/*************************************************************************/ /* VkRenderer.kt */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ @file:JvmName("VkRenderer") package org.godotengine.godot.vulkan import android.view.Surface import org.godotengine.godot.Godot import org.godotengine.godot.GodotLib import org.godotengine.godot.plugin.GodotPlugin import org.godotengine.godot.plugin.GodotPluginRegistry /** * Responsible to setting up and driving the Vulkan rendering logic. * *

Threading

* The renderer will be called on a separate thread, so that rendering * performance is decoupled from the UI thread. Clients typically need to * communicate with the renderer from the UI thread, because that's where * input events are received. Clients can communicate using any of the * standard Java techniques for cross-thread communication, or they can * use the [VkSurfaceView.queueOnVkThread] convenience method. * * @see [VkSurfaceView.startRenderer] */ internal class VkRenderer { private val pluginRegistry: GodotPluginRegistry = GodotPluginRegistry.getPluginRegistry() /** * Called when the surface is created and signals the beginning of rendering. */ fun onVkSurfaceCreated(surface: Surface) { GodotLib.newcontext(surface) for (plugin in pluginRegistry.getAllPlugins()) { plugin.onVkSurfaceCreated(surface) } } /** * Called after the surface is created and whenever its size changes. */ fun onVkSurfaceChanged(surface: Surface, width: Int, height: Int) { GodotLib.resize(surface, width, height) for (plugin in pluginRegistry.getAllPlugins()) { plugin.onVkSurfaceChanged(surface, width, height) } } /** * Called to draw the current frame. */ fun onVkDrawFrame() { GodotLib.step() for (plugin in pluginRegistry.getAllPlugins()) { plugin.onVkDrawFrame() } } /** * Called when the rendering thread is resumed. */ fun onVkResume() { GodotLib.onRendererResumed() } /** * Called when the rendering thread is paused. */ fun onVkPause() { GodotLib.onRendererPaused() } /** * Called when the rendering thread is destroyed and used as signal to tear down the Vulkan logic. */ fun onVkDestroy() { } }