mirror of https://github.com/axmolengine/axmol.git
386 lines
13 KiB
C++
386 lines
13 KiB
C++
/****************************************************************************
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Copyright (c) 2013-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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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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#pragma once
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#include <vector>
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#include <stack>
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#include <array>
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#include "platform/CCPlatformMacros.h"
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#include "renderer/CCRenderCommand.h"
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#include "renderer/backend/Types.h"
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/**
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* @addtogroup renderer
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* @{
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*/
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NS_CC_BEGIN
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using CullMode = backend::CullMode;
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using Winding = backend::Winding;
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namespace backend
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{
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class Buffer;
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class CommandBuffer;
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class RenderPipeline;
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class RenderPass;
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struct RenderPipelineDescriptor;
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}
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class EventListenerCustom;
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class TrianglesCommand;
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class MeshCommand;
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class GroupCommand;
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class CallbackCommand;
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struct PipelineDescriptor;
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class Texture2D;
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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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{
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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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/**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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/**Realloc command queues and reserve with given size. Note: this clears any existing commands.*/
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void realloc(size_t reserveSize);
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/**Get a sub group of the render queue.*/
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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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ssize_t getSubQueueSize(QUEUE_GROUP group) const { return _commands[group].size(); }
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protected:
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/**The commands in the render queue.*/
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std::vector<RenderCommand*> _commands[QUEUE_COUNT];
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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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class GroupCommandManager;
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/* Class responsible for the rendering in.
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Whenever possible prefer to use `TrianglesCommand` 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 number 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 reserved size of this list.*/
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static const int BATCH_TRIAGCOMMAND_RESERVED_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 init();
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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 renderQueueID);
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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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/* 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) TrianglesCommand 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) TrianglesCommand 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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Set render targets. If not set, will use default render targets. It will effect all commands.
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@flags Flags to indicate which attachment to be replaced.
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@colorAttachment The value to replace color attachment, only one color attachment supported now.
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@depthAttachment The value to repalce depth attachment.
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@stencilAttachment The value to replace stencil attachment. Depth attachment and stencil attachment
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can be the same value.
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*/
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void setRenderTarget(RenderTargetFlag flags, Texture2D* colorAttachment, Texture2D* depthAttachment, Texture2D* stencilAttachment);
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/**
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Set clear values for each attachment.
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@flags Flags to indicate which attachment clear value to be modified.
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@color The clear color value.
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@depth The clear depth value.
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@stencil The clear stencil value.
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*/
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void clear(ClearFlag flags, const Color4F& color, float depth, unsigned int stencil, float globalOrder);
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Texture2D* getColorAttachment() const;
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Texture2D* getDepthAttachment() const;
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Texture2D* getStencilAttachment() const;
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const Color4F& getClearColor() const;
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float getClearDepth() const;
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unsigned int getClearStencil() const;
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ClearFlag getClearFlag() const;
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RenderTargetFlag getRenderTargetFlag() const;
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// depth/stencil state.
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/* Enable/disable depth test. */
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void setDepthTest(bool value);
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/* Enable/disable to update depth buffer. */
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void setDepthWrite(bool value);
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void setDepthCompareFunction(backend::CompareFunction func);
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bool getDepthTest() const;
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bool getDepthWrite() const;
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backend::CompareFunction getDepthCompareFunction() const;
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/* Enable/disable stencil test. */
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void setStencilTest(bool value);
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void setStencilCompareFunction(backend::CompareFunction func, unsigned int ref, unsigned int readMask);
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void setStencilOperation(backend::StencilOperation stencilFailureOp,
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backend::StencilOperation depthFailureOp,
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backend::StencilOperation stencilDepthPassOp);
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void setStencilWriteMask(unsigned int mask);
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bool getStencilTest() const;
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backend::StencilOperation getStencilFailureOperation() const;
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backend::StencilOperation getStencilPassDepthFailureOperation() const;
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backend::StencilOperation getStencilDepthPassOperation() const;
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backend::CompareFunction getStencilCompareFunction() const;
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unsigned int getStencilReadMask() const;
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unsigned int getStencilWriteMask() const;
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/* Get stencil reference value set by `setStencilCompareFunction`. */
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unsigned int getStencilReferenceValue() const;
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void setCullMode(CullMode mode) { _cullMode = mode; }
