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path: root/source/modules/asura-core/Graphics/GfxDevice.h
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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 Profiler;
class Shader;
class GPUBuffer;
class Canvas;

enum MatrixMode
{
	MATRIX_MODE_PROJECTION = 0,
	MATRIX_MODE_MODEL = 1,
	MATRIX_MODE_VIEW = 2,
};

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 AEMath::Recti& viewport);
	bool    Inited();

	void    SetViewport(const AEMath::Recti viewport);

	const AEMath::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();

	void    DrawArrays(GLenum mode, GLint first, GLsizei count);

	AEMath::Matrix44& GetMatrix(MatrixMode mode);
	AEMath::Matrix44  GetMVPMatrix();

	void    SetDrawColor(float r, float g, float b, float a);
	Color&  GetDrawColor();

	void    SetActiveShader(Shader* = NULL);
	Shader* GetActiveShader() const;

	void    WipeError();
	bool    HasError();
	GLenum  GetError();

	GET_SET(MatrixMode, MatrixMode,   state.matrixMode);
	GET_SET(Canvas*,    ActiveCanvas, state.canvas);

private:

	friend class Profiler;

	struct
	{
		AEMath::Recti viewport;   ///< ǰлHDC߱ڴСı߲ˢʱ䶯
		MatrixStack   matrix[3];  ///< model, view, projection 
		MatrixMode    matrixMode; ///< ǰľ
		Color         drawColor;  ///< Ƶɫ
		Canvas*       canvas;     ///< ǰcanvas
		Shader*       shader;     ///< ǰʹõshader
	} state;

#if ASURA_GL_PROFILE
	struct
	{
		uint drawCall;     ///< ͳdrawcall
		uint canvasSwitch; ///< лtextureĴ
		uint shaderSwitch; ///< лshaderĴ
	} stats;
#endif

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);

};

extern GfxDevice g_Device;


#define GL_CALL(x) do { x; /*GLAssert(); */} while(0)




namespace_end
namespace_end

#endif