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ConstVisitor.h
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#pragma once
/* <editor-fold desc="MIT License">
Copyright(c) 2018 Robert Osfield
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.
</editor-fold> */
#include <vsg/core/Array.h>
#include <vsg/core/Array2D.h>
#include <vsg/core/Array3D.h>
#include <vsg/core/Mask.h>
#include <vsg/core/Value.h>
namespace vsg
{
// forward declare core Objects
class Objects;
class External;
// forward declare nodes classes
class Node;
class Commands;
class Group;
class QuadGroup;
class LOD;
class PagedLOD;
class StateGroup;
class CullGroup;
class CullNode;
class MatrixTransform;
class Transform;
class Geometry;
class VertexIndexDraw;
class DepthSorted;
class Bin;
class Switch;
class Light;
class AmbientLight;
class DirectionalLight;
class PointLight;
class SpotLight;
// forward declare vulkan classes
class BufferInfo;
class Command;
class StateCommand;
class StateSwitch;
class CommandBuffer;
class RenderPass;
class BindDescriptorSet;
class BindDescriptorSets;
class Descriptor;
class DescriptorBuffer;
class DescriptorImage;
class DescriptorSet;
class BindVertexBuffers;
class BindIndexBuffer;
class BindComputePipeline;
class BindGraphicsPipeline;
class BindRayTracingPipeline;
class GraphicsPipeline;
class ComputePipeline;
class RayTracingPipeline;
class Draw;
class DrawIndexed;
class ShaderStage;
class GraphicsPipelineState;
class VertexInputState;
class InputAssemblyState;
class TessellationState;
class ViewportState;
class RasterizationState;
class MultisampleState;
class DepthStencilState;
class ColorBlendState;
class DynamicState;
class ResourceHints;
class ClearAttachments;
class QueryPool;
class ResetQueryPool;
class BeginQuery;
class EndQuery;
class WriteTimestamp;
class CopyQueryPoolResults;
// forward declare rtx classes
class DrawMeshTasks;
class DrawMeshTasksIndirect;
class DrawMeshTasksIndirectCount;
// forward declare ui events classes
class UIEvent;
class WindowEvent;
class ExposeWindowEvent;
class ConfigureWindowEvent;
class CloseWindowEvent;
class KeyEvent;
class KeyPressEvent;
class KeyReleaseEvent;
class PointerEvent;
class ButtonPressEvent;
class ButtonReleaseEvent;
class MoveEvent;
class TouchEvent;
class TouchDownEvent;
class TouchUpEvent;
class TouchMoveEvent;
class ScrollWheelEvent;
class TerminateEvent;
class FrameEvent;
// forward declare util classes
class AnimationPath;
// forward declare viewer classes
class Camera;
class CommandGraph;
class RenderGraph;
class View;
class Viewer;
// forward declare general classes
class FrameStamp;
class VSG_DECLSPEC ConstVisitor : public Object
{
public:
ConstVisitor();
Mask traversalMask = MASK_ALL;
Mask overrideMask = MASK_OFF;
virtual void apply(const Object&);
virtual void apply(const Objects&);
virtual void apply(const External&);
virtual void apply(const Data&);
// Values
virtual void apply(const stringValue&);
virtual void apply(const boolValue&);
virtual void apply(const intValue&);
virtual void apply(const uintValue&);
virtual void apply(const floatValue&);
virtual void apply(const doubleValue&);
// Arrays
virtual void apply(const byteArray&);
virtual void apply(const ubyteArray&);
virtual void apply(const shortArray&);
virtual void apply(const ushortArray&);
virtual void apply(const intArray&);
virtual void apply(const uintArray&);
virtual void apply(const floatArray&);
virtual void apply(const doubleArray&);
virtual void apply(const vec2Array&);
virtual void apply(const vec3Array&);
virtual void apply(const vec4Array&);
virtual void apply(const dvec2Array&);
virtual void apply(const dvec3Array&);
virtual void apply(const dvec4Array&);
