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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
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