123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287 |
- /****************************************************************************
- Copyright (c) 2013-2016 Chukong Technologies Inc.
- Copyright (c) 2017-2018 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.
- ****************************************************************************/
- #ifndef __CC_RENDERER_H_
- #define __CC_RENDERER_H_
- #include <vector>
- #include <stack>
- #include "platform/CCPlatformMacros.h"
- #include "renderer/CCRenderCommand.h"
- #include "renderer/CCGLProgram.h"
- #include "platform/CCGL.h"
- #if !defined(NDEBUG) && CC_TARGET_PLATFORM == CC_PLATFORM_IOS
- /// Basic wrapper for glInsertEventMarkerEXT() depending on the current build settings and platform.
- #define CCGL_DEBUG_INSERT_EVENT_MARKER(__message__) glInsertEventMarkerEXT(0, __message__)
- /// Basic wrapper for glPushGroupMarkerEXT() depending on the current build settings and platform.
- #define CCGL_DEBUG_PUSH_GROUP_MARKER(__message__) glPushGroupMarkerEXT(0, __message__)
- /// Basic wrapper for CCGL_DEBUG_POP_GROUP_MARKER() depending on the current build settings and platform.
- #define CCGL_DEBUG_POP_GROUP_MARKER() glPopGroupMarkerEXT()
- #else
- #define CCGL_DEBUG_INSERT_EVENT_MARKER(__message__)
- #define CCGL_DEBUG_PUSH_GROUP_MARKER(__message__)
- #define CCGL_DEBUG_POP_GROUP_MARKER()
- #endif
- /**
- * @addtogroup renderer
- * @{
- */
- NS_CC_BEGIN
- class EventListenerCustom;
- class TrianglesCommand;
- class MeshCommand;
- /** Class that knows how to sort `RenderCommand` objects.
- Since the commands that have `z == 0` are "pushed back" in
- the correct order, the only `RenderCommand` objects that need to be sorted,
- are the ones that have `z < 0` and `z > 0`.
- */
- class RenderQueue {
- public:
- /**
- RenderCommand will be divided into Queue Groups.
- */
- enum QUEUE_GROUP
- {
- /**Objects with globalZ smaller than 0.*/
- GLOBALZ_NEG = 0,
- /**Opaque 3D objects with 0 globalZ.*/
- OPAQUE_3D = 1,
- /**Transparent 3D objects with 0 globalZ.*/
- TRANSPARENT_3D = 2,
- /**2D objects with 0 globalZ.*/
- GLOBALZ_ZERO = 3,
- /**Objects with globalZ bigger than 0.*/
- GLOBALZ_POS = 4,
- QUEUE_COUNT = 5,
- };
- public:
- /**Constructor.*/
- RenderQueue();
- /**Push a renderCommand into current renderqueue.*/
- void push_back(RenderCommand* command);
- /**Return the number of render commands.*/
- ssize_t size() const;
- /**Sort the render commands.*/
- void sort();
- /**Treat sorted commands as an array, access them one by one.*/
- RenderCommand* operator[](ssize_t index) const;
- /**Clear all rendered commands.*/
- void clear();
- /**Realloc command queues and reserve with given size. Note: this clears any existing commands.*/
- void realloc(size_t reserveSize);
- /**Get a sub group of the render queue.*/
- std::vector<RenderCommand*>& getSubQueue(QUEUE_GROUP group) { return _commands[group]; }
- /**Get the number of render commands contained in a subqueue.*/
- ssize_t getSubQueueSize(QUEUE_GROUP group) const { return _commands[group].size(); }
- /**Save the current DepthState, CullState, DepthWriteState render state.*/
- void saveRenderState();
- /**Restore the saved DepthState, CullState, DepthWriteState render state.*/
- void restoreRenderState();
-
- protected:
- /**The commands in the render queue.*/
- std::vector<RenderCommand*> _commands[QUEUE_COUNT];
-
- /**Cull state.*/
- bool _isCullEnabled;
- /**Depth test enable state.*/
- bool _isDepthEnabled;
- /**Depth buffer write state.*/
- GLboolean _isDepthWrite;
- };
- //the struct is not used outside.
- struct RenderStackElement
- {
- int renderQueueID;
- ssize_t currentIndex;
- };
- class GroupCommandManager;
- /* Class responsible for the rendering in.
- Whenever possible prefer to use `TrianglesCommand` objects since the renderer will automatically batch them.
