mirror of
https://github.com/smallmain/cocos-enhance-kit.git
synced 2025-04-20 04:08:41 +00:00
265 lines
7.4 KiB
C++
265 lines
7.4 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 <string>
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#include <vector>
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#include "platform/CCGL.h"
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#include "base/CCVector.h"
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#include "base/CCRef.h"
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#include "../Macro.h"
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namespace se {
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class Object;
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class HandleObject;
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}
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RENDERER_BEGIN
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class Pass;
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class Texture;
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/**
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* @addtogroup renderer
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* @{
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*/
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/**
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* @brief Technique is a important part of Effect, it contains a selective uniform parameters and all passes of effect.\n
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* JS API: renderer.Technique
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* @code
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* let pass = new renderer.Pass('sprite');
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* pass.setDepth(false, false);
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* pass.setCullMode(gfx.CULL_NONE);
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* let technique = new renderer.Technique(
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* ['transparent'],
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* [
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* { name: 'texture', type: renderer.PARAM_TEXTURE_2D },
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* { name: 'color', type: renderer.PARAM_COLOR4 }
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* ],
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* [
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* pass
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* ]
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* );
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* @endcode
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*/
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class Technique : public Ref
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{
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public:
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/*
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* @brief Uniform parameter of Technique, defines the uniform name and type
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*/
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class Parameter final
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{
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public:
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enum class Type : uint8_t
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{
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INT = 5,
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INT2 = 6,
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INT3 = 7,
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INT4 = 8,
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FLOAT = 13,
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FLOAT2 = 14,
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FLOAT3 = 15,
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FLOAT4 = 16,
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COLOR3 = 99,
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COLOR4 = 100,
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MAT2 = 18,
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MAT3 = 22,
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MAT4 = 26,
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TEXTURE_2D = 29,
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TEXTURE_CUBE = 31,
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UNKNOWN = 0
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};
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// How many elements of each type, for example:
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// INT -> 1
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// INT2 -> 2
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// MAT4 -> 16
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static uint8_t getElements(Type type);
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/*
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* @brief The default constructor.
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*/
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Parameter();
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/*
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* @brief Constructor with integer.
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*/
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Parameter(const std::string& name, Type type, int* value, uint8_t count = 1);
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/*
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* @brief Constructor with float.
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*/
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Parameter(const std::string& name, Type type, float* value, uint8_t count = 1);
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/*
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* @brief Constructor with Object.
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*/
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Parameter(const std::string& name, Type type, se::Object* value, uint8_t count = 1);
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/*
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* @brief Constructor with texture.
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*/
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Parameter(const std::string& name, Type type, Texture* texture);
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/*
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* @brief Constructor with texture array.
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*/
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Parameter(const std::string& name, Type type, const std::vector<Texture*>& textures);
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Parameter(const std::string& name, Type type);
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Parameter(const Parameter& rh);
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Parameter(Parameter&& rh);
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~Parameter();
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Parameter& operator=(const Parameter& rh);
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bool operator==(const Parameter& rh);
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/*
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* @brief Gets the uniform type.
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*/
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inline Type getType() const { return _type; }
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/*
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* @brief Gets the uniform name.
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*/
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inline const std::string& getName() const { return _name; }
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inline const size_t getHashName() const { return _hashName; }
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/*
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* @brief Gets the counts of uniform components.
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*/
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inline uint8_t getCount() const { return _count; }
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/*
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* @brief Gets parameter value.
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*/
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inline void* getValue() const
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{
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if(_jsValue != nullptr)
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{
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return _shareValue;
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}
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return _value;
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};
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/*
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* @brief Gets bytes occupied by primitive uniform parameter.
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*/
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inline uint16_t getBytes() const { return _bytes; };
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/*
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* @brief Gets directly value.
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*/
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inline bool getDirectly() const { return _directly; }
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/*
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* @brief Sets directly value.
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*/
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inline void setDirectly(bool value) { _directly = value; };
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/*
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* @brief Gets the texture array.
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*/
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std::vector<Texture*> getTextureArray() const;
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/*
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* @brief Set the typed array.
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*/
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void setShareValue(se::Object* jsValue);
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void setValue(void* value);
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/*
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* @brief Sets the texture pointer.
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*/
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void setTexture(Texture* texture);
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/*
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* @brief Gets the texture pointer.
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*/
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Texture* getTexture() const;
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uint8_t* _shareValue = nullptr;
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se::Object* _jsValue = nullptr;
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private:
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void freeValue();
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void copyValue(const Parameter& rh);
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std::string _name = "";
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size_t _hashName = 0;
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// how many elements, for example, how many INT2 or how many MAT2
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uint8_t _count = 0;
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Type _type = Type::UNKNOWN;
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void* _value = nullptr;
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// It is meaningful if type is not Texture2D or TEXTURE_CUBE.
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uint16_t _bytes = 0;
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bool _directly = false;
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};
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/**
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* @brief Constructor.
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* @param[in] stages All stages it belongs to.
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* @param[in] parameters All uniform parameters.
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* @param[in] passes All passes.
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*/
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Technique(const std::string& name, const Vector<Pass*>& passes);
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/*
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* @brief The default constructor.
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*/
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Technique();
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/*
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* @brief The default destructor.
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*/
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~Technique();
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/**
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* @brief Sets the stages it belongs to.
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*/
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void setStages(const std::vector<std::string>& stages);
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/*
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* @brief Sets the pass to the given index.
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*/
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void setPass(int index, Pass* pass);
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/*
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* @brief Gets all passes.
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*/
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const Vector<Pass*>& getPasses() const { return _passes; }
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Vector<Pass*>& getPasses() { return _passes; }
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/*
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* @brief Gets all stageID.
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*/
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uint32_t getStageIDs() const { return _stageIDs; }
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/**
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* @brief Deep copy from other techique.
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*/
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void copy(const Technique& tech);
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/**
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* @brief Get layer.
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*/
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inline const int getLayer() const {return _layer; };
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private:
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static uint32_t _genID;
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uint32_t _id = 0;
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uint32_t _stageIDs = 0;
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int _layer = 0;
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Vector<Pass*> _passes;
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};
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// end of renderer group
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/// @}
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RENDERER_END
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