virtual void apply(const bvec2Array&);
virtual void apply(const bvec3Array&);
virtual void apply(const bvec4Array&);
virtual void apply(const svec2Array&);
virtual void apply(const svec3Array&);
virtual void apply(const svec4Array&);
virtual void apply(const ivec2Array&);
virtual void apply(const ivec3Array&);
virtual void apply(const ivec4Array&);
virtual void apply(const ubvec2Array&);
virtual void apply(const ubvec3Array&);
virtual void apply(const ubvec4Array&);
virtual void apply(const usvec2Array&);
virtual void apply(const usvec3Array&);
virtual void apply(const usvec4Array&);
virtual void apply(const uivec2Array&);
virtual void apply(const uivec3Array&);
virtual void apply(const uivec4Array&);
virtual void apply(const mat4Array&);
virtual void apply(const dmat4Array&);
virtual void apply(const block64Array&);
virtual void apply(const block128Array&);
// Array2Ds
virtual void apply(const ubyteArray2D&);
virtual void apply(const ushortArray2D&);
virtual void apply(const uintArray2D&);
virtual void apply(const floatArray2D&);
virtual void apply(const doubleArray2D&);
virtual void apply(const vec2Array2D&);
virtual void apply(const vec3Array2D&);
virtual void apply(const vec4Array2D&);
virtual void apply(const dvec2Array2D&);
virtual void apply(const dvec3Array2D&);
virtual void apply(const dvec4Array2D&);
virtual void apply(const bvec2Array2D&);
virtual void apply(const bvec3Array2D&);
virtual void apply(const bvec4Array2D&);
virtual void apply(const svec2Array2D&);
virtual void apply(const svec3Array2D&);
virtual void apply(const svec4Array2D&);
virtual void apply(const ivec2Array2D&);
virtual void apply(const ivec3Array2D&);
virtual void apply(const ivec4Array2D&);
virtual void apply(const ubvec2Array2D&);
virtual void apply(const ubvec3Array2D&);
virtual void apply(const ubvec4Array2D&);
virtual void apply(const usvec2Array2D&);
virtual void apply(const usvec3Array2D&);
virtual void apply(const usvec4Array2D&);
virtual void apply(const uivec2Array2D&);
virtual void apply(const uivec3Array2D&);
virtual void apply(const uivec4Array2D&);
virtual void apply(const block64Array2D&);
virtual void apply(const block128Array2D&);
// Array3Ds
virtual void apply(const ubyteArray3D&);
virtual void apply(const ushortArray3D&);
virtual void apply(const uintArray3D&);
virtual void apply(const floatArray3D&);
virtual void apply(const doubleArray3D&);
virtual void apply(const vec2Array3D&);
virtual void apply(const vec3Array3D&);
virtual void apply(const vec4Array3D&);
virtual void apply(const dvec2Array3D&);
virtual void apply(const dvec3Array3D&);
virtual void apply(const dvec4Array3D&);
virtual void apply(const ubvec2Array3D&);
virtual void apply(const ubvec3Array3D&);
virtual void apply(const ubvec4Array3D&);
virtual void apply(const block64Array3D&);
virtual void apply(const block128Array3D&);
// Nodes
virtual void apply(const Node&);
virtual void apply(const Commands&);
virtual void apply(const Group&);
virtual void apply(const QuadGroup&);
virtual void apply(const LOD&);
virtual void apply(const PagedLOD&);
virtual void apply(const StateGroup&);
virtual void apply(const CullGroup&);
virtual void apply(const CullNode&);
virtual void apply(const MatrixTransform&);
virtual void apply(const Transform&);
virtual void apply(const Geometry&);
virtual void apply(const VertexIndexDraw&);
virtual void apply(const DepthSorted&);
virtual void apply(const Bin&);
virtual void apply(const Switch&);
virtual void apply(const Light&);
virtual void apply(const AmbientLight&);
virtual void apply(const DirectionalLight&);
virtual void apply(const PointLight&);
virtual void apply(const SpotLight&);
