mirror of https://github.com/axmolengine/axmol.git
72 lines
2.3 KiB
C++
72 lines
2.3 KiB
C++
#pragma once
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#include "../Macros.h"
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#include "../CommandBuffer.h"
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#include "platform/CCGL.h"
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#include "CCStdC.h"
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#include <vector>
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CC_BACKEND_BEGIN
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class BufferGL;
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class RenderPipelineGL;
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class ProgramGL;
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class DepthStencilStateGL;
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class CommandBufferGL final : public CommandBuffer
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{
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public:
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CommandBufferGL();
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~CommandBufferGL();
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virtual void beginFrame() override;
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virtual void beginRenderPass(const RenderPassDescriptor& descriptor) override;
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virtual void setRenderPipeline(RenderPipeline* renderPipeline) override;
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virtual void setViewport(int x, int y, unsigned int w, unsigned int h) override;
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virtual void setCullMode(CullMode mode) override;
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virtual void setWinding(Winding winding) override;
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virtual void setVertexBuffer(unsigned int index, Buffer* buffer) override;
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virtual void setProgramState(ProgramState* programState) override;
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virtual void setIndexBuffer(Buffer* buffer) override;
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virtual void drawArrays(PrimitiveType primitiveType, unsigned int start, unsigned int count) override;
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virtual void drawElements(PrimitiveType primitiveType, IndexFormat indexType, unsigned int count, unsigned int offset) override;
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virtual void endRenderPass() override;
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virtual void endFrame() override;
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virtual void setLineWidth(float lineWidth) override;
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virtual void setScissorRect(bool isEnabled, float x, float y, float width, float height) override;
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virtual void setDepthStencilState(DepthStencilState* depthStencilState) override;
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private:
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struct Viewport
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{
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int x = 0;
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int y = 0;
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unsigned int w = 0;
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unsigned int h = 0;
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};
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void prepareDrawing() const;
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void bindVertexBuffer(ProgramGL* program) const;
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void setUniforms(ProgramGL* program) const;
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void setUniform(bool isArray, GLuint location, unsigned int size, GLenum uniformType, void* data) const;
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void cleanResources();
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void applyRenderPassDescriptor(const RenderPassDescriptor& descirptor);
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GLuint _frameBuffer = 0;
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GLint _defaultFBO = 0;
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GLuint _currentFBO = 0;
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std::vector<BufferGL*> _vertexBuffers;
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ProgramState* _programState = nullptr;
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BufferGL* _indexBuffer = nullptr;
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RenderPipelineGL* _renderPipeline = nullptr;
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CullMode _cullMode = CullMode::NONE;
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DepthStencilStateGL* _depthStencilStateGL = nullptr;
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};
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CC_BACKEND_END
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