mirror of https://github.com/axmolengine/axmol.git
264 lines
8.2 KiB
C++
264 lines
8.2 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_RENDERER_H_
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#define __CC_RENDERER_H_
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#include <vector>
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#include <stack>
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#include "platform/CCPlatformMacros.h"
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#include "renderer/CCRenderCommand.h"
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#include "renderer/CCGLProgram.h"
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#include "platform/CCGL.h"
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NS_CC_BEGIN
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class EventListenerCustom;
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class QuadCommand;
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class TrianglesCommand;
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class MeshCommand;
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/** Class that knows how to sort `RenderCommand` objects.
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Since the commands that have `z == 0` are "pushed back" in
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the correct order, the only `RenderCommand` objects that need to be sorted,
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are the ones that have `z < 0` and `z > 0`.
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*/
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class RenderQueue {
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public:
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/**
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RenderCommand will be divided into Queue Groups.
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*/
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enum QUEUE_GROUP
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{
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/**Objects with globalZ smaller than 0.*/
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GLOBALZ_NEG = 0,
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/**Opaque 3D objects with 0 globalZ.*/
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OPAQUE_3D = 1,
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/**Transparent 3D objects with 0 globalZ.*/
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TRANSPARENT_3D = 2,
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/**2D objects with 0 globalZ.*/
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GLOBALZ_ZERO = 3,
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/**Objects with globalZ bigger than 0.*/
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GLOBALZ_POS = 4,
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QUEUE_COUNT = 5,
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};
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public:
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/**Constructor.*/
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RenderQueue()
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{
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clear();
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}
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/**Push a renderCommand into current renderqueue.*/
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void push_back(RenderCommand* command);
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/**Return the number of render commands.*/
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ssize_t size() const;
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/**Sort the render commands.*/
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void sort();
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/**Treat sorted commands as an array, access them one by one.*/
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RenderCommand* operator[](ssize_t index) const;
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/**Clear all rendered commands.*/
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void clear();
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/**Get a sub group of the render queue.*/
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inline std::vector<RenderCommand*>& getSubQueue(QUEUE_GROUP group) { return _commands[group]; }
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/**Get the number of render commands contained in a subqueue.*/
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inline ssize_t getSubQueueSize(QUEUE_GROUP group) const { return _commands[group].size();}
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/**Save the current DepthState, CullState, DepthWriteState render state.*/
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void saveRenderState();
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/**Restore the saved DepthState, CullState, DepthWriteState render state.*/
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void restoreRenderState();
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protected:
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/**The commands in the render queue.*/
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std::vector<std::vector<RenderCommand*>> _commands;
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/**Cull state.*/
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bool _isCullEnabled;
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/**Depth test enable state.*/
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bool _isDepthEnabled;
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/**Depth buffer write state.*/
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GLboolean _isDepthWrite;
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};
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//the struct is not used outside.
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struct RenderStackElement
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{
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int renderQueueID;
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ssize_t currentIndex;
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};
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class GroupCommandManager;
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/* Class responsible for the rendering in.
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Whenever possible prefer to use `QuadCommand` objects since the renderer will automatically batch them.
