mirror of https://github.com/axmolengine/axmol.git
139 lines
4.8 KiB
C++
139 lines
4.8 KiB
C++
/****************************************************************************
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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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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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****************************************************************************/
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#pragma once
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#include "platform/CCPlatformMacros.h"
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#include "base/ccTypes.h"
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#include "renderer/CCPipelineDescriptor.h"
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/**
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* @addtogroup renderer
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* @{
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*/
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NS_CC_BEGIN
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/** Base class of the `RenderCommand` hierarchy.
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*
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The `Renderer` knows how to render `RenderCommands` objects.
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*/
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class CC_DLL RenderCommand
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{
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public:
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/**Enum the type of render command. */
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enum class Type
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{
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/** Reserved type.*/
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UNKNOWN_COMMAND,
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/** Quad command, used for draw quad.*/
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QUAD_COMMAND,
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/**Custom command, used to draw things other then TRIANGLES_COMMAND.*/
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CUSTOM_COMMAND,
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/**Group command, which can group command in a tree hierarchy.*/
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GROUP_COMMAND,
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/**Mesh command, used to draw 3D meshes.*/
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MESH_COMMAND,
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/**Triangles command, used to draw triangles.*/
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TRIANGLES_COMMAND,
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/**Callback command, used for calling callback for rendering.*/
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CALLBACK_COMMAND,
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};
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/**
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Init function, will be called by all the render commands.
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@param globalZOrder The global order of command, used for rendercommand sorting.
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@param modelViewTransform Modelview matrix when submitting the render command.
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@param flags Flag used to indicate whether the command should be draw at 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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/** Get global Z order. */
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float getGlobalOrder() const { return _globalOrder; }
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/** Returns the Command type. */
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Type getType() const { return _type; }
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/** Returns whether is transparent. */
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bool isTransparent() const { return _isTransparent; }
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/** Set transparent flag. */
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void setTransparent(bool isTransparent) { _isTransparent = isTransparent; }
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/**
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Get skip batching status, if a rendering is skip batching, it will be forced to be rendering separately.
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*/
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bool isSkipBatching() const { return _skipBatching; }
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/**Set skip batching.*/
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void setSkipBatching(bool value) { _skipBatching = value; }
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/**Whether the command should be rendered at 3D mode.*/
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bool is3D() const { return _is3D; }
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/**Set the command rendered in 3D mode or not.*/
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void set3D(bool value) { _is3D = value; }
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/**Get the depth by current model view matrix.*/
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float getDepth() const { return _depth; }
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/// Can use the result to change the descriptor content.
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inline PipelineDescriptor& getPipelineDescriptor() { return _pipelineDescriptor; }
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const Mat4 & getMV() const { return _mv; }
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protected:
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/**Constructor.*/
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RenderCommand();
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/**Destructor.*/
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virtual ~RenderCommand();
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//used for debug but it is not implemented.
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void printID();
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/**Type used in order to avoid dynamic cast, faster. */
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Type _type = RenderCommand::Type::UNKNOWN_COMMAND;
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/** Commands are sort by global Z order. */
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float _globalOrder = 0.f;
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/** Transparent flag. */
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bool _isTransparent = true;
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/**
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QuadCommand and TrianglesCommand could be auto batched if there material ID is the same, however, if
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a command is skip batching, it would be forced to draw in a separate function call, and break the batch.
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*/
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bool _skipBatching = false;
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/** Is the command been rendered on 3D pass. */
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bool _is3D = false;
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/** Depth from the model view matrix.*/
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float _depth = 0.f;
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Mat4 _mv;
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PipelineDescriptor _pipelineDescriptor;
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};
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NS_CC_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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