mirror of https://github.com/axmolengine/axmol.git
95 lines
2.5 KiB
C++
95 lines
2.5 KiB
C++
#pragma once
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#include "base/Ref.h"
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#include "Texture.h"
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#include <assert.h>
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NS_AX_BACKEND_BEGIN
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class RenderTarget : public ax::Ref
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{
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public:
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struct RenderBuffer
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{
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TextureBackend* texture = nullptr;
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uint8_t level = 0; // level when attached to a texture
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explicit operator bool() const { return texture != nullptr; }
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};
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typedef RenderBuffer ColorAttachment[MAX_COLOR_ATTCHMENT];
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RenderTarget(bool defaultRenderTarget) : _defaultRenderTarget(defaultRenderTarget) {}
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virtual ~RenderTarget()
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{
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for (auto colorItem : _color)
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AX_SAFE_RELEASE(colorItem.texture);
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AX_SAFE_RELEASE(_depth.texture);
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AX_SAFE_RELEASE(_stencil.texture);
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}
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bool isDefaultRenderTarget() const { return _defaultRenderTarget; }
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void addFlag(TargetBufferFlags flag) {
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setTargetFlags(_flags |= flag);
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}
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void removeFlag(TargetBufferFlags flag) {
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setTargetFlags(_flags & ~flag);
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}
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TargetBufferFlags getTargetFlags() const { return _flags; }
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void setTargetFlags(TargetBufferFlags flags) {
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_flags = flags;
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}
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void setColorAttachment(ColorAttachment attachment)
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{
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for (auto colorItem : _color)
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AX_SAFE_RELEASE(colorItem.texture);
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memcpy(_color, attachment, sizeof(ColorAttachment));
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for (auto colorItem : _color)
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AX_SAFE_RETAIN(colorItem.texture);
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_dirty = true;
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};
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void setColorAttachment(TextureBackend* attachment, int level = 0, int index = 0) {
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AX_SAFE_RELEASE(_color[index].texture);
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_color[index].texture = attachment;
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_color[index].level = level;
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AX_SAFE_RETAIN(_color[index].texture);
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_dirty = true;
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}
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void setDepthAttachment(TextureBackend* attachment, int level = 0)
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{
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AX_SAFE_RELEASE(_depth.texture);
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_depth.texture = attachment;
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_depth.level = level;
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AX_SAFE_RETAIN(_depth.texture);
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_dirty = true;
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};
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void setStencilAttachment(TextureBackend* attachment, int level = 0)
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{
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AX_SAFE_RELEASE(_stencil.texture);
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_stencil.texture = attachment;
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_stencil.level = level;
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AX_SAFE_RETAIN(_stencil.texture);
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_dirty = true;
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};
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bool isDirty() const { return _dirty; }
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ColorAttachment _color{};
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RenderBuffer _depth{};
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RenderBuffer _stencil{};
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TargetBufferFlags _flags{};
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protected:
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bool _defaultRenderTarget = false;
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mutable bool _dirty = false;
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// uint8_t samples = 1;
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};
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NS_AX_BACKEND_END
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