axmol/core/renderer/backend/RenderTarget.h

96 lines
2.6 KiB
C++

#pragma once
#include "base/CCRef.h"
#include "Texture.h"
#include <assert.h>
CC_BACKEND_BEGIN
class RenderTarget : public cocos2d::Ref
{
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)
CC_SAFE_RELEASE(colorItem.texture);
CC_SAFE_RELEASE(_depth.texture);
CC_SAFE_RELEASE(_stencil.texture);
}
bool isDefaultRenderTarget() const { return _defaultRenderTarget; }
void addFlag(TargetBufferFlags flag) {
setTargetFlags(_flags |= flag);
}
void removeFlag(TargetBufferFlags flag) {
setTargetFlags(_flags & ~flag);
}
TargetBufferFlags getTargetFlags() const { return _flags; }
void setTargetFlags(TargetBufferFlags flags) {
_flags = flags;
_dirty = true;
}
void setColorAttachment(ColorAttachment attachment)
{
for (auto colorItem : _color)
CC_SAFE_RELEASE(colorItem.texture);
memcpy(_color, attachment, sizeof(ColorAttachment));
for (auto colorItem : _color)
CC_SAFE_RETAIN(colorItem.texture);
_dirty = true;
};
void setColorAttachment(TextureBackend* attachment, int level = 0, int index = 0) {
CC_SAFE_RELEASE(_color[index].texture);
_color[index].texture = attachment;
_color[index].level = level;
CC_SAFE_RETAIN(_color[index].texture);
_dirty = true;
}
void setDepthAttachment(TextureBackend* attachment, int level = 0)
{
CC_SAFE_RELEASE(_depth.texture);
_depth.texture = attachment;
_depth.level = level;
CC_SAFE_RETAIN(_depth.texture);
_dirty = true;
};
void setStencilAttachment(TextureBackend* attachment, int level = 0)
{
CC_SAFE_RELEASE(_stencil.texture);
_stencil.texture = attachment;
_stencil.level = level;
CC_SAFE_RETAIN(_stencil.texture);
_dirty = true;
};
bool isDirty() const { return _dirty; }
ColorAttachment _color{};
RenderBuffer _depth{};
RenderBuffer _stencil{};
TargetBufferFlags _flags{};
protected:
bool _defaultRenderTarget = false;
mutable bool _dirty = false;
// uint8_t samples = 1;
};
CC_BACKEND_END