axmol/cocos/renderer/backend/RenderTarget.h

71 lines
2.1 KiB
C++

#pragma once
#include "base/CCRef.h"
#include "Texture.h"
#include <assert.h>
CC_BACKEND_BEGIN
class RenderTarget : public cocos2d::Ref {
public:
struct RenderBuffer {
TextureBackend* texture = nullptr;
uint8_t level = 0; // level when attached to a texture
explicit operator bool() const {
return texture != nullptr;
}
};
typedef RenderBuffer ColorAttachment[MAX_COLOR_ATTCHMENT];
RenderTarget(bool defaultRenderTarget) : _defaultRenderTarget(defaultRenderTarget) {}
virtual ~RenderTarget()
{
for (auto colorItem : _color)
CC_SAFE_RELEASE(colorItem.texture);
CC_SAFE_RELEASE(_depth.texture);
CC_SAFE_RELEASE(_stencil.texture);
}
void setTargetFlags(TargetBufferFlags flags) { _flags = flags; }
TargetBufferFlags getTargetFlags() const { return _flags; }
void addFlag(TargetBufferFlags flag) { _flags |= flag; }
void removeFlag(TargetBufferFlags flag) { _flags &= ~flag; }
virtual void bindFrameBuffer() const {};
virtual void unbindFrameBuffer() const {};
virtual void setColorAttachment(ColorAttachment attachment) {
for (auto colorItem : _color)
CC_SAFE_RELEASE(colorItem.texture);
memcpy(_color, attachment, sizeof(ColorAttachment));
for (auto colorItem : _color)
CC_SAFE_RETAIN(colorItem.texture);
};
virtual void setDepthAttachment(TextureBackend* attachment, int level = 0)
{
CC_SAFE_RELEASE(_depth.texture);
_depth.texture = attachment;
_depth.level = level;
CC_SAFE_RETAIN(_depth.texture);
};
virtual void setStencilAttachment(TextureBackend* attachment, int level = 0) {
CC_SAFE_RELEASE(_stencil.texture);
_stencil.texture = attachment;
_stencil.level = level;
CC_SAFE_RETAIN(_stencil.texture);
};
bool isDefaultRenderTarget() const { return _defaultRenderTarget; }
ColorAttachment _color{};
RenderBuffer _depth{};
RenderBuffer _stencil{};
TargetBufferFlags _flags{};
protected:
bool _defaultRenderTarget = false;
// uint8_t samples = 1;
};
CC_BACKEND_END