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#ifndef _ASURA_ENGINE_GFX_DEVICE_H_
#define _ASURA_ENGINE_GFX_DEVICE_H_
#include <stack>
#include <glad/glad.h>
#include <asura-base/Scripting/Scripting.h>
#include <asura-base/Math/Rect.hpp>
#include <asura-base/Math/matrix44.h>
#include <asura-base/Math/vector4.h>
#include "Color.h"
#include "MatrixStack.h"
namespace_begin(AsuraEngine)
namespace_begin(Graphics)
class Mesh;
class Profiler;
class Shader;
class GPUBuffer;
class Canvas;
class DynamicVBO;
class VBO;
class VBOList;
#define GFX_STATS_PROPERTY(TYPE,PROP_NAME,VAR_NAME) \
private: \
TYPE VAR_NAME; \
public: \
void Set##PROP_NAME (TYPE val) { VAR_NAME = val; } \
TYPE Get##PROP_NAME () {return VAR_NAME; } \
void Add##PROP_NAME (TYPE v=1) { VAR_NAME+=v;};
struct GfxDeviceStats
{
GFX_STATS_PROPERTY(uint, DrawCall, drawCall); ///< ͳdrawcall
GFX_STATS_PROPERTY(uint, CanvasSwitch, canvasSwitch); ///< лtextureĴ
GFX_STATS_PROPERTY(uint, ShaderSwitch, shaderSwitch); ///< лshaderĴ
GFX_STATS_PROPERTY(uint64, PrimsCount, primsCount); ///< ͼԪͳ
void Reset()
{
drawCall = 0;
canvasSwitch = 0;
shaderSwitch = 0;
primsCount = 0;
}
};
#undef GFX_STATS_PROPERTY
enum MatrixMode
{
MATRIX_MODE_PROJECTION = 0,
MATRIX_MODE_MODEL = 1,
MATRIX_MODE_VIEW = 2,
};
enum GfxPrimitiveType
{
GFX_PRIMITIVE_TRIANGLES = 0,
GFX_PRIMITIVE_TRIANGLESTRIPDEPRECATED,
GFX_PRIMITIVE_QUADS,
GFX_PRIMITIVE_LINES,
GFX_PRIMITIVE_LINESTRIP,
GFX_PRIMITIVE_POINTS,
GFX_PRIMITIVE_TYPECOUNT, // KEEP THIS LAST!
GFX_PRIMITIVE_FORCE32BITINT = 0X7FFFFFFF // FORCE 32 BIT ENUM SIZE
};
enum GLParams
{
GL_PARAM_MAX_TEXTURE_UNIT = 1,
};
class GfxDevice : public AEScripting::Portable<GfxDevice>
{
public:
GfxDevice();
~GfxDevice();
static GfxDevice& Get();
int GetParam(GLParams param);
bool Init(const Recti& viewport);
bool Inited();
void SetViewport(const Recti viewport);
const Recti& GetViewport();
void PushMatrix();
void PopMatrix();
void LoadIdentity();
void Rotate(float angle);
void Translate(float x, float y);
void Scale(float x, float y);
void Ortho(float l, float r, float b, float t, float n, float f);
uint GetMatrixDepth();
uint GetMatrixIndex();
Matrix44& GetMatrix(MatrixMode mode);
Matrix44 GetMVPMatrix();
void SetDrawColor(float r, float g, float b, float a);
Color& GetDrawColor();
void SetActiveShader(Shader* = NULL);
Shader* GetActiveShader() const;
VBO* CreateVBO();
void DeleteVBO();
void DrawMesh(Mesh* mesh);
void DrawVBO(VBO* vbo);
void DrawDynamicVBO();
void DrawTexture(Texture*);
void WipeError();
bool HasError();
GLenum GetError();
GET_SET(MatrixMode, MatrixMode, m_State.matrixMode);
GET_SET(Canvas*, ActiveCanvas, m_State.activeCanvas);
private:
void BeforeDrawCall();
// Callbacks
void OnCreateVBO(VBO* vbo);
void OnDeleteVBO(VBO* vbo);
friend class Profiler;
struct {
Recti viewport; ///< ǰлHDC߱ڴСı߲ˢʱ䶯
MatrixStack matrix[3]; ///< model, view, projection
MatrixMode matrixMode; ///< ǰľ
Color drawColor; ///< Ƶɫ
Canvas* activeCanvas; ///< ǰcanvas
Shader* activeShader; ///< ǰʹõshader
} m_State;
#if ASURA_GL_PROFILE
GfxDeviceStats m_Stats;
#endif
DynamicVBO* m_DynamicVBO;
VBOList* m_VBOList;
luaxport:
LUAX_DECL_SINGLETON(GfxDevice);
LUAX_DECL_ENUM(MatrixMode, 1);
LUAX_DECL_ENUM(GLParams, 1);
LUAX_DECL_METHOD(_SetMatrixMode);
LUAX_DECL_METHOD(_GetMatrixMode);
LUAX_DECL_METHOD(_PushMatrix);
LUAX_DECL_METHOD(_PopMatrix);
LUAX_DECL_METHOD(_LoadIdentity);
LUAX_DECL_METHOD(_Rotate);
LUAX_DECL_METHOD(_Translate);
LUAX_DECL_METHOD(_Scale);
LUAX_DECL_METHOD(_Ortho);
LUAX_DECL_METHOD(_GetMatrixDepth);
LUAX_DECL_METHOD(_GetMatrixIndex);
LUAX_DECL_METHOD(_UseShader);
LUAX_DECL_METHOD(_UnuseShader);
};
// ȫgfx devicerunnereditor
extern GfxDevice g_GfxDevice;
inline GfxDevice& GetGfxDevice() { return g_GfxDevice; };
#define GL_CALL(f, ...) do { f(__VA_ARGS__); /*GLAssert(); */} while(0)
namespace_end
namespace_end
#endif
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