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/****************************************************************************
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Copyright (c) 2015-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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http://www.cocos2d-x.org
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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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Ideas taken from:
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- GamePlay3D: http://gameplay3d.org/
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- OGRE3D: http://www.ogre3d.org/
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- Qt3D: http://qt-project.org/
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****************************************************************************/
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#pragma once
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#include <string>
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#include "renderer/CCRenderState.h"
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#include "base/CCRef.h"
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#include "platform/CCPlatformMacros.h"
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#include "base/CCVector.h"
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NS_CC_BEGIN
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class Pass;
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class Material;
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namespace backend
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{
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class ProgramState;
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}
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/// Technique
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class CC_DLL Technique : public Ref
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{
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friend class Material;
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friend class Renderer;
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friend class Pass;
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friend class MeshCommand;
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friend class Mesh;
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friend class RenderState;
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public:
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/** Creates a new Technique with a GLProgramState.
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Method added to support legacy code
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*/
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static Technique* createWithProgramState(Material* parent, backend::ProgramState* state);
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static Technique* create(Material* parent);
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/** Adds a new pass to the Technique.
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Order matters. First added, first rendered
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*/
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void addPass(Pass* pass);
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/** Returns the name of the Technique */
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std::string getName() const;
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/** Returns the Pass at given index */
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Pass* getPassByIndex(ssize_t index) const;
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/** Returns the number of Passes in the Technique */
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ssize_t getPassCount() const;
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/** Returns the list of passes */
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const Vector<Pass*>& getPasses() const;
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/** Returns a new clone of the Technique */
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Technique* clone() const;
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void setMaterial(Material* material) { _material = material; }
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RenderState::StateBlock& getStateBlock() { return _renderState.getStateBlock(); }
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protected:
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Technique();
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~Technique();
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bool init(Material* parent);
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void setName(std::string_view name);
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RenderState _renderState;
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std::string _name;
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Vector<Pass*> _passes;
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Material* _material = nullptr;
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};
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NS_CC_END
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