2019-11-23 20:27:39 +08:00
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/****************************************************************************
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Copyright (c) 2013-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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2022-07-09 22:23:34 +08:00
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https://axis-project.github.io/
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2019-11-23 20:27:39 +08:00
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#pragma once
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#include <vector>
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#include <stack>
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#include <array>
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#include <deque>
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#include "platform/CCPlatformMacros.h"
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#include "renderer/CCRenderCommand.h"
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#include "renderer/backend/Types.h"
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/**
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* @addtogroup renderer
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* @{
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*/
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2022-07-11 17:50:21 +08:00
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NS_AX_BEGIN
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using CullMode = backend::CullMode;
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using Winding = backend::Winding;
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namespace backend
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{
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class Buffer;
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class CommandBuffer;
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class RenderPipeline;
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class RenderPass;
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class TextureBackend;
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class RenderTarget;
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struct PixelBufferDescriptor;
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} // namespace backend
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class EventListenerCustom;
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class TrianglesCommand;
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class MeshCommand;
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class GroupCommand;
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class CallbackCommand;
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struct PipelineDescriptor;
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class Texture2D;
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/** Class that knows how to sort `RenderCommand` objects.
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Since the commands that have `z == 0` are "pushed back" in
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the correct order, the only `RenderCommand` objects that need to be sorted,
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are the ones that have `z < 0` and `z > 0`.
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*/
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class RenderQueue
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{
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public:
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/**
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RenderCommand will be divided into Queue Groups.
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*/
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enum QUEUE_GROUP
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{
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/**Objects with globalZ smaller than 0.*/
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GLOBALZ_NEG = 0,
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/**Opaque 3D objects with 0 globalZ.*/
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OPAQUE_3D = 1,
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/**Transparent 3D objects with 0 globalZ.*/
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TRANSPARENT_3D = 2,
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/**2D objects with 0 globalZ.*/
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GLOBALZ_ZERO = 3,
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/**Objects with globalZ bigger than 0.*/
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GLOBALZ_POS = 4,
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QUEUE_COUNT = 5,
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};
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public:
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/**Constructor.*/
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RenderQueue();
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/**Push a renderCommand into current renderqueue.*/
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void emplace_back(RenderCommand* command);
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/**Return the number of render commands.*/
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ssize_t size() const;
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/**Sort the render commands.*/
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void sort();
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/**Treat sorted commands as an array, access them one by one.*/
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RenderCommand* operator[](ssize_t index) const;
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/**Clear all rendered commands.*/
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void clear();
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/**Realloc command queues and reserve with given size. Note: this clears any existing commands.*/
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void realloc(size_t reserveSize);
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/**Get a sub group of the render queue.*/
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std::vector<RenderCommand*>& getSubQueue(QUEUE_GROUP group) { return _commands[group]; }
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/**Get the number of render commands contained in a subqueue.*/
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ssize_t getSubQueueSize(QUEUE_GROUP group) const { return _commands[group].size(); }
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protected:
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/**The commands in the render queue.*/
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std::vector<RenderCommand*> _commands[QUEUE_COUNT];
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/**Cull state.*/
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bool _isCullEnabled;
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/**Depth test enable state.*/
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bool _isDepthEnabled;
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/**Depth buffer write state.*/
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bool _isDepthWrite;
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};
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class GroupCommandManager;
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/* Class responsible for the rendering in.
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Whenever possible prefer to use `TrianglesCommand` objects since the renderer will automatically batch them.
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*/
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class AX_DLL Renderer
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{
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public:
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/**The max number of vertices in a vertex buffer object.*/
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static const int VBO_SIZE = 65536;
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/**The max number of indices in a index buffer.*/
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static const int INDEX_VBO_SIZE = VBO_SIZE * 6 / 4;
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/**The rendercommands which can be batched will be saved into a list, this is the reserved size of this list.*/
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static const int BATCH_TRIAGCOMMAND_RESERVED_SIZE = 64;
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/**Reserved for material id, which means that the command could not be batched.*/
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static const int MATERIAL_ID_DO_NOT_BATCH = 0;
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/**Constructor.*/
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Renderer();
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/**Destructor.*/
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~Renderer();
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// TODO: manage GLView inside Render itself
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void init();
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void addCallbackCommand(std::function<void()> func, float globalZOrder = 0.0f);
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/** Adds a `RenderComamnd` into the renderer */
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void addCommand(RenderCommand* command);
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/** Adds a `RenderComamnd` into the renderer specifying a particular render queue ID */
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void addCommand(RenderCommand* command, int renderQueueID);
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/** Pushes a group into the render queue */
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void pushGroup(int renderQueueID);
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/** Pops a group from the render queue */
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void popGroup();
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/** Creates a render queue and returns its Id */
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int createRenderQueue();
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/** Renders into the GLView all the queued `RenderCommand` objects */
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void render();
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/** Cleans all `RenderCommand`s in the queue */
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void clean();
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/* returns the number of drawn batches in the last frame */
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ssize_t getDrawnBatches() const { return _drawnBatches; }
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/* RenderCommands (except) TrianglesCommand should update this value */
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void addDrawnBatches(ssize_t number) { _drawnBatches += number; };
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/* returns the number of drawn triangles in the last frame */
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ssize_t getDrawnVertices() const { return _drawnVertices; }
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/* RenderCommands (except) TrianglesCommand should update this value */
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void addDrawnVertices(ssize_t number) { _drawnVertices += number; };
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/* clear draw stats */
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void clearDrawStats() { _drawnBatches = _drawnVertices = 0; }
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/**
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Set render targets. If not set, will use default render targets. It will effect all commands.
