's _persistentToIOSurface flag- if true, all passes that are flagged as persistent will render to IOSurface-backed GL textures (a mac-specific optimization that means the textures can be shared with other processes). Defaults to false. | |
bool | persistentToIOSurface () |
Gets the receiver's _persistentToIOSurface flag. | |
Setting/getting images and values from INPUTS and PASSES | |
void | setBufferForInputNamed (const VVGL::GLBufferRef &inBuffer, const string &inName) |
Locates the attribute/INPUT with the passed name, and sets its current value to the passed GLBuffer. | |
void | setFilterInputBuffer (const VVGL::GLBufferRef &inBuffer) |
Assumes that the receiver has loaded a filter-type ISF file- locates the attribute/INPUT that corresponds to the image filter input, and sets its current value to the passed GLBuffer. | |
void | setBufferForInputImageKey (const VVGL::GLBufferRef &inBuffer, const string &inString) |
Locates the image-type input with the passed name, and sets its current value to the passed GLBuffer. | |
void | setBufferForAudioInputKey (const VVGL::GLBufferRef &inBuffer, const string &inString) |
Locates the audio-type or audioFFT-type input with the passed name, and sets its current value to the passed GLBuffer. | |
VVGL::GLBufferRef | getBufferForImageInput (const string &inKey) |
Locates the image-type input matching the passed string, and gets its current value (a GLBufferRef, or null). | |
VVGL::GLBufferRef | getBufferForAudioInput (const string &inKey) |
Locates the audio-type input matching the passed string, and gets its current value (a GLBufferRef, or null). | |
VVGL::GLBufferRef | getPersistentBufferNamed (const string &inKey) |
Locates the render pass flagged to render to a persistent buffer with a name that matches the passed string, and gets its current value (a GLBufferRef, or null). | |
VVGL::GLBufferRef | getTempBufferNamed (const string &inKey) |
Locates the render pass not flagged to render to a persistent buffer with a name that matches the passed string, and gets its current value (a GLBufferRef, or null). | |
void | setValueForInputNamed (const ISFVal &inVal, const string &inName) |
Locates the attribute/INPUT with the passed name, and sets its current value to the passed ISFVal. Can be used to set the value of inputs that use images to express their values, but there are dedicated functions which are easier to work with because they don't wrap the GLBufferRef up inside an ISFVal. | |
ISFVal | valueForInputNamed (const string &inName) |
Locates the attribute/INPUT with the passed name, and gets its current value (an ISFVal). Attributes whose values are expressed as images vend ISFVal instances which in turn vend GLBufferRef instances. | |
Rendering to GLBuffer | |
virtual VVGL::GLBufferRef | createAndRenderABuffer (const VVGL::Size &inSize=VVGL::Size(640., 480.), map< int32_t, VVGL::GLBufferRef > *outPassDict=nullptr, const VVGL::GLBufferPoolRef &inPoolRef=nullptr) |
Creates a buffer of the appropriate type (defaults to 8 bits per channel unless the ISF explicitly requires a floating point texture) and renders into it. More... | |
virtual VVGL::GLBufferRef | createAndRenderABuffer (const VVGL::Size &inSize, const double &inRenderTime, map< int32_t, VVGL::GLBufferRef > *outPassDict=nullptr, const VVGL::GLBufferPoolRef &inPoolRef=nullptr) |
Creates a buffer of the appropriate type (defaults to 8 bits per channel unless the ISF explicitly requires a floating point texture) and renders into it. More... | |
Getting attributes/INPUTS | |
ISFAttrRef | inputNamed (const string &inName) |
!{ More... | |
vector< ISFAttrRef > | inputs () |
Returns a vector of ISFAttrRef instances describing all of the attribute/INPUTS. | |
vector< ISFAttrRef > | inputsOfType (const ISFValType &inType) |
Returns a vector of ISFAttrRef instances that match the bassed ISFValType. | |
vector< ISFAttrRef > | imageInputs () |
Returns a vector of all the image-type INPUTS, represented as ISFAttr instances. | |
vector< ISFAttrRef > | audioInputs () |
Returns a vector of all the audio- and audioFFT-type INPUTS, represented as ISFAttr instances. | |
vector< ISFAttrRef > | imageImports () |
Returns a vector of all the image-type IMPORTED, represented as ISFAttr instances. | |
Public Member Functions inherited from VVGL::GLScene | |
GLScene () | |
Creates a new OpenGL context that shares the global buffer pool's context. | |
GLScene (const GLContextRef &inCtx) | |
Creates a new GLScene instance, but not a new OpenGL context- instead it uses the passed GLContext. | |
GLContextRef | context () const |
Returns the context used by this scene. | |
