/**************************************************************************** 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 "NodeProxy.hpp" #include "ModelBatcher.hpp" #include "../renderer/Scene.h" #include "../renderer/ForwardRenderer.h" #include "../gfx/DeviceGraphics.h" #include "ParallelTask.hpp" RENDERER_BEGIN /** * @addtogroup scene * @{ */ /** * @brief This class is responsible for the rendering process.\n * It visits the node tree, let nodes commit their render handles, starts the device level rendering process with ForwardRenderer.\n * JS API: renderer.RenderFlow @code // You actually shouldn't create RenderFlow by yourself, you can let renderFlow = cc.RenderFlow._nativeFlow; @endcode */ #define NODE_LEVEL_INVALID 0xffffffff class RenderFlow { public: enum RenderFlowFlag { // sync js render flag DONOTHING = 1 << 0, BREAK_FLOW = 1 << 1, LOCAL_TRANSFORM = 1 << 2, WORLD_TRANSFORM = 1 << 3, TRANSFORM = LOCAL_TRANSFORM | WORLD_TRANSFORM, UPDATE_RENDER_DATA = 1 << 4, OPACITY = 1 << 5, COLOR = 1 << 6, RENDER = 1 << 7, CHILDREN = 1 << 8, POST_RENDER = 1 << 9, FINAL = 1 << 10, PRE_CALCULATE_VERTICES = 1 << 28, // native render flag REORDER_CHILDREN = 1 << 29, // world matrix changed WORLD_TRANSFORM_CHANGED = 1 << 30, // cascade opacity changed NODE_OPACITY_CHANGED = 1 << 31, }; enum ParallelStage { NONE = 1 << 0, LOCAL_MAT = 1 << 1, WORLD_MAT = 1 << 2, CALC_VERTICES = 1 << 3, }; struct LevelInfo{ uint32_t* dirty = nullptr; uint32_t* parentDirty = nullptr; cocos2d::Mat4* parentWorldMat = nullptr; uint8_t* parentRealOpacity = nullptr; cocos2d::Mat4* localMat = nullptr; cocos2d::Mat4* worldMat = nullptr; uint8_t* opacity = nullptr; uint8_t* realOpacity = nullptr; }; static RenderFlow *getInstance() { return _instance; } /* * @brief The constructor. * @param[in] device * @param[in] scene * @param[in] forward */ RenderFlow(DeviceGraphics* device, Scene* scene, ForwardRenderer* forward); /* * @brief The destructor. */ ~RenderFlow(); /* * @brief Gets the ModelBatcher which is responsible for collecting render Models. */ ModelBatcher* getModelBatcher() const { return _batcher; }; /* * @brief Gets the DeviceGraphics using by the current RenderFlow. */ DeviceGraphics* getDevice() const { return _device; }; /* * @brief Gets the render Scene which manages all render Models. */ Scene* getRenderScene() const { return _scene; }; /** * @brief Render the scene specified by its root node. * @param[in] scene The root node. */ void render(NodeProxy* scene, float deltaTime, Camera *camera = nullptr); /** * @brief Visit a node tree. */ void visit(NodeProxy* rootNode); /** * @brief Calculate local matrix. * @param[in] tid It must rather than -1 if enable multiple thread. */ void calculateLocalMatrix(int tid = -1); /** * @brief Calculate world matrix. */ void calculateWorldMatrix(); /** * @brief Calculate world matrix by level. * @param[in] tid Thread id. * @param[level] level Node level. */ void calculateLevelWorldMatrix(int tid = -1, int stage = -1); /** * @brief remove node level */ void removeNodeLevel(std::size_t level, cocos2d::Mat4* worldMat); /** * @brief insert node level */ void insertNodeLevel(std::size_t level, const LevelInfo& levelInfo); private: static RenderFlow *_instance; ModelBatcher* _batcher = nullptr; Scene* _scene = nullptr; DeviceGraphics* _device = nullptr; ForwardRenderer* _forward = nullptr; std::size_t _curLevel = 0; std::vector> _levelInfoArr; ParallelStage _parallelStage = ParallelStage::NONE; ParallelTask* _paralleTask = nullptr; }; // end of scene group /// @} RENDERER_END