mirror of
https://github.com/smallmain/cocos-enhance-kit.git
synced 2025-01-14 15:01:07 +00:00
225 lines
5.5 KiB
C++
225 lines
5.5 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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#include "State.h"
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#include "VertexBuffer.h"
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#include "IndexBuffer.h"
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#include "Texture2D.h"
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#include "Program.h"
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RENDERER_BEGIN
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State::State()
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{
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_textureUnits.resize(10);
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_vertexBuffers.resize(10);
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_vertexBufferOffsets.resize(10);
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reset();
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}
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State::~State()
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{
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for (auto vertexBuf : _vertexBuffers)
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{
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RENDERER_SAFE_RELEASE(vertexBuf);
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}
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RENDERER_SAFE_RELEASE(_indexBuffer);
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for (auto texture : _textureUnits)
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{
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RENDERER_SAFE_RELEASE(texture);
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}
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RENDERER_SAFE_RELEASE(_program);
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}
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void State::reset()
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{
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blend = false;
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blendSeparation = false;
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blendColor = 0xFFFFFFFF;
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blendEq = BlendOp::ADD;
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blendAlphaEq = BlendOp::ADD;
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blendSrc = BlendFactor::ONE;
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blendDst = BlendFactor::ZERO;
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blendSrcAlpha = BlendFactor::ONE;
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blendDstAlpha = BlendFactor::ZERO;
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// depth
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depthTest = false;
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depthWrite = false;
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depthFunc = DepthFunc::LESS;
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// stencil
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stencilTest = false;
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stencilSeparation = false;
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stencilFuncFront = StencilFunc::ALWAYS;
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stencilRefFront = 0;
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stencilMaskFront = 0xFF;
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stencilFailOpFront = StencilOp::KEEP;
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stencilZFailOpFront = StencilOp::KEEP;
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stencilZPassOpFront = StencilOp::KEEP;
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stencilWriteMaskFront = 0xFF;
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stencilFuncBack = StencilFunc::ALWAYS;
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stencilRefBack = 0;
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stencilMaskBack = 0xFF;
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stencilFailOpBack = StencilOp::KEEP;
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stencilZFailOpBack = StencilOp::KEEP;
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stencilZPassOpBack = StencilOp::KEEP;
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stencilWriteMaskBack = 0xFF;
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// cull-mode
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cullMode = CullMode::BACK;
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// primitive-type
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primitiveType = PrimitiveType::TRIANGLES;
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// bindings
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maxStream = -1;
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for (auto i = 0; i < _textureUnits.size(); i++) {
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if (_textureUnits[i]) {
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RENDERER_SAFE_RELEASE(_textureUnits[i]);
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}
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_textureUnits[i] = nullptr;
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}
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for (auto i = 0; i < _vertexBuffers.size(); i++) {
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if (_vertexBuffers[i]) {
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RENDERER_SAFE_RELEASE(_vertexBuffers[i]);
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}
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_vertexBuffers[i] = nullptr;
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}
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if (_indexBuffer)
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{
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RENDERER_SAFE_RELEASE(_indexBuffer);
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}
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_indexBuffer = nullptr;
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if (_program)
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{
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RENDERER_SAFE_RELEASE(_program);
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}
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_program = nullptr;
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}
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void State::setVertexBuffer(size_t index, VertexBuffer* vertBuf)
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{
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if (index >= _vertexBuffers.size())
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{
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_vertexBuffers.resize(index + 1);
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}
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VertexBuffer* oldBuf = _vertexBuffers[index];
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if (oldBuf != vertBuf)
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{
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RENDERER_SAFE_RELEASE(oldBuf);
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_vertexBuffers[index] = vertBuf;
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RENDERER_SAFE_RETAIN(vertBuf);
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}
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}
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VertexBuffer* State::getVertexBuffer(size_t index) const
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{
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if (_vertexBuffers.empty())
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return nullptr;
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assert(index < _vertexBuffers.size());
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return _vertexBuffers[index];
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}
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void State::setVertexBufferOffset(size_t index, int32_t offset)
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{
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if (index >= _vertexBufferOffsets.size())
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{
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_vertexBufferOffsets.resize(index + 1);
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}
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_vertexBufferOffsets[index] = offset;
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}
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int32_t State::getVertexBufferOffset(size_t index) const
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{
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assert(index < _vertexBufferOffsets.size());
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return _vertexBufferOffsets[index];
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}
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void State::setIndexBuffer(IndexBuffer* indexBuf)
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{
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if (_indexBuffer != indexBuf)
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{
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RENDERER_SAFE_RELEASE(_indexBuffer);
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_indexBuffer = indexBuf;
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RENDERER_SAFE_RETAIN(_indexBuffer);
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}
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}
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IndexBuffer* State::getIndexBuffer() const
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{
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return _indexBuffer;
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}
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void State::setTexture(size_t index, Texture* texture)
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{
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if (index >= _textureUnits.size())
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{
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_textureUnits.resize(index + 1);
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}
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Texture* oldTexture = _textureUnits[index];
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if (oldTexture != texture)
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{
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RENDERER_SAFE_RELEASE(oldTexture);
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_textureUnits[index] = texture;
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RENDERER_SAFE_RETAIN(texture);
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}
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}
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Texture* State::getTexture(size_t index) const
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{
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if (_textureUnits.empty())
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return nullptr;
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assert(index < _textureUnits.size());
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return _textureUnits[index];
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}
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void State::setProgram(Program* program)
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{
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assert(program != nullptr);
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if (_program != program)
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{
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RENDERER_SAFE_RELEASE(_program);
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_program = program;
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RENDERER_SAFE_RETAIN(_program);
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}
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}
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Program* State::getProgram() const
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{
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return _program;
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}
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RENDERER_END
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