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232 lines (195 loc) · 4.82 KB
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////////////////////////////////////////////////////////////////////////////////
// Distributed under the Boost Software License, Version 1.0. //
// (See accompanying file LICENSE or copy at //
// https://www.boost.org/LICENSE_1_0.txt) //
////////////////////////////////////////////////////////////////////////////////
#pragma once
#include <cstddef>
#include <memory>
#include <string>
#include <unordered_map>
#include <vector>
#include "graphics/render_graph/node.h"
namespace iris
{
class ShaderCompiler;
/**
* A RenderNode is an implementation of Node which represents the final node in
* a render graph. Whilst it is the final node it is effectively the root of the
* DAG and the whole graph can be traversed top-down from here. Only one should
* be in each render_graph.
*/
class RenderNode : public Node
{
public:
/**
* Construct a new RenderNode. All input nodes are initialised to nullptr,
* which tells the compiler to default to values in the vertex data.
*/
RenderNode();
~RenderNode() override = default;
/**
* Accept a compiler visitor.
*
* @param compiler
* Compiler to accept.
*/
void accept(ShaderCompiler &compiler) const override;
/**
* Get colour input.
*
* @returns
* Colour input.
*/
Node *colour_input() const;
/**
* Set colour input.
*
* @param input
* New input.
*/
void set_colour_input(Node *input);
/**
* Set specular power input i.e. how shiny an object is.
*
* @returns
* Specular power input.
*/
Node *specular_power_input() const;
/**
* Set specular power input.
*
* @param input
* New input.
*/
void set_specular_power_input(Node *input);
/**
* Set specular amount input i.e. a scale from [0, 1] how much to apply the
* specular power. Useful for specular maps or to disable specular.
*
* @returns
* Specular amount input.
*/
Node *specular_amount_input() const;
/**
* Set specular amount input.
*
* @param input
* New input.
*/
void set_specular_amount_input(Node *input);
/**
* Get vertex normal input.
*
* @returns
* Normal input.
*/
Node *vertex_normal_input() const;
/**
* Set vertex normal input.
*
* @param input
* New input.
*/
void set_vertex_normal_input(Node *input);
/**
* Get fragment normal input.
*
* @returns
* Normal input.
*/
Node *fragment_normal_input() const;
/**
* Set fragment normal input.
*
* @param input
* New input.
*/
void set_fragment_normal_input(Node *input);
/**
* Get vertex position input.
*
* @returns
* Colour input.
*/
Node *position_input() const;
/**
* Set vertex position input.
*
* @param input
* New input.
*/
void set_position_input(Node *input);
/**
* Get the shadow map input node at a specified index.
*
* @param index
* Index of shadow map input.
*
* @returns
* Shadow map node at index if one exists, otherwise nullptr.
*/
Node *shadow_map_input() const;
/**
* Add a new shadow map node.
*
* @param input
* Shadow map input node.
*/
void set_shadow_map_input(Node *input);
/**
* Get ambient occlusion input.
*
* @returns
* Ambient occlusion input.
*/
Node *ambient_occlusion_input() const;
/**
* Set ambient occlusion input.
*
* @param input
* New input.
*/
void set_ambient_occlusion_input(Node *input);
/**
* Is this render node a depth only render.
*
* @returns
* True if depth only render, otherwise false.
*/
bool is_depth_only() const;
/**
* Set if this node is for a depth only render.
*
* @param depth_only
* New depth only value.
*/
void set_depth_only(bool depth_only);
/**
* Compute hash of node.
*
* @return
* Hash of node.
*/
std::size_t hash() const override;
protected:
/** Colour input. */
Node *colour_input_;
/** Specular power input. */
Node *specular_power_input_;
/** Specular amount input. */
Node *specular_amount_input_;
/** Vertex normal input. */
Node *vertex_normal_input_;
/** Fragment normal input. */
Node *fragment_normal_input_;
/** Vertex position input. */
Node *position_input_;
/** Collection of shadow map inputs. */
Node *shadow_map_input_;
/** Ambient occlusion input. */
Node *ambient_occlusion_input_;
/** Is depth only render. */
bool depth_only_;
};
}