mirror of
https://github.com/smallmain/cocos-enhance-kit.git
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158 lines
4.8 KiB
C++
158 lines
4.8 KiB
C++
/****************************************************************************
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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 <map>
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#include "../Macro.h"
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#include "assembler/Assembler.hpp"
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#include "assembler/CustomAssembler.hpp"
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#include "MeshBuffer.hpp"
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#include "../renderer/Renderer.h"
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#include "math/CCMath.h"
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RENDERER_BEGIN
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class RenderFlow;
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class StencilManager;
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/**
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* @addtogroup scene
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* @{
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*/
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/**
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* @brief ModelBatcher is responsible for transforming node's render handles into final render datas.
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* It collects render data, batches different render handle together into Models and submits to render Scene.
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*/
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class ModelBatcher
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{
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public:
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enum CommitState {
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None,
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Common,
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Custom,
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};
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/**
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* @brief The constructor.
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*/
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ModelBatcher(RenderFlow* flow);
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/**
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* @brief The destructor.
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*/
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~ModelBatcher();
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/**
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* @brief Reset all render buffer.
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*/
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void reset();
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/**
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* @brief Commit a render handle to the model batcher
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* @param[in] node The node which owns the render handle
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* @param[in] handle The render handle contains render datas
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*/
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void commit(NodeProxy* node, Assembler* handle, int cullingMask);
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/**
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* @brief Commit a custom render handle to the model batcher
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* @param[in] node The node which owns the render handle
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* @param[in] handle The custom render handle contains render datas
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*/
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void commitIA(NodeProxy* node, CustomAssembler* handle, int cullingMask);
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/**
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* @brief This method should be invoked before commit any render handles each frame.
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* It notifies the model batcher to get ready for constructing Models
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*/
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void startBatch();
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/**
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* @brief Flush all cached render data into a new Model and add the Model to render Scene.
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*/
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void flush();
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/**
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* @brief Finished Custom input assmebler batch and add the Model to render Scene.
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*/
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void flushIA();
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/**
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* @brief Add new input assembler into current input assembler.
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*/
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void flushIA(InputAssembler* customIA);
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/**
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* @brief This method should be invoked after committed all render handles each frame.
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*/
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void terminateBatch();
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/**
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* @brief Gets a suitable MeshBuffer for the given VertexFormat.
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* Render datas arranged in different VertexFormat can't share the same buffer.
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* @param[in] fmt The VertexFormat
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*/
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MeshBuffer* getBuffer(VertexFormat* fmt);
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/**
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* @brief Gets the current MeshBuffer.
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*/
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const MeshBuffer* getCurrentBuffer() const { return _buffer; };
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/**
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* @brief Sets the current MeshBuffer.
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* @param[in] buffer
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*/
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void setCurrentBuffer(MeshBuffer* buffer) { _buffer = buffer; };
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/**
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* @brief Gets the global RenderFlow pointer.
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*/
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RenderFlow* getFlow() const { return _flow; };
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void setNode(NodeProxy* node);
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void setCullingMask(int cullingMask) { _cullingMask = cullingMask; }
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void setCurrentEffect(EffectVariant* effect);
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void setUseModel(bool useModel) { _useModel = useModel; }
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void changeCommitState(CommitState state);
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private:
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int _modelOffset = 0;
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int _cullingMask = 0;
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bool _useModel = false;
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bool _walking = false;
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cocos2d::Mat4 _modelMat;
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CommitState _commitState = CommitState::None;
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NodeProxy* _node = nullptr;
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MeshBuffer* _buffer = nullptr;
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EffectVariant* _currEffect = nullptr;
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RenderFlow* _flow = nullptr;
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StencilManager* _stencilMgr = nullptr;
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InputAssembler _ia;
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std::vector<Model*> _modelPool;
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std::unordered_map<VertexFormat*, MeshBuffer*> _buffers;
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};
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// end of scene group
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/// @}
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RENDERER_END
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