#pragma once #include "base/Object.h" #include "Texture.h" #include NS_AX_BACKEND_BEGIN class RenderTarget : public ax::Object { public: struct RenderBuffer { TextureBackend* texture = nullptr; uint8_t level = 0; // level when attached to a texture explicit operator bool() const { return texture != nullptr; } }; typedef RenderBuffer ColorAttachment[MAX_COLOR_ATTCHMENT]; RenderTarget(bool defaultRenderTarget) : _defaultRenderTarget(defaultRenderTarget) {} virtual ~RenderTarget() { for (auto colorItem : _color) AX_SAFE_RELEASE(colorItem.texture); AX_SAFE_RELEASE(_depth.texture); AX_SAFE_RELEASE(_stencil.texture); } bool isDefaultRenderTarget() const { return _defaultRenderTarget; } void setColorAttachment(ColorAttachment attachment) { for (int i = 0; i < MAX_COLOR_ATTCHMENT; ++i) { auto colorItem = _color[i]; if (colorItem.texture != attachment[i].texture || colorItem.level != attachment[i].level) _dirtyFlags |= getMRTColorFlag(i); AX_SAFE_RELEASE(colorItem.texture); } memcpy(_color, attachment, sizeof(ColorAttachment)); for (auto colorItem : _color) AX_SAFE_RETAIN(colorItem.texture); }; void setColorAttachment(TextureBackend* attachment, int level = 0, int index = 0) { if (_color[index].texture != attachment || _color[index].level != level) { _dirtyFlags |= getMRTColorFlag(index); AX_SAFE_RELEASE(_color[index].texture); _color[index].texture = attachment; _color[index].level = level; AX_SAFE_RETAIN(_color[index].texture); } } void setDepthAttachment(TextureBackend* attachment, int level = 0) { if (_depth.texture != attachment || _depth.level != level) { _dirtyFlags |= TargetBufferFlags::DEPTH; AX_SAFE_RELEASE(_depth.texture); _depth.texture = attachment; _depth.level = level; AX_SAFE_RETAIN(_depth.texture); } }; void setStencilAttachment(TextureBackend* attachment, int level = 0) { if (_stencil.texture != attachment || _depth.level != level) { _dirtyFlags |= TargetBufferFlags::STENCIL; AX_SAFE_RELEASE(_stencil.texture); _stencil.texture = attachment; _stencil.level = level; AX_SAFE_RETAIN(_stencil.texture); } }; bool isDirty() const { return !!_dirtyFlags; } ColorAttachment _color{}; RenderBuffer _depth{}; RenderBuffer _stencil{}; protected: bool _defaultRenderTarget = false; mutable TargetBufferFlags _dirtyFlags{}; }; NS_AX_BACKEND_END