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@flags Flags to indicate which attachment to be replaced.
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@colorAttachment The value to replace color attachment, only one color attachment supported now.
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@depthAttachment The value to repalce depth attachment.
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@stencilAttachment The value to replace stencil attachment. Depth attachment and stencil attachment
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can be the same value.
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*/
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backend::RenderTarget* getRenderTarget() const { return _currentRT; }
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void setRenderTarget(backend::RenderTarget* rt) { _currentRT = rt; };
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backend::RenderTarget* getDefaultRenderTarget() const { return _defaultRT; }
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/* The offscreen render target for RenderTexture to share it */
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backend::RenderTarget* getOffscreenRenderTarget();
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/**
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Set clear values for each attachment.
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@flags Flags to indicate which attachment clear value to be modified.
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@color The clear color value.
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@depth The clear depth value.
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@stencil The clear stencil value.
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*/
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void clear(ClearFlag flags, const Color4F& color, float depth, unsigned int stencil, float globalOrder);
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/**
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* Get color clear value.
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* @return Color clear value.
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*/
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const Color4F& getClearColor() const;
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/**
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* Get depth clear value.
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* @return Depth clear value.
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*/
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float getClearDepth() const;
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/**
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* Get the index when the stencil buffer is cleared.
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* @return The index used when the stencil buffer is cleared.
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*/
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unsigned int getClearStencil() const;
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/**
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* Get the clear flag.
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* @return The clear flag.
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*/
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ClearFlag getClearFlag() const;
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/**
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* Get the render target flag.
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* @return The render target flag.
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*/
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RenderTargetFlag getRenderTargetFlag() const;
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// depth/stencil state.
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/**
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* Enable/disable depth test.
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* @param value true means enable depth test, otherwise false.
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*/
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void setDepthTest(bool value);
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/**
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* Enable/disable to update depth buffer.
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* @param value true means enable writing into the depth buffer, otherwise false.
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*/
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void setDepthWrite(bool value);
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/**
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* Set depth compare function.
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* @param func Specifies the value used for depth buffer comparisons.
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*/
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void setDepthCompareFunction(backend::CompareFunction func);
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/**
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* Get whether depth test state is enabled or disabled.
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* @return true if depth test is enabled, otherwise false.
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*/
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bool getDepthTest() const;
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/**
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* Get whether writing to depth buffer is enabled or not.
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* @return true if enable writing into the depth buffer, false otherwise.
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*/
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bool getDepthWrite() const;
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/**
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* Get depth compare function.
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* @return Depth compare function.
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*/
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backend::CompareFunction getDepthCompareFunction() const;
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/**
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* Enable/disable stencil test.
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* @param value true means enable stencil test, otherwise false.
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*/
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void setStencilTest(bool value);
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/**
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* Set front and back function and reference value for stencil testing.
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* @param func Specifies the stencil test function.
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* @param ref Specifies the reference value for the stencil test.
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* @readMask Specifies a mask that is ANDed with both the reference value and the stored stencil value when the test
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* is done.
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*/
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void setStencilCompareFunction(backend::CompareFunction func, unsigned int ref, unsigned int readMask);
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/**
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* Set front and back stencil test actions.
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* @param stencilFailureOp Specifies the action to take when the stencil test fails.
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* @param depthFailureOp Specifies the stencil action when the stencil test passes, but the depth test fails.
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* @param stencilDepthPassOp Specifies the stencil action when both the stencil test and the depth test pass, or
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* when the stencil test passes and either there is no depth buffer or depth testing is not enabled.
