mirror of https://github.com/axmolengine/axmol.git
229 lines
8.1 KiB
C++
229 lines
8.1 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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#pragma once
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#include <cstdint>
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#include "base/CCRef.h"
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#include "base/CCData.h"
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#include "Macros.h"
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#include "Types.h"
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#include "RenderPassDescriptor.h"
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#include "PixelBufferDescriptor.h"
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#include "CCStdC.h"
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#include "ProgramState.h"
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#include "VertexLayout.h"
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#include <memory>
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#include <vector>
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NS_AX_BEGIN
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struct PipelineDescriptor;
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namespace backend
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{
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class RenderPass;
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class RenderPipeline;
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class Buffer;
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class DepthStencilState;
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class TextureBackend;
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class RenderTarget;
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struct DepthStencilDescriptor;
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/**
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* @addtogroup _backend
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* @{
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*/
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/**
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* @brief Store encoded commands for the GPU to execute.
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* A command buffer stores encoded commands until the buffer is committed for execution by the GPU
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*/
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class CommandBuffer : public ax::Ref
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{
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public:
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/**
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* Set depthStencil status once
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* @param depthStencilState Specifies the depth and stencil status
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*/
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virtual void setDepthStencilState(DepthStencilState* depthStencilState) = 0;
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/**
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* Sets the current render pipeline state object once
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* @param renderPipeline An object that contains the graphics functions and configuration state used in a render
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* pass.
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*/
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virtual void setRenderPipeline(RenderPipeline* renderPipeline) = 0;
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/// @name Setters & Getters
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/**
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* @brief Indicate the begining of a frame
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*/
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virtual bool beginFrame() = 0;
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/**
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* Begin a render pass, initial color, depth and stencil attachment.
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* @param descriptor Specifies a group of render targets that hold the results of a render pass.
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*/
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virtual void beginRenderPass(const RenderTarget* renderTarget, const RenderPassDescriptor& descriptor) = 0;
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/**
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* Update depthStencil status, improvment: for metal backend cache it
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* @param depthStencilState Specifies the depth and stencil status
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*/
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virtual void updateDepthStencilState(const DepthStencilDescriptor& descriptor) = 0;
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/**
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* Update render pipeline status
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* Building a programmable pipeline involves an expensive evaluation of GPU state.
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* So a new render pipeline object will be created only if it hasn't been created before.
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* @param rt Specifies the render target.
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* @param pipelineDescriptor Specifies the pipeline descriptor.
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*/
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virtual void updatePipelineState(const RenderTarget* rt, const PipelineDescriptor& descriptor) = 0;
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/**
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* Fixed-function state
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* @param x The x coordinate of the upper-left corner of the viewport.
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* @param y The y coordinate of the upper-left corner of the viewport.
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* @param w The width of the viewport, in pixels.
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* @param h The height of the viewport, in pixels.
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*/
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virtual void setViewport(int x, int y, unsigned int w, unsigned int h) = 0;
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/**
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* Fixed-function state
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* @param mode Controls if primitives are culled when front facing, back facing, or not culled at all.
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*/
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virtual void setCullMode(CullMode mode) = 0;
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/**
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* Fixed-function state
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* @param winding The winding order of front-facing primitives.
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*/
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virtual void setWinding(Winding winding) = 0;
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/**
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* Set a global buffer for all vertex shaders at the given bind point index 0.
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* @param buffer The vertex buffer to be setted in the buffer argument table.
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*/
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virtual void setVertexBuffer(Buffer* buffer) = 0;
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/**
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* Set unifroms and textures
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* @param programState A programState object that hold the uniform and texture data.
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*/
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virtual void setProgramState(ProgramState* programState) = 0;
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/**
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* Set indexes when drawing primitives with index list
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* @ buffer A buffer object that the device will read indexes from.
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* @ see `drawElements(PrimitiveType primitiveType, IndexFormat indexType, unsigned int count, unsigned int offset)`
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*/
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virtual void setIndexBuffer(Buffer* buffer) = 0;
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/**
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* Draw primitives without an index list.
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* @param primitiveType The type of primitives that elements are assembled into.
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* @param start For each instance, the first index to draw
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* @param count For each instance, the number of indexes to draw
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* @see `drawElements(PrimitiveType primitiveType, IndexFormat indexType, unsigned int count, unsigned int offset)`
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*/
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virtual void drawArrays(PrimitiveType primitiveType,
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std::size_t start,
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std::size_t count,
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bool wireframe = false) = 0;
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/**
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* Draw primitives with an index list.
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* @param primitiveType The type of primitives that elements are assembled into.
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* @param indexType The type if indexes, either 16 bit integer or 32 bit integer.
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* @param count The number of indexes to read from the index buffer for each instance.
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* @param offset Byte offset within indexBuffer to start reading indexes from.
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* @see `setIndexBuffer(Buffer* buffer)`
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* @see `drawArrays(PrimitiveType primitiveType, unsigned int start, unsigned int count)`
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*/
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virtual void drawElements(PrimitiveType primitiveType,
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IndexFormat indexType,
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std::size_t count,
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std::size_t offset,
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bool wireframe = false) = 0;
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/**
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* Do some resources release.
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*/
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virtual void endRenderPass() = 0;
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/**
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* Present a drawable and commit a command buffer so it can be executed as soon as possible.
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*/
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virtual void endFrame() = 0;
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/**
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* Fixed-function state
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* @param lineWidth Specifies the width of rasterized lines.
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*/
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virtual void setLineWidth(float lineWidth) = 0;
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/**
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* Fixed-function state
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* @param x, y Specifies the lower left corner of the scissor box
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* @param wdith Specifies the width of the scissor box
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* @param height Specifies the height of the scissor box
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*/
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virtual void setScissorRect(bool isEnabled, float x, float y, float width, float height) = 0;
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/**
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* Get a screen snapshot
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* @param callback A callback to deal with screen snapshot image.
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*/
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virtual void readPixels(RenderTarget* rt, std::function<void(const PixelBufferDescriptor&)> callback) = 0;
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/**
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* Update both front and back stencil reference value.
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* @param value Specifies stencil reference value.
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*/
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void setStencilReferenceValue(unsigned int value);
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/**
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* Update stencil reference value.
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* @param frontRef Specifies front stencil reference value.
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* @param backRef Specifies back stencil reference value.
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*/
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void setStencilReferenceValue(unsigned int frontRef, unsigned int backRef);
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protected:
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virtual ~CommandBuffer() = default;
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unsigned int _stencilReferenceValueFront = 0; ///< front stencil reference value.
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unsigned int _stencilReferenceValueBack = 0; ///< back stencil reference value.
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};
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// end of _backend group
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/// @}
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NS_AX_BACKEND_END
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