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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2022-10-01 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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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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2023-06-11 13:08:08 +08:00
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#include "renderer/RenderCommand.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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namespace backend
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{
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class Buffer;
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}
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/**
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Custom command is used to draw all things except triangle commands. You can use
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this command to draw things, just provide vertex/index data and set corret flags.
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*/
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2022-07-16 10:43:05 +08:00
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class AX_DLL CustomCommand : public RenderCommand
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{
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public:
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enum class DrawType
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{
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ARRAY,
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ELEMENT
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};
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using PrimitiveType = backend::PrimitiveType;
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/**
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Buffer usage of vertex/index buffer. If the contents are not updated every frame,
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then STATIC should be used. Otherwise, DYNAMIC should be used.
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This flag is not improtant because most GPU drivers ignore it, so it's best left to STATIC.
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*/
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using BufferUsage = backend::BufferUsage;
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/**
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The index format that determines the size of index data. U_SHORT (65535 vertices) is enough for most
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cases, But support for U_INT (4294967295 vertices) has been added.
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*/
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using IndexFormat = backend::IndexFormat;
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typedef std::function<void()> CallBackFunc;
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/**Constructor.*/
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CustomCommand();
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CustomCommand(const CustomCommand& rhs);
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CustomCommand(CustomCommand&& rhs);
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/**Destructor.*/
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~CustomCommand();
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CustomCommand& operator=(const CustomCommand& rhs);
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CustomCommand& operator=(CustomCommand&& rhs);
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2020-08-19 12:26:09 +08:00
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void assign(const CustomCommand& rhs);
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void assign(CustomCommand&& rhs);
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public:
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/**
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TODO: should remove it.
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Init function.
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@param globalZOrder GlobalZOrder of the render command.
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@param modelViewTransform When in 3D mode, depth sorting needs modelViewTransform.
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@param flags Use to identify that the render command is 3D mode or not.
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*/
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void init(float globalZOrder, const Mat4& modelViewTransform, unsigned int flags);
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/**
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Init function. The render command will be in 2D mode.
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@param globalZOrder GlobalZOrder of the render command.
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*/
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void init(float globalZOrder);
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/**
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Init function. The render command will be in 2D mode.
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@param globalZOrder GlobalZOrder of the render command.
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@param blendFunc blend function of the render command.
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*/
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void init(float globalZOrder, const BlendFunc& blendFunc);
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/**
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Create a vertex buffer of the custom command. The buffer size is (vertexSize * capacity).
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If the buffer already exists, then it will delete the old buffer and create a new one.
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@param vertexSize the size of every vertex data.
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@param capacity how many vertices of the buffer
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@param usage the usage of the vertex buffer. Use Static of the vertex data are not updated
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every frame, otherwise use DYNAMIC.
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*/
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void createVertexBuffer(std::size_t vertexSize, std::size_t capacity, BufferUsage usage);
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/**
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Create an index buffer of the custom command. The buffer size is (indexSize * capacity).
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Index size is determined by format. If the buffer already exists, then it will delete the
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old buffer and create a new one.
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@param format index fomrat, if format is U_SHORT, then the index data type should be
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unsigned short, otherwise should be unsigned int.
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@param capacity how many indices of the buffer
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@param usage the usage of the vertex buffer. Use Static of the index data are not updated
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every frame, otherwise use DYNAMIC.
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*/
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void createIndexBuffer(IndexFormat format, std::size_t capacity, BufferUsage usage);
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/**
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Update vertex buffer contents.
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@param data Specifies a pointer to the new data that will be copied into the data store.
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@param length Specifies the length in bytes of the data store region being replaced.
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*/
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void updateVertexBuffer(void* data, std::size_t length);
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/**
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Update index buffer contents.
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@param data Specifies a pointer to the new data that will be copied into the data store.
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@param length Specifies the size in bytes of the data store region being replaced.
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*/
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void updateIndexBuffer(void* data, std::size_t length);
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/**
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Update some or all contents of vertex buffer.
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@param data Specifies a pointer to the new data that will be copied into the data store.
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@param offset Specifies the offset into the buffer object's data store where data replacement will begin, measured
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in bytes.
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@param length Specifies the size in bytes of the data store region being replaced.
