mirror of https://github.com/axmolengine/axmol.git
151 lines
4.3 KiB
C++
151 lines
4.3 KiB
C++
/****************************************************************************
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Copyright (c) 2018-2019 Xiamen Yaji Software Co., Ltd.
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https://axmolengine.github.io/
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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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#include "DeviceGL.h"
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#include "RenderPipelineGL.h"
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#include "BufferGL.h"
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#include "ShaderModuleGL.h"
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#include "CommandBufferGL.h"
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#include "TextureGL.h"
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#include "DepthStencilStateGL.h"
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#include "ProgramGL.h"
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#include "DeviceInfoGL.h"
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#include "RenderTargetGL.h"
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#include "MacrosGL.h"
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#include "renderer/backend/ProgramManager.h"
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#if !defined(__APPLE__) && AX_TARGET_PLATFORM != AX_PLATFORM_WINRT
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# include "CommandBufferGLES2.h"
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#endif
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NS_AX_BACKEND_BEGIN
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Device* Device::getInstance()
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{
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if (!_instance)
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_instance = new DeviceGL();
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return _instance;
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}
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DeviceGL::DeviceGL()
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{
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_deviceInfo = new DeviceInfoGL();
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if (!_deviceInfo->init())
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{
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delete _deviceInfo;
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_deviceInfo = nullptr;
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}
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, &_defaultFBO);
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#if AX_GLES_PROFILE != 200
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glGenVertexArrays(1, &_defaultVAO);
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glBindVertexArray(_defaultVAO);
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CHECK_GL_ERROR_DEBUG();
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#endif
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}
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DeviceGL::~DeviceGL()
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{
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ProgramManager::destroyInstance();
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delete _deviceInfo;
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_deviceInfo = nullptr;
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}
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GLint DeviceGL::getDefaultFBO() const
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{
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return _defaultFBO;
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}
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CommandBuffer* DeviceGL::newCommandBuffer()
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{
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#if !defined(__APPLE__) && AX_TARGET_PLATFORM != AX_PLATFORM_WINRT
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return !static_cast<DeviceInfoGL*>(_deviceInfo)->isGLES2Only() ? new CommandBufferGL() : new CommandBufferGLES2();
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#else
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return new CommandBufferGL();
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#endif
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}
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Buffer* DeviceGL::newBuffer(std::size_t size, BufferType type, BufferUsage usage)
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{
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return new BufferGL(size, type, usage);
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}
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TextureBackend* DeviceGL::newTexture(const TextureDescriptor& descriptor)
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{
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switch (descriptor.textureType)
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{
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case TextureType::TEXTURE_2D:
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return new Texture2DGL(descriptor);
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case TextureType::TEXTURE_CUBE:
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return new TextureCubeGL(descriptor);
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default:
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return nullptr;
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}
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}
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RenderTarget* DeviceGL::newDefaultRenderTarget(TargetBufferFlags rtf)
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{
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auto rtGL = new RenderTargetGL(true, this);
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rtGL->setTargetFlags(rtf);
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return rtGL;
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}
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RenderTarget* DeviceGL::newRenderTarget(TargetBufferFlags rtf,
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TextureBackend* colorAttachment,
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TextureBackend* depthAttachment,
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TextureBackend* stencilAttachhment)
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{
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auto rtGL = new RenderTargetGL(false, this);
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rtGL->setTargetFlags(rtf);
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rtGL->bindFrameBuffer();
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RenderTarget::ColorAttachment colors{{colorAttachment, 0}};
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rtGL->setColorAttachment(colors);
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rtGL->setDepthAttachment(depthAttachment);
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rtGL->setStencilAttachment(stencilAttachhment);
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return rtGL;
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}
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ShaderModule* DeviceGL::newShaderModule(ShaderStage stage, std::string_view source)
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{
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return new ShaderModuleGL(stage, source);
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}
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DepthStencilState* DeviceGL::newDepthStencilState()
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{
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return new DepthStencilStateGL();
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}
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RenderPipeline* DeviceGL::newRenderPipeline()
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{
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return new RenderPipelineGL();
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}
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Program* DeviceGL::newProgram(std::string_view vertexShader, std::string_view fragmentShader)
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{
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return new ProgramGL(vertexShader, fragmentShader);
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}
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NS_AX_BACKEND_END
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