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CullMode getCullMode() const { return _cullMode; }
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void setWinding(Winding winding) { _winding = winding; }
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Winding getWinding() const { return _winding; }
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// view port
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void setViewPort(int x, int y, unsigned int w, unsigned int h);
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const Viewport& getViewport() const { return _viewport; }
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// scissor test
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/* Enable/disable scissor test. */
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void setScissorTest(bool enabled);
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void setScissorRect(float x, float y, float width, float height);
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bool getScissorTest() const;
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const ScissorRect& getScissorRect() const;
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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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friend class Director;
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friend class GroupCommand;
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class TriangleCommandBufferManager
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{
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public:
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~TriangleCommandBufferManager();
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void init();
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void putbackAllBuffers();
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void prepareNextBuffer();
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backend::Buffer* getVertexBuffer() const;
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backend::Buffer* getIndexBuffer() const;
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private:
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void createBuffer();
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int _currentBufferIndex = 0;
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std::vector<backend::Buffer*> _vertexBufferPool;
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std::vector<backend::Buffer*> _indexBufferPool;
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};
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inline GroupCommandManager * getGroupCommandManager() const { return _groupCommandManager; }
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void drawBatchedTriangles();
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void drawCustomCommand(RenderCommand* command);
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void drawMeshCommand(RenderCommand* command);
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void captureScreen(RenderCommand* command);
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void beginFrame();
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void endFrame();
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//Draw the previews queued triangles 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 flushTriangles();
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void processRenderCommand(RenderCommand* command);
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void processGroupCommand(GroupCommand*);
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void visitRenderQueue(RenderQueue& queue);
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void doVisitRenderQueue(const std::vector<RenderCommand*>&);
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void fillVerticesAndIndices(const TrianglesCommand* cmd, unsigned int vertexBufferOffset);
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void beginRenderPass(RenderCommand*);
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void setRenderPipeline(const PipelineDescriptor&, const backend::RenderPassDescriptor&);
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backend::RenderPipeline* getRenderPipeline(const backend::RenderPipelineDescriptor& renderPipelineDescriptor, const backend::BlendDescriptor blendDescriptor);
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std::unordered_map<unsigned int, backend::RenderPipeline*> _renderPipelineCache;
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Viewport _viewport;
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CullMode _cullMode = CullMode::NONE;
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Winding _winding = Winding::COUNTER_CLOCK_WISE; //default front face is CCW in GL
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std::stack<int> _commandGroupStack;
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std::vector<RenderQueue> _renderGroups;
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std::vector<TrianglesCommand*> _queuedTriangleCommands;
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//for TrianglesCommand
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V3F_C4B_T2F _verts[VBO_SIZE];
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unsigned short _indices[INDEX_VBO_SIZE];
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backend::Buffer* _vertexBuffer = nullptr;
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backend::Buffer* _indexBuffer = nullptr;
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TriangleCommandBufferManager _triangleCommandBufferManager;
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backend::CommandBuffer* _commandBuffer = nullptr;
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backend::RenderPassDescriptor _renderPassDescriptor;
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backend::DepthStencilDescriptor _depthStencilDescriptor;
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// Internal structure that has the information for the batches
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struct TriBatchToDraw
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{
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TrianglesCommand* cmd = nullptr; // needed for the Material
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unsigned int indicesToDraw = 0;
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unsigned int offset = 0;
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};
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// capacity of the array of TriBatches
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int _triBatchesToDrawCapacity = 500;
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// the TriBatches
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TriBatchToDraw* _triBatchesToDraw = nullptr;
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unsigned int _queuedTotalVertexCount = 0;
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unsigned int _queuedTotalIndexCount = 0;
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unsigned int _queuedVertexCount = 0;
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unsigned int _queuedIndexCount = 0;
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unsigned int _filledIndex = 0;
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unsigned int _filledVertex = 0;
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// stats
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unsigned int _drawnBatches = 0;
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unsigned int _drawnVertices = 0;
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//the flag for checking whether renderer is rendering
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bool _isRendering = false;
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bool _isDepthTestFor2D = false;
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GroupCommandManager* _groupCommandManager = nullptr;
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unsigned int _stencilRef = 0;
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// weak reference
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Texture2D* _colorAttachment = nullptr;
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Texture2D* _depthAttachment = nullptr;
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Texture2D* _stencilAttachment = nullptr;
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Color4F _clearColor = Color4F::BLACK;
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ClearFlag _clearFlag;
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RenderTargetFlag _renderTargetFlag = RenderTargetFlag::COLOR;
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struct ScissorState
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{
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ScissorRect rect;
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bool isEnabled = false;
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};
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ScissorState _scissorState;
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#if CC_ENABLE_CACHE_TEXTURE_DATA
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EventListenerCustom* _cacheTextureListener = nullptr;
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#endif
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};
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NS_CC_END
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/**
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end of support group
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@}
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*/
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