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*/
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void updateVertexBuffer(void* data, std::size_t offset, std::size_t length);
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/**
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Update some or call contents of index buffer
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@param data Specifies a pointer to the new data that will be copied into the data store.
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@param offset specifies the offset into the buffer object's data store where data replacement will begin, measured
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in bytes.
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@param length Specifies the size in bytes of the data store region being replaced.
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*/
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void updateIndexBuffer(void* data, std::size_t offset, std::size_t length);
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/**
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Get vertex buffer capacity.
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*/
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inline std::size_t getVertexCapacity() const { return _vertexCapacity; }
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/**
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Get index buffer capacity.
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*/
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inline std::size_t getIndexCapacity() const { return _indexCapacity; }
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inline void setDrawType(DrawType drawType) { _drawType = drawType; }
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inline DrawType getDrawType() const { return _drawType; }
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inline void setPrimitiveType(PrimitiveType primitiveType) { _primitiveType = primitiveType; }
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inline PrimitiveType getPrimitiveType() const { return _primitiveType; }
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/**
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Set the vertex buffer. The existing vertex buffer will be replaced if exist.
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*/
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void setVertexBuffer(backend::Buffer* vertexBuffer);
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inline backend::Buffer* getVertexBuffer() const { return _vertexBuffer; }
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/**
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Set the index buffer. The existing index buffer will be replaced if exist.
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*/
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void setIndexBuffer(backend::Buffer* indexBuffer, IndexFormat indexFormat);
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inline backend::Buffer* getIndexBuffer() const { return _indexBuffer; }
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/**
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Set the drawing information if the drawing type is ARRAY.
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@start specifices the starting index of vertex buffer
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@count specifices the number of vertices to be rendered
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*/
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inline void setVertexDrawInfo(std::size_t start, std::size_t count)
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{
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_vertexDrawStart = start;
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_vertexDrawCount = count;
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}
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inline std::size_t getVertexDrawStart() const { return _vertexDrawStart; }
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inline std::size_t getVertexDrawCount() const { return _vertexDrawCount; }
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/**
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Set the drawing information if the drawing type is ELEMENT.
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@start specifices the starting index of index buffer
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@count specifices the number of indices to be rendered
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*/
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inline void setIndexDrawInfo(std::size_t start, std::size_t count)
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{
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_indexDrawOffset = start * _indexSize;
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_indexDrawCount = count;
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}
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inline std::size_t getIndexDrawOffset() const { return _indexDrawOffset; }
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inline std::size_t getIndexDrawCount() const { return _indexDrawCount; }
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inline void setLineWidth(float lineWidth) { _lineWidth = lineWidth; }
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inline float getLineWidth() const { return _lineWidth; }
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inline IndexFormat getIndexFormat() const { return _indexFormat; }
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inline void setIndexFormat(IndexFormat format) { _indexFormat = format; }
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/**
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* set a callback which will be invoke before rendering
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*/
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void setBeforeCallback(const CallBackFunc& before) { _beforeCallback = before; }
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/**
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* set a callback which will be invoke after rendering
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*/
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void setAfterCallback(const CallBackFunc& after) { _afterCallback = after; }
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const CallBackFunc& getBeforeCallback() { return _beforeCallback; }
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const CallBackFunc& getAfterCallback() { return _afterCallback; }
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protected:
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std::size_t computeIndexSize() const;
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backend::Buffer* _vertexBuffer = nullptr;
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backend::Buffer* _indexBuffer = nullptr;
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std::size_t _vertexDrawStart = 0;
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std::size_t _vertexDrawCount = 0;
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std::size_t _indexDrawOffset = 0;
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std::size_t _indexDrawCount = 0;
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DrawType _drawType = DrawType::ELEMENT;
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PrimitiveType _primitiveType = PrimitiveType::TRIANGLE;
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IndexFormat _indexFormat = IndexFormat::U_SHORT;
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float _lineWidth = 0.0;
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std::size_t _indexSize = 0;
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std::size_t _vertexCapacity = 0;
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std::size_t _indexCapacity = 0;
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CallBackFunc _beforeCallback = nullptr;
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CallBackFunc _afterCallback = nullptr;
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};
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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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