GLVersion | glVersion () const |
Returns the version of OpenGL currently being used by this scene's GL context. | |
void | setPrivatePool (const GLBufferPoolRef &n) |
Sets the receiver's private buffer pool (default is null). If non-null, this buffer pool will be used to generate any GL resources required by this scene. Handy if you have a variety of GL contexts that aren't shared and you have to switch between them rapidly on a per-frame basis. | |
GLBufferPoolRef | privatePool () const |
Gets the receiver's private buffer pool- null by default, only non-null if something called setPrivatePool(). | |
void | setPrivateCopier (const GLTexToTexCopierRef &n) |
Sets the receiver's private buffer copier (which should default to null). If non-null, this copier will be used to copy any resources that need to be copied- like setPrivatePool(), handy if you have a variety of GL contexts that aren't shared and you have to switch between them rapidly on a per-frame basis. | |
GLTexToTexCopierRef | privateCopier () const |
Gets the receiver's private buffer copier- null by default, only non-null if something called setPrivateCopier(). | |
virtual GLBufferRef | createAndRenderABuffer (const Size &inSize=Size(640., 480.), const GLBufferPoolRef &inPool=nullptr) |
Creates an 8 bit per channel GL texture, uses it as a color attachment to the GL context and then renders into it. Calls setOrthoSize() with the size of the image in the passed buffer. | |
virtual void | renderToBuffer (const GLBufferRef &inBuffer) |
Uses the passed buffer as a color attachment to the GL context and then renders into it. Calls setOrthoSize() with the size of the image in the passed buffer. | |
virtual void | render (const RenderTarget &inRenderTarget=RenderTarget()) |
Renders the GL scene, uses whatever attachments are present in the passed RenderTarget. Doesn't call setOrthoSize() before rendering! | |
virtual void | renderBlackFrame (const RenderTarget &inRenderTarget=RenderTarget()) |
Makes the scene render transparent black into whatever attachments are present in the passed RenderTarget. | |
virtual void | renderOpaqueBlackFrame (const RenderTarget &inRenderTarget=RenderTarget()) |
Makes the scene render opaque black into whatever attachments are present in the passed RenderTarget. | |
virtual void | renderRedFrame (const RenderTarget &inRenderTarget=RenderTarget()) |
Makes the scene render opaque red into whatever attachments are present in the passed RenderTarget. | |
void | setRenderPreLinkCallback (const RenderCallback &n) |
The render pre-link callback is executed if there's a shader after the shader/shaders have been successfully compiled, but before they've been linked. Procedurally, this is the first callback to execute. You probably don't want to perform any draw calls in this callback- this is a good time to configure your geometry shader. | |
void | setRenderPrepCallback (const RenderPrepCallback &n) |
The render prep callback is executed after any shaders have been compiled and linked, after the attachments have been made, and after the framebuffer has been cleared (assuming the scene is configured to perform a clear). Procedurally, this is the second callback to execute, and the last to execute before draw calls are expected. You probably don't want to perform any draw calls in this callback- this is a good time to do any ancillary setup outside of this scene that needs to occur before drawing begins. | |
void | setRenderCallback (const RenderCallback &n) |
The render callback is expected to contain the drawing code that you want the scene to perform. Procedurally, this is the third callback to execute. | |
void | setRenderCleanupCallback (const RenderCallback &n) |
The render cleanup callback is executed immediately after the render callback. Procedurally, this is the fourth and final callback to execute as a result of a render call. You probably don't want to perform any draw calls in this callback- the context has already been flushed and there isn't a framebuffer any more. This is a good time to do any ancillary teardown outside of this scene that needs to occur before you finish and return execution to whatever started rendering. | |
void | setAlwaysNeedsReshape (const bool &n) |
Defaults to false. If set to true, the viewport and orthogonal projection setup is applied every single frame (GL2 uses glOrtho, GL3+ uses a 4x4 matrix uniform in the shader to pass a projection transform to the program). You can leave this false unless you plan on modifying the viewport or equivalent of projection matrices in your callbacks. | |
virtual void | setOrthoSize (const Size &n) |