// Vulkan nodes
virtual void apply(const BufferInfo&);
virtual void apply(const Command&);
virtual void apply(const StateCommand&);
virtual void apply(const StateSwitch&);
virtual void apply(const CommandBuffer&);
virtual void apply(const RenderPass&);
virtual void apply(const BindDescriptorSet&);
virtual void apply(const BindDescriptorSets&);
virtual void apply(const Descriptor&);
virtual void apply(const DescriptorBuffer&);
virtual void apply(const DescriptorImage&);
virtual void apply(const DescriptorSet&);
virtual void apply(const BindVertexBuffers&);
virtual void apply(const BindIndexBuffer&);
virtual void apply(const BindComputePipeline&);
virtual void apply(const BindGraphicsPipeline&);
virtual void apply(const BindRayTracingPipeline&);
virtual void apply(const GraphicsPipeline&);
virtual void apply(const ComputePipeline&);
virtual void apply(const RayTracingPipeline&);
virtual void apply(const GraphicsPipelineState&);
virtual void apply(const ShaderStage&);
virtual void apply(const VertexInputState&);
virtual void apply(const InputAssemblyState&);
virtual void apply(const TessellationState&);
virtual void apply(const ViewportState&);
virtual void apply(const RasterizationState&);
virtual void apply(const MultisampleState&);
virtual void apply(const DepthStencilState&);
virtual void apply(const ColorBlendState&);
virtual void apply(const DynamicState&);
virtual void apply(const ResourceHints&);
virtual void apply(const Draw&);
virtual void apply(const DrawIndexed&);
virtual void apply(const ClearAttachments&);
virtual void apply(const QueryPool&);
virtual void apply(const ResetQueryPool&);
virtual void apply(const BeginQuery&);
virtual void apply(const EndQuery&);
virtual void apply(const WriteTimestamp&);
virtual void apply(const CopyQueryPoolResults&);
// rtx classes
virtual void apply(const DrawMeshTasks&);
virtual void apply(const DrawMeshTasksIndirect&);
virtual void apply(const DrawMeshTasksIndirectCount&);
// ui events
virtual void apply(const UIEvent&);
virtual void apply(const WindowEvent&);
virtual void apply(const ExposeWindowEvent&);
virtual void apply(const ConfigureWindowEvent&);
virtual void apply(const CloseWindowEvent&);
virtual void apply(const KeyEvent&);
virtual void apply(const KeyPressEvent&);
virtual void apply(const KeyReleaseEvent&);
virtual void apply(const PointerEvent&);
virtual void apply(const ButtonPressEvent&);
virtual void apply(const ButtonReleaseEvent&);
virtual void apply(const MoveEvent&);
virtual void apply(const TouchEvent&);
virtual void apply(const TouchDownEvent&);
virtual void apply(const TouchUpEvent&);
virtual void apply(const TouchMoveEvent&);
virtual void apply(const ScrollWheelEvent&);
virtual void apply(const TerminateEvent&);
virtual void apply(const FrameEvent&);
// utils
virtual void apply(const AnimationPath&);
// viewer
virtual void apply(const Camera&);
virtual void apply(const CommandGraph&);
virtual void apply(const RenderGraph&);
virtual void apply(const View&);
virtual void apply(const Viewer&);
// general classes
virtual void apply(const FrameStamp&);
};
// provide Value<>::accept() implementation
template<typename T>
void Value<T>::accept(ConstVisitor& visitor) const { visitor.apply(*this); }
// provide Array<>::accept() implementation
template<typename T>
void Array<T>::accept(ConstVisitor& visitor) const { visitor.apply(*this); }
// provide Array2D<>::accept() implementation
template<typename T>
void Array2D<T>::accept(ConstVisitor& visitor) const { visitor.apply(*this); }
// provide Array3D<>::accept() implementation
template<typename T>
void Array3D<T>::accept(ConstVisitor& visitor) const { visitor.apply(*this); }
} // namespace vsg