- */
- class CC_DLL Renderer
- {
- public:
- /**The max number of vertices in a vertex buffer object.*/
- static const int VBO_SIZE = 65536;
- /**The max number of indices in a index buffer.*/
- static const int INDEX_VBO_SIZE = VBO_SIZE * 6 / 4;
- /**The rendercommands which can be batched will be saved into a list, this is the reserved size of this list.*/
- static const int BATCH_TRIAGCOMMAND_RESERVED_SIZE = 64;
- /**Reserved for material id, which means that the command could not be batched.*/
- static const int MATERIAL_ID_DO_NOT_BATCH = 0;
- /**Constructor.*/
- Renderer();
- /**Destructor.*/
- ~Renderer();
- //TODO: manage GLView inside Render itself
- void initGLView();
- /** Adds a `RenderComamnd` into the renderer */
- void addCommand(RenderCommand* command);
- /** Adds a `RenderComamnd` into the renderer specifying a particular render queue ID */
- void addCommand(RenderCommand* command, int renderQueueID);
- /** Pushes a group into the render queue */
- void pushGroup(int renderQueueID);
- /** Pops a group from the render queue */
- void popGroup();
- /** Creates a render queue and returns its Id */
- int createRenderQueue();
- /** Renders into the GLView all the queued `RenderCommand` objects */
- void render();
- /** Cleans all `RenderCommand`s in the queue */
- void clean();
- /** Clear GL buffer and screen */
- void clear();
- /** set color for clear screen */
- void setClearColor(const Color4F& clearColor);
- /* returns the number of drawn batches in the last frame */
- ssize_t getDrawnBatches() const { return _drawnBatches; }
- /* RenderCommands (except) TrianglesCommand should update this value */
- void addDrawnBatches(ssize_t number) { _drawnBatches += number; };
- /* returns the number of drawn triangles in the last frame */
- ssize_t getDrawnVertices() const { return _drawnVertices; }
- /* RenderCommands (except) TrianglesCommand should update this value */
- void addDrawnVertices(ssize_t number) { _drawnVertices += number; };
- /* clear draw stats */
- void clearDrawStats() { _drawnBatches = _drawnVertices = 0; }
- /**
- * Enable/Disable depth test
- * For 3D object depth test is enabled by default and can not be changed
- * For 2D object depth test is disabled by default
- */
- void setDepthTest(bool enable);
-
- //This will not be used outside.
- GroupCommandManager* getGroupCommandManager() const { return _groupCommandManager; }
- /** returns whether or not a rectangle is visible or not */
- bool checkVisibility(const Mat4& transform, const Size& size);
- protected:
- //Setup VBO or VAO based on OpenGL extensions
- void setupBuffer();
- void setupVBOAndVAO();
- void setupVBO();
- void mapBuffers();
- void drawBatchedTriangles();
- //Draw the previews queued triangles and flush previous context
- void flush();
-
- void flush2D();
-
- void flush3D();
- void flushTriangles();
- void processRenderCommand(RenderCommand* command);
- void visitRenderQueue(RenderQueue& queue);
- void fillVerticesAndIndices(const TrianglesCommand* cmd);
- /* clear color set outside be used in setGLDefaultValues() */
- Color4F _clearColor;
- std::stack<int> _commandGroupStack;
-
- std::vector<RenderQueue> _renderGroups;
- MeshCommand* _lastBatchedMeshCommand;
- std::vector<TrianglesCommand*> _queuedTriangleCommands;
- //for TrianglesCommand
- V3F_C4B_T2F _verts[VBO_SIZE];
- GLushort _indices[INDEX_VBO_SIZE];
- GLuint _buffersVAO;
- GLuint _buffersVBO[2]; //0: vertex 1: indices
- // Internal structure that has the information for the batches
- struct TriBatchToDraw {
- TrianglesCommand* cmd; // needed for the Material
- GLsizei indicesToDraw;
- GLsizei offset;
- };
- // capacity of the array of TriBatches
- int _triBatchesToDrawCapacity;
- // the TriBatches
- TriBatchToDraw* _triBatchesToDraw;
- int _filledVertex;
- int _filledIndex;
- bool _glViewAssigned;
- // stats
- ssize_t _drawnBatches;
- ssize_t _drawnVertices;
- //the flag for checking whether renderer is rendering
- bool _isRendering;
-
- bool _isDepthTestFor2D;
-
- GroupCommandManager* _groupCommandManager;
-
- #if CC_ENABLE_CACHE_TEXTURE_DATA
- EventListenerCustom* _cacheTextureListener;
- #endif
- };
- NS_CC_END
- /**
- end of support group
- @}
- */
- #endif //__CC_RENDERER_H_
|