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*/
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class CC_DLL Renderer
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{
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public:
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/**The max number of vertices in a vertex buffer object.*/
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static const int VBO_SIZE = 65536;
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/**The max numer of indices in a index buffer.*/
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static const int INDEX_VBO_SIZE = VBO_SIZE * 6 / 4;
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/**The rendercommands which can be batched will be saved into a list, this is the reversed size of this list.*/
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static const int BATCH_QUADCOMMAND_RESEVER_SIZE = 64;
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/**Reserved for material id, which means that the command could not be batched.*/
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static const int MATERIAL_ID_DO_NOT_BATCH = 0;
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/**Constructor.*/
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Renderer();
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/**Destructor.*/
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~Renderer();
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//TODO: manage GLView inside Render itself
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void initGLView();
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/** Adds a `RenderComamnd` into the renderer */
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void addCommand(RenderCommand* command);
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/** Adds a `RenderComamnd` into the renderer specifying a particular render queue ID */
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void addCommand(RenderCommand* command, int renderQueue);
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/** Pushes a group into the render queue */
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void pushGroup(int renderQueueID);
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/** Pops a group from the render queue */
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void popGroup();
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/** Creates a render queue and returns its Id */
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int createRenderQueue();
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/** Renders into the GLView all the queued `RenderCommand` objects */
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void render();
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/** Cleans all `RenderCommand`s in the queue */
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void clean();
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/** Clear GL buffer and screen */
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void clear();
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/** set color for clear screen */
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void setClearColor(const Color4F& clearColor);
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/* returns the number of drawn batches in the last frame */
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ssize_t getDrawnBatches() const { return _drawnBatches; }
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/* RenderCommands (except) QuadCommand should update this value */
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void addDrawnBatches(ssize_t number) { _drawnBatches += number; };
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/* returns the number of drawn triangles in the last frame */
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ssize_t getDrawnVertices() const { return _drawnVertices; }
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/* RenderCommands (except) QuadCommand should update this value */
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void addDrawnVertices(ssize_t number) { _drawnVertices += number; };
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/* clear draw stats */
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void clearDrawStats() { _drawnBatches = _drawnVertices = 0; }
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/**
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* Enable/Disable depth test
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* For 3D object depth test is enabled by default and can not be changed
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* For 2D object depth test is disabled by default
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*/
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void setDepthTest(bool enable);
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//This will not be used outside.
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inline GroupCommandManager* getGroupCommandManager() const { return _groupCommandManager; };
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/** returns whether or not a rectangle is visible or not */
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bool checkVisibility(const Mat4& transform, const Size& size);
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protected:
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//Setup VBO or VAO based on OpenGL extensions
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void setupBuffer();
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void setupVBOAndVAO();
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void setupVBO();
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void mapBuffers();
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void drawBatchedTriangles();
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void drawBatchedQuads();
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//Draw the previews queued quads and flush previous context
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void flush();
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void flush2D();
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void flush3D();
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void flushQuads();
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void flushTriangles();
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void processRenderCommand(RenderCommand* command);
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void visitRenderQueue(RenderQueue& queue);
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void fillVerticesAndIndices(const TrianglesCommand* cmd);
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void fillQuads(const QuadCommand* cmd);
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/* clear color set outside be used in setGLDefaultValues() */
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Color4F _clearColor;
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std::stack<int> _commandGroupStack;
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std::vector<RenderQueue> _renderGroups;
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uint32_t _lastMaterialID;
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MeshCommand* _lastBatchedMeshCommand;
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std::vector<TrianglesCommand*> _batchedCommands;
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std::vector<QuadCommand*> _batchQuadCommands;
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//for TrianglesCommand
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V3F_C4B_T2F _verts[VBO_SIZE];
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GLushort _indices[INDEX_VBO_SIZE];
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GLuint _buffersVAO;
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GLuint _buffersVBO[2]; //0: vertex 1: indices
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int _filledVertex;
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int _filledIndex;
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//for QuadCommand
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V3F_C4B_T2F _quadVerts[VBO_SIZE];
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GLushort _quadIndices[INDEX_VBO_SIZE];
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GLuint _quadVAO;
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GLuint _quadbuffersVBO[2]; //0: vertex 1: indices
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int _numberQuads;
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bool _glViewAssigned;
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// stats
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ssize_t _drawnBatches;
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ssize_t _drawnVertices;
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//the flag for checking whether renderer is rendering
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bool _isRendering;
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bool _isDepthTestFor2D;
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GroupCommandManager* _groupCommandManager;
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#if CC_ENABLE_CACHE_TEXTURE_DATA
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EventListenerCustom* _cacheTextureListener;
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#endif
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};
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NS_CC_END
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#endif //__CC_RENDERER_H_
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