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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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2021-12-25 10:04:45 +08:00
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2022-10-01 16:24:52 +08:00
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https://axmolengine.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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2021-12-25 10:04:45 +08:00
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2019-11-23 20:27:39 +08:00
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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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2019-11-23 20:27:39 +08:00
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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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2023-06-11 13:08:08 +08:00
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#include "renderer/RenderCommand.h"
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#include "renderer/PipelineDescriptor.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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/**
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Command used to render one or more Triangles, which is similar to QuadCommand.
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Every TrianglesCommand will have generate material ID by give textureID, glProgramState, Blend function
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if the material id is the same, these TrianglesCommands could be batched to save draw call.
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*/
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namespace backend
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{
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class TextureBackend;
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class Program;
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} // namespace backend
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class Texture2D;
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2022-07-16 10:43:05 +08:00
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class AX_DLL TrianglesCommand : public RenderCommand
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{
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public:
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/**The structure of Triangles. */
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struct Triangles
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{
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Triangles(V3F_C4B_T2F* _verts, unsigned short* _indices, unsigned int _vertCount, unsigned int _indexCount)
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: verts(_verts), indices(_indices), vertCount(_vertCount), indexCount(_indexCount)
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{}
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Triangles() {}
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/**Vertex data pointer.*/
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V3F_C4B_T2F* verts = nullptr;
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/**Index data pointer.*/
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unsigned short* indices = nullptr;
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/**The number of vertices.*/
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unsigned int vertCount = 0;
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/**The number of indices.*/
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unsigned int indexCount = 0;
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};
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/**Constructor.*/
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TrianglesCommand();
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/**Destructor.*/
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~TrianglesCommand();
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/** Initializes the command.
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@param globalOrder GlobalZOrder of the command.
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@param texture The texture used in renderring.
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@param blendType Blend function for the command.
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@param triangles Rendered triangles for the command.
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@param mv ModelView matrix for the command.
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@param flags to indicate that the command is using 3D rendering or not.
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*/
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void init(float globalOrder,
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ax::Texture2D* texture,
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const BlendFunc& blendType,
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const Triangles& triangles,
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const Mat4& mv,
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uint32_t flags);
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/**Get the material id of command.*/
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uint32_t getMaterialID() const { return _materialID; }
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/**Get a const reference of triangles.*/
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const Triangles& getTriangles() const { return _triangles; }
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/**Get the vertex count in the triangles.*/
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size_t getVertexCount() const { return _triangles.vertCount; }
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/**Get the index count of the triangles.*/
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size_t getIndexCount() const { return _triangles.indexCount; }
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/**Get the vertex data pointer.*/
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const V3F_C4B_T2F* getVertices() const { return _triangles.verts; }
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/**Get the index data pointer.*/
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const unsigned short* getIndices() const { return _triangles.indices; }
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/**Get the model view matrix.*/
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const Mat4& getModelView() const { return _mv; }
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/** update material ID */
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void updateMaterialID();
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protected:
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/**Generate the material ID by textureID, glProgramState, and blend function.*/
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void generateMaterialID();
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/**Generated material id.*/
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uint32_t _materialID = 0;
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/**Rendered triangles.*/
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Triangles _triangles;
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// Cached value to determine to generate material id or not.
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BlendFunc _blendType = BlendFunc::DISABLE;
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uint32_t _programType = backend::ProgramType::CUSTOM_PROGRAM;
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uint32_t _uniformID = 0;
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backend::TextureBackend* _texture = nullptr;
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};
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2022-07-11 17:50:21 +08:00
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NS_AX_END
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/**
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end of support group
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@}
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*/
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