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*/
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void setStencilOperation(backend::StencilOperation stencilFailureOp,
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backend::StencilOperation depthFailureOp,
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backend::StencilOperation stencilDepthPassOp);
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/**
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* Control the front and back writing of individual bits in the stencil planes.
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* @param mask Specifies a bit mask to enable and disable writing of individual bits in the stencil planes.
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*/
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void setStencilWriteMask(unsigned int mask);
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/**
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* Get whether stencil test is enabled or not.
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* @return true if stencil test is enabled, false otherwise.
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*/
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bool getStencilTest() const;
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/// Get the action to take when the stencil test fails.
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backend::StencilOperation getStencilFailureOperation() const;
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/// Get the stencil action when the stencil test passes, but the depth test fails.
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backend::StencilOperation getStencilPassDepthFailureOperation() const;
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/// Get the stencil action when both the stencil test and the depth test pass, or when the stencil test passes and
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/// either there is no depth buffer or depth testing is not enabled.
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backend::StencilOperation getStencilDepthPassOperation() const;
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/// Get the stencil test function.
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backend::CompareFunction getStencilCompareFunction() const;
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/**
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* Get the stencil readMask.
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* @return Stencil read mask.
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* @see `setStencilCompareFunction(backend::CompareFunction func, unsigned int ref, unsigned int readMask)`
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*/
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unsigned int getStencilReadMask() const;
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/**
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* Get the stencil write mask.
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* @return Stencil write mask.
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* @see `setStencilWriteMask(unsigned int mask)`
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*/
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unsigned int getStencilWriteMask() const;
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/**
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2021-12-25 10:04:45 +08:00
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* Get stencil reference value set by `setStencilCompareFunction`.
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2019-11-23 20:27:39 +08:00
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* @return Stencil reference value.
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* @see `setStencilCompareFunction(backend::CompareFunction func, unsigned int ref, unsigned int readMask)`
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*/
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unsigned int getStencilReferenceValue() const;
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2021-12-25 10:04:45 +08:00
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2021-04-22 22:01:47 +08:00
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/**
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* Sets depth stencil descriptor
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*/
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void setDepthStencilDesc(const backend::DepthStencilDescriptor& dsDesc);
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2021-12-25 10:04:45 +08:00
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2021-04-22 22:01:47 +08:00
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/**
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* Gets depth stencil descriptor
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*/
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const backend::DepthStencilDescriptor& getDepthStencilDesc() const;
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2019-11-23 20:27:39 +08:00
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/**
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* Fixed-function state
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* @param mode Controls if primitives are culled when front facing, back facing, or not culled at all.
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*/
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void setCullMode(CullMode mode) { _cullMode = mode; }
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/**
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* Get cull mode.
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* @return The cull mode.
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*/
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CullMode getCullMode() const { return _cullMode; }
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/**
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* Fixed-function state
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* @param winding The winding order of front-facing primitives.
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*/
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void setWinding(Winding winding) { _winding = winding; }
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/**
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* Get winding mode.
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* @return The winding mode.
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*/
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Winding getWinding() const { return _winding; }
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/**
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* Fixed-function state
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* @param x The x coordinate of the upper-left corner of the viewport.
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* @param y The y coordinate of the upper-left corner of the viewport.
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* @param w The width of the viewport, in pixels.
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* @param h The height of the viewport, in pixels.
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*/
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void setViewPort(int x, int y, unsigned int w, unsigned int h);
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/// Get viewport.
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const Viewport& getViewport() const { return _viewport; }
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/**
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2021-12-25 10:04:45 +08:00
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* Enable/disable scissor test.
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2019-11-23 20:27:39 +08:00
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* @param enabled true if enable scissor test, false otherwise.
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*/
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void setScissorTest(bool enabled);
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/**
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* Fixed-function state
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* @param x, y Specifies the lower left corner of the scissor box
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* @param wdith Specifies the width of the scissor box
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* @param height Specifies the height of the scissor box
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*/
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void setScissorRect(float x, float y, float width, float height);
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2021-12-25 10:04:45 +08:00
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bool getScissorTest() const; ///< Get whether scissor test is enabled or not.
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const ScissorRect& getScissorRect() const; ///< Get scissor rectangle.
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2019-11-23 20:27:39 +08:00
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/** returns whether or not a rectangle is visible or not */
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2021-10-23 23:27:14 +08:00
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bool checkVisibility(const Mat4& transform, const Vec2& size);
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2021-12-25 10:04:45 +08:00
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2020-09-21 22:10:50 +08:00
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/** read pixels from RenderTarget or screen framebuffer */
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void readPixels(backend::RenderTarget* rt, std::function<void(const backend::PixelBufferDescriptor&)> callback);
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2021-12-25 10:04:45 +08:00
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void beginRenderPass(); /// Begin a render pass.
