/**************************************************************************** Copyright (c) 2013-2014 Chukong Technologies Inc. http://www.cocos2d-x.org 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. ****************************************************************************/ #ifndef __CC_RENDERER_H_ #define __CC_RENDERER_H_ #include #include #include "platform/CCPlatformMacros.h" #include "renderer/CCRenderCommand.h" #include "renderer/CCGLProgram.h" #include "platform/CCGL.h" NS_CC_BEGIN class EventListenerCustom; class QuadCommand; class TrianglesCommand; class MeshCommand; /** Class that knows how to sort `RenderCommand` objects. Since the commands that have `z == 0` are "pushed back" in the correct order, the only `RenderCommand` objects that need to be sorted, are the ones that have `z < 0` and `z > 0`. */ class RenderQueue { public: void push_back(RenderCommand* command); ssize_t size() const; void sort(); RenderCommand* operator[](ssize_t index) const; void clear(); protected: std::vector _queueNegZ; std::vector _queue0; std::vector _queuePosZ; }; //render queue for transparency object, NOTE that the _globalOrder of RenderCommand is the distance to the camera when added to the transparent queue class TransparentRenderQueue { public: void push_back(RenderCommand* command); ssize_t size() const { return _queueCmd.size(); } void sort(); RenderCommand* operator[](ssize_t index) const; void clear(); protected: std::vector _queueCmd; }; struct RenderStackElement { int renderQueueID; ssize_t currentIndex; }; class GroupCommandManager; /* Class responsible for the rendering in. Whenever possible prefer to use `QuadCommand` objects since the renderer will automatically batch them. */ class CC_DLL Renderer { public: static const int VBO_SIZE = 65536; static const int INDEX_VBO_SIZE = VBO_SIZE * 6 / 4; static const int BATCH_QUADCOMMAND_RESEVER_SIZE = 64; static const int MATERIAL_ID_DO_NOT_BATCH = 0; Renderer(); ~Renderer(); //TODO: manage GLView inside Render itself void initGLView(); /** Adds a `RenderComamnd` into the renderer */ void addCommand(RenderCommand* command); /** Adds a `RenderComamnd` into the renderer specifying a particular render queue ID */ void addCommand(RenderCommand* command, int renderQueue); /** Pushes a group into the render queue */ void pushGroup(int renderQueueID); /** Pops a group from the render queue */ void popGroup(); /** Creates a render queue and returns its Id */ int createRenderQueue(); /** Renders into the GLView all the queued `RenderCommand` objects */ void render(); /** Cleans all `RenderCommand`s in the queue */ void clean(); /* returns the number of drawn batches in the last frame */ ssize_t getDrawnBatches() const { return _drawnBatches; } /* RenderCommands (except) QuadCommand should update this value */ void addDrawnBatches(ssize_t number) { _drawnBatches += number; }; /* returns the number of drawn triangles in the last frame */ ssize_t getDrawnVertices() const { return _drawnVertices; } /* RenderCommands (except) QuadCommand should update this value */ void addDrawnVertices(ssize_t number) { _drawnVertices += number; }; /* clear draw stats */ void clearDrawStats() { _drawnBatches = _drawnVertices = 0; } inline GroupCommandManager* getGroupCommandManager() const { return _groupCommandManager; }; /** returns whether or not a rectangle is visible or not */ bool checkVisibility(const Mat4& transform, const Size& size); protected: //Setup VBO or VAO based on OpenGL extensions void setupBuffer(); void setupVBOAndVAO(); void setupVBO(); void mapBuffers(); void drawBatchedTriangles(); void drawBatchedQuads(); //Draw the previews queued quads and flush previous context void flush(); void flush2D(); void flush3D(); void visitRenderQueue(const RenderQueue& queue); void visitTransparentRenderQueue(const TransparentRenderQueue& queue); void fillVerticesAndIndices(const TrianglesCommand* cmd); void fillQuads(const QuadCommand* cmd); std::stack _commandGroupStack; std::vector _renderGroups; TransparentRenderQueue _transparentRenderGroups; //transparency objects uint32_t _lastMaterialID; MeshCommand* _lastBatchedMeshCommand; std::vector _batchedCommands; std::vector _batchQuadCommands; //for TrianglesCommand V3F_C4B_T2F _verts[VBO_SIZE]; GLushort _indices[INDEX_VBO_SIZE]; GLuint _buffersVAO; GLuint _buffersVBO[2]; //0: vertex 1: indices int _filledVertex; int _filledIndex; //for QuadCommand V3F_C4B_T2F _quadVerts[VBO_SIZE]; GLushort _quadIndices[INDEX_VBO_SIZE]; GLuint _quadVAO; GLuint _quadbuffersVBO[2]; //0: vertex 1: indices int _numberQuads; bool _glViewAssigned; // stats ssize_t _drawnBatches; ssize_t _drawnVertices; //the flag for checking whether renderer is rendering bool _isRendering; GroupCommandManager* _groupCommandManager; #if CC_ENABLE_CACHE_TEXTURE_DATA EventListenerCustom* _cacheTextureListener; #endif }; NS_CC_END #endif //__CC_RENDERER_H_