axmol/cocos/renderer/backend/CommandBuffer.h

61 lines
2.0 KiB
C++

#pragma once
#include <cstdint>
#include "base/CCRef.h"
#include "Macros.h"
#include "Types.h"
#include "RenderPassDescriptor.h"
#include "CCStdC.h"
#include "ProgramState.h"
#include "VertexLayout.h"
#include <memory>
#include <vector>
CC_BACKEND_BEGIN
class RenderPass;
class RenderPipeline;
class Buffer;
class DepthStencilState;
class CommandBuffer : public cocos2d::Ref
{
public:
virtual void beginFrame() = 0;
virtual void beginRenderPass(const RenderPassDescriptor& descriptor) = 0;
virtual void setRenderPipeline(RenderPipeline* renderPipeline) = 0;
virtual void setViewport(int x, int y, unsigned int w, unsigned int h) = 0;
virtual void setCullMode(CullMode mode) = 0;
virtual void setWinding(Winding winding) = 0;
virtual void setVertexBuffer(unsigned int index, Buffer* buffer) = 0;
virtual void setProgramState(ProgramState* programState) = 0;
virtual void setIndexBuffer(Buffer* buffer) = 0;
virtual void drawArrays(PrimitiveType primitiveType, unsigned int start, unsigned int count) = 0;
virtual void drawElements(PrimitiveType primitiveType, IndexFormat indexType, unsigned int count, unsigned int offset) = 0;
virtual void endRenderPass() = 0;
virtual void endFrame() = 0;
virtual void setLineWidth(float lineWidth) = 0;
virtual void setScissorRect(bool isEnabled, float x, float y, float width, float height) = 0;
virtual void setDepthStencilState(DepthStencilState* depthStencilState) = 0;
void setStencilReferenceValue(unsigned int value);
void setStencilReferenceValue(unsigned int frontRef, unsigned int backRef);
inline const std::shared_ptr<std::vector<VertexLayout>>& getVertexLayouts() const { return _vertexLayouts; }
void updateVertexLayouts(const std::shared_ptr<std::vector<VertexLayout>> &layout) { _vertexLayouts = layout; }
protected:
virtual ~CommandBuffer() = default;
unsigned int _stencilReferenceValueFront = 0;
unsigned int _stencilReferenceValueBack = 0;
std::shared_ptr<std::vector<VertexLayout>> _vertexLayouts;
};
CC_BACKEND_END