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初始化
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128
cocos2d-x/cocos/renderer/gfx/FrameBuffer.h
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128
cocos2d-x/cocos/renderer/gfx/FrameBuffer.h
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/****************************************************************************
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Copyright (c) 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 "../Macro.h"
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#include "../Types.h"
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#include "GraphicsHandle.h"
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RENDERER_BEGIN
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class DeviceGraphics;
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class RenderTarget;
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/**
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* @addtogroup gfx
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* @{
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*/
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/**
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* The FrameBuffer class can store the render results of DeviceGraphics.
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* It contains color buffers, depth buffers and stencil buffers,
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* they are destinations for drawing, clearing and writing operations during the render process.
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*/
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class FrameBuffer final : public GraphicsHandle
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{
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public:
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/**
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* Create a FrameBuffer object with device and size
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*/
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RENDERER_DEFINE_CREATE_METHOD_3(FrameBuffer, init, DeviceGraphics*, uint16_t, uint16_t)
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FrameBuffer();
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/**
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* Inits the frame buffer with device and size
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*/
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bool init(DeviceGraphics* device, uint16_t width, uint16_t height);
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/**
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* Destroys the GL buffers created by this frame buffer object
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*/
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void destroy();
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/**
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* Sets the color buffers as drawing and clearing destinations
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*/
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void setColorBuffers(const std::vector<RenderTarget*>& renderTargets);
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/**
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* Sets a color buffer at specific index
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*/
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void setColorBuffer(RenderTarget* rt, int index);
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/**
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* Sets the depth buffer as depth writing destination
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*/
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void setDepthBuffer(RenderTarget* rt);
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/**
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* Sets the stencil buffer as stencil writing destination
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*/
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void setStencilBuffer(RenderTarget* rt);
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/**
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* Sets the depth and stencil buffer at the same time.
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* If you want to set both with the same RenderTarget, you should use this instead of setting them separatly.
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*/
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void setDepthStencilBuffer(RenderTarget* rt);
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/**
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* Sets the width of frame buffer
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*/
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inline int getWidth() const { return _width; }
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/**
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* Sets the width of frame buffer
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*/
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inline int getHeight() const { return _height; }
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/**
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* Gets the color buffers
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*/
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const std::vector<RenderTarget*>& getColorBuffers() const;
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/**
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* Gets the depth buffer
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*/
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const RenderTarget* getDepthBuffer() const;
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/**
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* Gets the stencil buffer
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*/
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const RenderTarget* getStencilBuffer() const;
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/**
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* Gets the depth and stencil buffer if they share the same one.
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*/
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const RenderTarget* getDepthStencilBuffer() const;
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private:
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virtual ~FrameBuffer();
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DeviceGraphics* _device;
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std::vector<RenderTarget*> _colorBuffers;
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RenderTarget* _depthBuffer;
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RenderTarget* _stencilBuffer;
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RenderTarget* _depthStencilBuffer;
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uint16_t _width;
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uint16_t _height;
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};
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// end of gfx group
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/// @}
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RENDERER_END
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