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2021-06-17 22:22:41 +08:00
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void endRenderPass();
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2022-06-24 14:18:48 +08:00
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CallbackCommand* nextCallbackCommand();
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2019-11-23 20:27:39 +08:00
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protected:
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friend class Director;
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friend class GroupCommand;
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/**
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* Create and reuse vertex and index buffer for triangleCommand.
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* When queued vertex or index count exceed the limited value, a new vertex or index buffer will be created.
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*/
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class TriangleCommandBufferManager
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{
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public:
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~TriangleCommandBufferManager();
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/**
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* Create a new vertex buffer and a index buffer and push it to cache.
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* @note Should invoke firstly.
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*/
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void init();
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/**
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* Reset avalable buffer index to zero.
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2021-12-25 10:04:45 +08:00
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* That means when get vertex buffer or index buffer, the earliest created buffer object in the cache will be
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* returned.
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2019-11-23 20:27:39 +08:00
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*/
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void putbackAllBuffers();
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/**
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2021-12-25 10:04:45 +08:00
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* Buffer will be created If next buffer unavailable in the cache, otherwise set the buffer index in order to
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* get the next available buffer.
|
2019-11-23 20:27:39 +08:00
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*/
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void prepareNextBuffer();
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2021-12-25 10:04:45 +08:00
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backend::Buffer* getVertexBuffer() const; ///< Get the vertex buffer.
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backend::Buffer* getIndexBuffer() const; ///< Get the index buffer.
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2019-11-23 20:27:39 +08:00
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private:
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void createBuffer();
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int _currentBufferIndex = 0;
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std::vector<backend::Buffer*> _vertexBufferPool;
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std::vector<backend::Buffer*> _indexBufferPool;
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};
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|
2021-12-25 10:04:45 +08:00
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inline GroupCommandManager* getGroupCommandManager() const { return _groupCommandManager; }
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2019-11-23 20:27:39 +08:00
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void drawBatchedTriangles();
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void drawCustomCommand(RenderCommand* command);
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void drawMeshCommand(RenderCommand* command);
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|
2021-12-25 10:04:45 +08:00
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bool beginFrame(); /// Indicate the begining of a frame
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void endFrame(); /// Finish a frame.
|
2019-11-23 20:27:39 +08:00
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|
2021-12-25 10:04:45 +08:00
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/// Draw the previews queued triangles and flush previous context
|
2019-11-23 20:27:39 +08:00
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void flush();
|
2021-12-25 10:04:45 +08:00
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|
2019-11-23 20:27:39 +08:00
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void flush2D();
|
2021-12-25 10:04:45 +08:00
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|
2019-11-23 20:27:39 +08:00
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void flush3D();
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void flushTriangles();
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void processRenderCommand(RenderCommand* command);
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void processGroupCommand(GroupCommand*);
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|
void visitRenderQueue(RenderQueue& queue);
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void doVisitRenderQueue(const std::vector<RenderCommand*>&);
