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- /****************************************************************************
- Copyright (c) 2018 Xiamen Yaji Software Co., Ltd.
- http://www.cocos2d-x.org
-
- Permission is hereby granted, free of charge, to any person obtaining a copy
- of this software and associated documentation files (the "Software"), to deal
- in the Software without restriction, including without limitation the rights
- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- copies of the Software, and to permit persons to whom the Software is
- furnished to do so, subject to the following conditions:
-
- The above copyright notice and this permission notice shall be included in
- all copies or substantial portions of the Software.
-
- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- THE SOFTWARE.
- ****************************************************************************/
- #pragma once
- #include <stdint.h>
- #include <string>
- #include <vector>
- #include <unordered_map>
- #include "base/ccTypes.h"
- #include "base/CCRef.h"
- #include "math/Vec2.h"
- #include "math/Vec3.h"
- #include "math/Vec4.h"
- #include "math/Mat4.h"
- #include "../Macro.h"
- #include "../Types.h"
- #include "State.h"
- RENDERER_BEGIN
- class FrameBuffer;
- class VertexBuffer;
- class IndexBuffer;
- class Program;
- class Texture;
- /**
- * @addtogroup gfx
- * @{
- */
- /**
- * DeviceGraphics is a direct abstraction for OpenGL APIs.
- * This fundamental class takes responsibility for all GL states management and GL call invocations.
- */
- class DeviceGraphics final : public Ref
- {
- public:
- struct Capacity
- {
- int maxVextexTextures;
- int maxFragUniforms;
- int maxTextureUnits;
- int maxVertexAttributes;
- int maxDrawBuffers;
- int maxColorAttatchments;
- };
-
- struct Uniform
- {
- Uniform(const void* v, size_t bytes, UniformElementType elementType_, size_t count);
- Uniform(Uniform&& h);
- Uniform();
- ~Uniform();
-
- Uniform& operator=(Uniform&& h);
-
- void setValue(const void* v, size_t bytes, size_t count = 1);
-
- void* value = nullptr;
- size_t bytes = 0;
- size_t count = 0;
-
- bool dirty;
- UniformElementType elementType;
-
- private:
- // Disable copy operator
- Uniform& operator=(const Uniform& o);
- };
-
- /**
- * Returns a shared instance of the director.
- */
- static DeviceGraphics* getInstance();
- /**
- * Sets the target FrameBuffer
- */
- void setFrameBuffer(const FrameBuffer* fb);
- /**
- * Sets viewport with x, y, width and height
- */
- void setViewport(int x, int y, int w, int h);
- /**
- * Sets scissor clipping area
- */
- void setScissor(int x, int y, int w, int h);
- /**
- * Clear with flags, including color, depth and stencil,
- * you should also specify the color, depth and stencil value to use.
- */
- void clear(uint8_t flags, Color4F *color, double depth, int32_t stencil);
- /**
- * Enables blend in GL state
- */
- void enableBlend();
- /**
- * Enables depth test in GL state
- */
- void enableDepthTest();
- /**
- * Enables depth write in GL state
- */
- void enableDepthWrite();
- /**
- * Enables stencil test in GL state
- */
- void enableStencilTest();
- /**
- * Sets both the front and back function and reference value for stencil testing
- */
- void setStencilFunc(StencilFunc func, int ref, unsigned int mask);
- /**
- * Sets the front function and reference value for stencil testing
- */
- void setStencilFuncFront(StencilFunc func, int ref, unsigned int mask);
- /**
- * Sets the back function and reference value for stencil testing
- */
- void setStencilFuncBack(StencilFunc func, int ref, unsigned int mask);
- /**
- * Sets both the front and back-facing stencil test actions
- */
- void setStencilOp(StencilOp failOp, StencilOp zFailOp, StencilOp zPassOp, unsigned int writeMask);
- /**
- * Sets the front stencil test actions
- */
- void setStencilOpFront(StencilOp failOp, StencilOp zFailOp, StencilOp zPassOp, unsigned int writeMask);
- /**
- * Sets the back stencil test actions
- */
- void setStencilOpBack(StencilOp failOp, StencilOp zFailOp, StencilOp zPassOp, unsigned int writeMask);
- /**
- * Specifies the depth comparison function, which sets the conditions under which the pixel will be drawn.
- */
- void setDepthFunc(DepthFunc func);
- /**
- * Sets the source and destination blending factors with all channel packed into a 32bit unsigned int
- */
- void setBlendColor(uint32_t rgba);
- /**
- * Sets the source and destination blending factors with separate color channel values
- */
- void setBlendColor(uint8_t r, uint8_t g, uint8_t b, uint8_t a);
- /**
- * Sets which function is used for blending pixel arithmetic
- */
- void setBlendFunc(BlendFactor src, BlendFactor dst);
- /**
- * Sets which function is used for blending pixel arithmetic for RGB and alpha components separately
- */
- void setBlendFuncSeparate(BlendFactor srcRGB, BlendFactor dstRGB, BlendFactor srcAlpha, BlendFactor dstAlpha);
- /**
- * Sets both the RGB blend equation and alpha blend equation to a single equation.
