mirror of https://github.com/axmolengine/axmol.git
188 lines
5.8 KiB
C++
188 lines
5.8 KiB
C++
/****************************************************************************
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Copyright (c) 2013-2014 Chukong Technologies Inc.
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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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#ifndef __CC_VERTEX_INDEX_DATA_H__
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#define __CC_VERTEX_INDEX_DATA_H__
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#include "base/CCRef.h"
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#include <map>
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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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class VertexBuffer;
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/**
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VertexStreamAttribute is used to specify the vertex attribute for drawing, which is correspondent to
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glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr).
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_semantic -> index
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_size -> size
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_type -> type
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_normalize -> normalized
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_offset is used to compute the start offset in a interleaved array, take a V3F_C4B_T2F array,
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offset of vertex will be 0, offset of color would be 0 + sizeof(float) * 3 = 12,
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offset of texture coord would be 12 + sizeof(char) * 4 = 16.
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@js NA
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*/
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struct CC_DLL VertexStreamAttribute
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{
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/**
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Constructor.
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*/
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VertexStreamAttribute()
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: _normalize(false),_offset(0),_semantic(0),_type(0),_size(0)
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{
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}
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/**
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Constructor
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@param offset The offset of the attribute.
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@param semantic The semantic (Position, Texcoord, Color etc) of attribute.
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@param type The type of attribute, could be GL_FLOAT, GL_UNSIGNED_BYTE etc.
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@param size Describe how many elements of type in the attribute.
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*/
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VertexStreamAttribute(int offset, int semantic, int type, int size)
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: _normalize(false),_offset(offset),_semantic(semantic),_type(type),_size(size)
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{
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}
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/**
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Constructor
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@param offset The offset of the attribute.
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@param semantic The semantic (Position, Texcoord, Color etc) of attribute.
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@param type The type of attribute, could be GL_FLOAT, GL_UNSIGNED_BYTE etc.
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@param size Describe how many elements of type in the attribute.
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@param normalize If true, the data will be normalized by dividing 255.
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*/
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VertexStreamAttribute(int offset, int semantic, int type, int size, bool normalize)
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: _normalize(normalize),_offset(offset),_semantic(semantic),_type(type),_size(size)
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{
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}
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/**
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Whether the attribute should be normalized or not.
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*/
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bool _normalize;
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/**
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The offset of the attribute in the buffer.
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*/
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int _offset;
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/**
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Describe that the attribute usage, could be Position, Color etc.
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*/
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int _semantic;
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/**
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Describe the type of attribute, could be GL_FLOAT, GL_UNSIGNED_BYTE etc.
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*/
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int _type;
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/**
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Describe how many elements of type in the attribute.
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*/
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int _size;
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};
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/**
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VertexData is a class used for specify input streams for GPU rendering pipeline,
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a VertexData will be composed by several streams, every stream will contain a VertexStreamAttribute
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and the binding VertexBuffer. Streams will be identified by semantic.
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@js NA
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*/
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class CC_DLL VertexData : public Ref
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{
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public:
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/**
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Create function, used to create a instance of VertexData.
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*/
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static VertexData* create();
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/**
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Get the number of streams in the VertexData.
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*/
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size_t getVertexStreamCount() const;
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/**
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Set a stream to VertexData,given that stream is identified by semantic, so if the semantic is not
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specified before, it will add a stream, or it will override the old one.
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@param buffer The binding buffer of the stream.
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@param stream The binding vertex attribute, its member semantic will be used as the identifier.
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*/
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bool setStream(VertexBuffer* buffer, const VertexStreamAttribute& stream);
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/**
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Remove the given streams.
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@param semantic The semantic of the stream.
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*/
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void removeStream(int semantic);
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/**
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Get the attribute of stream, const version.
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@param semantic The semantic of the stream.
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*/
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const VertexStreamAttribute* getStreamAttribute(int semantic) const;
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/**
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Get the attribute of stream.
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@param semantic The semantic of the stream.
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*/
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VertexStreamAttribute* getStreamAttribute(int semantic);
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/**
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Get the binded buffer of the stream.
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@param semantic The semantic of the stream.
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*/
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VertexBuffer* getStreamBuffer(int semantic) const;
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/**
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Called for rendering, it will bind the state of vertex data to current rendering pipeline.
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*/
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void use();
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protected:
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/**
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Constructor.
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*/
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VertexData();
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/**
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Destructor.
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*/
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virtual ~VertexData();
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protected:
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/**
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Simple struct to bundle buffer and attribute.
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*/
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struct BufferAttribute
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{
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VertexBuffer* _buffer;
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VertexStreamAttribute _stream;
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};
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/**
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Streams in the VertexData.
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*/
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std::map<int, BufferAttribute> _vertexStreams;
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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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#endif //__CC_VERTEX_INDEX_DATA_H__
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