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void fillVerticesAndIndices(const TrianglesCommand* cmd, unsigned int vertexBufferOffset);
|
2021-12-25 10:04:45 +08:00
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|
2019-11-23 20:27:39 +08:00
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void pushStateBlock();
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void popStateBlock();
|
2021-12-25 10:04:45 +08:00
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|
2019-11-23 20:27:39 +08:00
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backend::RenderPipeline* _renderPipeline = nullptr;
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Viewport _viewport;
|
2021-12-25 10:04:45 +08:00
|
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CullMode _cullMode = CullMode::NONE;
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|
|
Winding _winding = Winding::COUNTER_CLOCK_WISE; // default front face is CCW in GL
|
2019-11-23 20:27:39 +08:00
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std::stack<int> _commandGroupStack;
|
2021-12-25 10:04:45 +08:00
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|
2019-11-23 20:27:39 +08:00
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std::vector<RenderQueue> _renderGroups;
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std::vector<TrianglesCommand*> _queuedTriangleCommands;
|
2021-12-25 10:04:45 +08:00
|
|
|
|
2022-06-24 14:18:48 +08:00
|
|
|
// the pool for callback commands
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|
|
std::vector<CallbackCommand*> _callbackCommandsPool;
|
2019-11-23 20:27:39 +08:00
|
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|
|
2021-12-25 10:04:45 +08:00
|
|
|
// for TrianglesCommand
|
2019-11-23 20:27:39 +08:00
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|
V3F_C4B_T2F _verts[VBO_SIZE];
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|
|
unsigned short _indices[INDEX_VBO_SIZE];
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|
|
backend::Buffer* _vertexBuffer = nullptr;
|
2021-12-25 10:04:45 +08:00
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|
backend::Buffer* _indexBuffer = nullptr;
|
2019-11-23 20:27:39 +08:00
|
|
|
TriangleCommandBufferManager _triangleCommandBufferManager;
|
2021-12-25 10:04:45 +08:00
|
|
|
|
2019-11-23 20:27:39 +08:00
|
|
|
backend::CommandBuffer* _commandBuffer = nullptr;
|
2021-04-22 22:01:47 +08:00
|
|
|
backend::RenderPassDescriptor _renderPassDesc;
|
2020-09-22 16:32:17 +08:00
|
|
|
|
|
|
|
backend::DepthStencilState* _depthStencilState = nullptr;
|
2021-04-22 22:01:47 +08:00
|
|
|
backend::DepthStencilDescriptor _dsDesc;
|
2019-11-23 20:27:39 +08:00
|
|
|
|
|
|
|
// Internal structure that has the information for the batches
|
|
|
|
struct TriBatchToDraw
|
|
|
|
{
|
2021-12-25 10:04:45 +08:00
|
|
|
TrianglesCommand* cmd = nullptr; // needed for the Material
|
2019-11-23 20:27:39 +08:00
|
|
|
unsigned int indicesToDraw = 0;
|
2021-12-25 10:04:45 +08:00
|
|
|
unsigned int offset = 0;
|
2019-11-23 20:27:39 +08:00
|
|
|
};
|
|
|
|
// capacity of the array of TriBatches
|
|
|
|
int _triBatchesToDrawCapacity = 500;
|
|
|
|
// the TriBatches
|
|
|
|
TriBatchToDraw* _triBatchesToDraw = nullptr;
|
|
|
|
|
|
|
|
unsigned int _queuedTotalVertexCount = 0;
|
2021-12-25 10:04:45 +08:00
|
|
|
unsigned int _queuedTotalIndexCount = 0;
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|
|
|
unsigned int _queuedVertexCount = 0;
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|
|
|
unsigned int _queuedIndexCount = 0;
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|
|
|
unsigned int _filledIndex = 0;
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|
|
unsigned int _filledVertex = 0;
|
2019-11-23 20:27:39 +08:00
|
|
|
|
|
|
|
// stats
|
2021-12-25 10:04:45 +08:00
|
|
|
size_t _drawnBatches = 0;
|
2021-08-27 12:34:24 +08:00
|
|
|
size_t _drawnVertices = 0;
|
2021-12-25 10:04:45 +08:00
|
|
|
// the flag for checking whether renderer is rendering
|
|
|
|
bool _isRendering = false;
|
2019-11-23 20:27:39 +08:00
|
|
|
bool _isDepthTestFor2D = false;
|
2021-12-25 10:04:45 +08:00
|
|
|
|
2019-11-23 20:27:39 +08:00
|
|
|
GroupCommandManager* _groupCommandManager = nullptr;
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|
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|
|
unsigned int _stencilRef = 0;
|
|
|
|
|
2020-09-21 22:10:50 +08:00
|
|
|
backend::RenderTarget* _defaultRT = nullptr;
|
2021-12-25 10:04:45 +08:00
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|
|
backend::RenderTarget* _currentRT = nullptr; // weak ref
|
2020-09-21 22:10:50 +08:00
|
|
|
|
2022-06-24 14:18:48 +08:00
|
|
|
backend::RenderTarget* _offscreenRT = nullptr;
|
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|
|
|
2019-11-23 20:27:39 +08:00
|
|
|
Color4F _clearColor = Color4F::BLACK;
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|
|
|
ClearFlag _clearFlag;
|
|
|
|
|
|
|
|
struct ScissorState
|
|
|
|
{
|
|
|
|
ScissorRect rect;
|
|
|
|
bool isEnabled = false;
|
|
|
|
};
|
|
|
|
ScissorState _scissorState;
|
2021-12-25 10:04:45 +08:00
|
|
|
|
|
|
|
struct StateBlock
|
|
|
|
{
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|
|
|
bool depthTest = false;
|
|
|
|
bool depthWrite = false;
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|
|
backend::CullMode cullMode = backend::CullMode::NONE;
|
2019-11-23 20:27:39 +08:00
|
|
|
};
|
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|
|
std::deque<StateBlock> _stateBlockStack;
|
|
|
|
};
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|
|
|
2022-07-11 17:50:21 +08:00
|
|
|
NS_AX_END
|
2019-11-23 20:27:39 +08:00
|
|
|
|
|
|
|
/**
|
|
|
|
end of support group
|
|
|
|
@}
|
|
|
|
*/
|