- */
- void setBlendEquation(BlendOp mode);
- /**
- * Sets the RGB blend equation and alpha blend equation separately.
- */
- void setBlendEquationSeparate(BlendOp modeRGB, BlendOp modeAlpha);
- /**
- * Specifies whether or not front and/or back-facing polygons can be culled.
- */
- void setCullMode(CullMode mode);
- /**
- * Sets the vertex buffer
- */
- void setVertexBuffer(int stream, VertexBuffer* buffer, int start = 0);
- /**
- * Sets the index buffer
- */
- void setIndexBuffer(IndexBuffer *buffer);
- /**
- * Sets a linked program
- */
- void setProgram(Program *program);
- /**
- * Sets a texture into a GL texture slot then set to the specified uniform
- */
- void setTexture(size_t hashName, Texture* texture, int slot);
- /**
- * Sets textures array into GL texture slots then set to the specified uniform
- */
- void setTextureArray(size_t hashName, const std::vector<Texture*>& textures, const std::vector<int>& slots);
- /**
- * Sets a integer to the specified uniform
- */
- void setUniformi(size_t hashName, int i1);
- /**
- * Sets two integers to the specified uniform
- */
- void setUniformi(size_t hashName, int i1, int i2);
- /**
- * Sets three integers to the specified uniform
- */
- void setUniformi(size_t hashName, int i1, int i2, int i3);
- /**
- * Sets four integers to the specified uniform
- */
- void setUniformi(size_t hashName, int i1, int i2, int i3, int i4);
- /**
- * Sets a vector of integers to the specified uniform
- */
- void setUniformiv(size_t hashName, size_t elementCount, const int* value, size_t uniformCount);
- /**
- * Sets a float to the specified uniform
- */
- void setUniformf(size_t hashName, float f1);
- /**
- * Sets two floats to the specified uniform
- */
- void setUniformf(size_t hashName, float f1, float f2);
- /**
- * Sets three floats to the specified uniform
- */
- void setUniformf(size_t hashName, float f1, float f2, float f3);
- /**
- * Sets four floats to the specified uniform
- */
- void setUniformf(size_t hashName, float f1, float f2, float f3, float f4);
- /**
- * Sets a vector of floats to the specified uniform
- */
- void setUniformfv(size_t hashName, size_t elementCount, const float* value, size_t uniformCount);
- /**
- * Sets a Vec2 to the specified uniform
- */
- void setUniformVec2(size_t hashName, const cocos2d::Vec2& value);
- /**
- * Sets a Vec3 to the specified uniform
- */
- void setUniformVec3(size_t hashName, const cocos2d::Vec3& value);
- /**
- * Sets a Vec4 to the specified uniform
- */
- void setUniformVec4(size_t hashName, const cocos2d::Vec4& value);
- /**
- * Sets a 2x2 matrix to the specified uniform
- */
- void setUniformMat2(size_t hashName, float* value);
- /**
- * Sets a 3x3 matrix to the specified uniform
- */
- void setUniformMat3(size_t hashName, float* value);
- /**
- * Sets a 4x4 matrix specified by float pointer to the given uniform
- */
- void setUniformMat4(size_t hashName, float* value);
- /**
- * Sets a Mat4 object to the given uniform
- */
- void setUniformMat4(size_t hashName, const cocos2d::Mat4& value);
- /**
- * Sets data specified by data pointer, type and bytes to the given uniform
- */
- void setUniform(size_t hashName, const void* v, size_t bytes, UniformElementType elementType, size_t uniformCount = 1);
- /**
- * Sets the primitive type for draw calls
- */
- void setPrimitiveType(PrimitiveType type);
- /**
- * Draw elements using the current gl states
- */
- void draw(size_t base, GLsizei count);
- /**
- * Resets the draw call counter to 0
- */
- void resetDrawCalls() { _drawCalls = 0; };
- /**
- * Gets current draw call counts
- */
- uint32_t getDrawCalls() const { return _drawCalls; };
-
- inline const Capacity& getCapacity() const { return _caps; }
-
- private:
- DeviceGraphics();
- ~DeviceGraphics();
- CC_DISALLOW_COPY_ASSIGN_AND_MOVE(DeviceGraphics);
-
- inline void initStates();
- inline void initCaps();
- void restoreTexture(uint32_t index);
- void restoreIndexBuffer();
- inline void commitBlendStates();
- inline void commitDepthStates();
- inline void commitStencilStates();
- inline void commitCullMode();
- inline void commitVertexBuffer();
- inline void commitTextures();
- int _vx;
- int _vy;
- int _vw;
- int _vh;
-
- int _sx;
- int _sy;
- int _sw;
- int _sh;
-
- uint32_t _drawCalls = 0;
- int _defaultFbo;
-
- Capacity _caps;
- char* _glExtensions;
-
- FrameBuffer *_frameBuffer;
- std::vector<int> _enabledAtrributes;
- std::vector<int> _newAttributes;
- std::unordered_map<size_t, Uniform> _uniforms;
-
- State* _nextState;
- State* _currentState;
-
- friend class IndexBuffer;
- friend class Texture2D;
- };
- // end of gfx group
- /// @}
- RENDERER_END
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