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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 "../../Macro.h"
#include "AssemblerBase.hpp"
#include "../MeshBuffer.hpp"
#include "math/CCMath.h"
#include "../../renderer/Effect.h"
#include "RenderDataList.hpp"
#include "../../renderer/EffectVariant.hpp"
namespace se {
class Object;
class HandleObject;
}
RENDERER_BEGIN
class NodeProxy;
class ModelBatcher;
/**
* @addtogroup scene
* @{
*/
class Assembler : public AssemblerBase
{
public:
class IARenderData {
public:
IARenderData();
IARenderData(const IARenderData& o);
~IARenderData();
void setEffect(EffectVariant* effect);
EffectVariant* getEffect() const;
private:
EffectVariant* _effect = nullptr;
public:
int meshIndex = -1;
int verticesStart = 0;
int verticesCount = -1;
int indicesStart = 0;
int indicesCount = -1;
};
Assembler();
virtual ~Assembler();
/*
* @brief Commit the current render handle to ModelBatcher
*/
virtual void handle(NodeProxy *node, ModelBatcher* batcher, Scene* scene) override;
/*
* @brief Do nothing
*/
virtual void postHandle(NodeProxy *node, ModelBatcher* batcher, Scene* scene) override {}
/*
* @brief before fill buffers handle
*/
virtual void beforeFillBuffers(std::size_t index) {}
/*
* @brief Fills render data in given index to the MeshBuffer
* @param[in] buffer The shared mesh buffer
* @param[in] index The index of render data to be updated
* @param[in] node
*/
virtual void fillBuffers(NodeProxy* node, ModelBatcher* batcher, std::size_t index);
/**
* @brief Sets IArenderDataList
*/
virtual void setRenderDataList(RenderDataList* datas);
/**
* @brief Gets the vertex format.
*/
VertexFormat* getVertexFormat() const { return _vfmt; };
/**
* @brief Sets the vertex format.
*/
virtual void setVertexFormat(VertexFormat* vfmt);
/*
* @brief Update local render buffer opacity
* @param[in] index The index of render data to be updated
* @param[in] opacity Inherit opacity
*/
virtual void updateOpacity(std::size_t index, uint8_t opacity);
/**
* @brief ignore opacity flag, it will always not update vertices opacity
*/
void ignoreOpacityFlag() { _ignoreOpacityFlag = true; }
/**
* @brief Is ignore opacity.
* @return _ignoreOpacityFlag
*/
bool isIgnoreOpacityFlag() { return _ignoreOpacityFlag; }
/**
* @brief Enable ignore world matrix.
*/
void ignoreWorldMatrix() { _ignoreWorldMatrix = true; }
/**
* @brief Is ignore world matrix.
* @return _opacityAlwaysDirty
*/
bool isIgnoreWorldMatrix() { return _ignoreWorldMatrix; }
/**
* @brief Updates mesh index
*/
void updateMeshIndex(std::size_t iaIndex, int meshIndex);
/**
* @brief Updates indices range
*/
void updateIndicesRange(std::size_t iaIndex, int start, int count);
/**
* @brief Updates vertices range
*/
void updateVerticesRange(std::size_t iaIndex, int start, int count);
/**
* @brief Update the material for the given index.
* @param[in] iaIndex Render data index.
* @param[in] effect Effect pointer.
*/
virtual void updateEffect(std::size_t iaIndex, EffectVariant* effect);
/**
* @brief Resets ia data.
*/
virtual void reset() override;
/**
* @brief Gets the material for the given index.
* @param[in] index Render data index.
* @return Effect pointer.
*/
inline EffectVariant* getEffect(std::size_t index) const
{
if (index >= _iaDatas.size())
{
return nullptr;
}
return _iaDatas[index].getEffect();
}
/**
* @brief Gets Effect count.
* @return Count.
*/
inline std::size_t getIACount() const
{
return _iaDatas.size();
}
protected:
RenderDataList* _datas = nullptr;
std::vector<IARenderData> _iaDatas;
uint32_t _bytesPerVertex = 0;
size_t _posOffset = 0;
size_t _alphaOffset = 0;
VertexFormat* _vfmt = nullptr;
const VertexFormat::Element* _vfPos = nullptr;
const VertexFormat::Element* _vfColor = nullptr;
bool _ignoreWorldMatrix = false;
bool _ignoreOpacityFlag = false;
};
// end of scene group
/// @}
RENDERER_END