Sets the orthogonal render size. If the size is 0x0 then orthogonal rendering is skipped- any other positive values will cause the scene to configure itself for orthographic projection at the passed size during rendering. | |
Size | orthoSize () const |
Gets the orthogonal render size. If the size is 0x0 then orthogonal rendering is disabled. | |
void | setOrthoFlipped (const bool &n) |
The _orthoFlipped member variable defaults to false- if it's set to true, the orthographic projection or equivalent will be flipped vertically. | |
bool | orthoFlipped () const |
Gets the value of the _orthoFlipped member variable. If this is true, the orthographic projection or equivalent will be flipped vertically. | |
void | setClearColor (const GLColor &n) |
Sets the clear color to the passed color. | |
void | setClearColor (const float &r, const float &g, const float &b, const float &a) |
Sets the color color using the passed float values. | |
void | setClearColor (float *n) |
Sets the clear color using a pointer to enough memory to contain four float values. | |
void | setPerformClear (const bool &n) |
Sets the '_performClear' member variable. If it's true (the default) the context will clear to its clear color prior to drawing. The clear is performed before the render prep callback. | |
virtual string | vertexShaderString () |
Gets the vertex shader string. | |
virtual void | setGeometryShaderString (const string &n) |
Sets the geometry shader string. | |
virtual string | geometryShaderString () |
Gets the geometry shader string. | |
virtual string | fragmentShaderString () |
Gets the fragment shader string. | |
uint32_t | program () const |
Gets the program ID. | |
Related Functions | |
(Note that these are not member functions.) | |
using | ISFSceneRef = std::shared_ptr< ISFScene > |
ISFSceneRef is a shared pointer around an ISFScene instance. More... | |
ISFSceneRef | CreateISFSceneRef () |
Creates and returns an ISFScene. The scene makes a new GL context which shares the context of the global buffer pool. | |
ISFSceneRef | CreateISFSceneRefUsing (const VVGL::GLContextRef &inCtx) |
Creates and returns an ISFScene. The scene uses the passed GL context to do its drawing. | |
Related Functions inherited from VVGL::GLScene | |
using | GLSceneRef = shared_ptr< GLScene > |
A GLSceneRef is a shared pointer around a GLScene. | |
GLSceneRef | CreateGLSceneRef () |
Creates and returns a GLScene. The scene makes a new GL context which shares the context of the global buffer pool. | |
GLSceneRef | CreateGLSceneRefUsing (const GLContextRef &inCtx) |
Creates and returns a GLScene. The scene uses the passed GL context to do its drawing. | |
Additional Inherited Members | |
Public Types inherited from VVGL::GLScene | |
using | RenderCallback = std::function< void(const GLScene &inScene)> |
This defines the interface for a function/lambda that is used for encapsulating user-provided drawing code. Both the render callback and the render cleanup callback use this type. More... | |
using | RenderPrepCallback = std::function< void(const GLScene &inScene, const bool &inSceneReshaped, const bool &inPgmChanged)> |
This defines the interface for the render prep callback, which is executed prior to the render callback. More... | |
Subclass of GLScene- the primary interface for rendering and interacting with an ISF file.
Notes on use:
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Creates a buffer of the appropriate type (defaults to 8 bits per channel unless the ISF explicitly requires a floating point texture) and renders into it.
inSize | The size of the frame you want to render. |
outPassDict | Either null or a ptr to a valid map instance of the appropriate type- the output of each render pass is stored in this map. |
inPoolRef | The buffer pool to use to create GL resources for this frame (defaults to the global buffer pool). |
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Creates a buffer of the appropriate type (defaults to 8 bits per channel unless the ISF explicitly requires a floating point texture) and renders into it.
inSize | The size of the frame you want to render. |
inRenderTime | The explicit time to use when rendering the frame. |
outPassDict | Either null or a ptr to a valid map instance of the appropriate type- the output of each render pass is stored in this map. |
inPoolRef | The buffer pool to use to create GL resources for this frame (defaults to the global buffer pool). |
ISFAttrRef VVISF::ISFScene::inputNamed | ( | const string & | inName | ) |
!{
Locates and returns the attribute/INPUT matching the passed name.
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