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#ifndef __ASURA_ENGINE_GFX_DEVICE_H__
#define __ASURA_ENGINE_GFX_DEVICE_H__

#include <stack>

#include <glad/glad.h>

#include <asura-utils/scripting/portable.hpp>
#include <asura-utils/math/rect.hpp>
#include <asura-utils/math/matrix44.h>
#include <asura-utils/math/vector4.h>

#include "color.h"
#include "matrix_stack.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       SetMatrixMode(MatrixMode mode);
	MatrixMode GetMatrixMode();

	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();

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

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

	void       SetActiveCanvas(Canvas* = NULL);
	Canvas*    GetActiveCanvas() const;

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

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

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

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);

};

// ȫ GfxDevice 
extern GfxDevice g_Device;

namespace_end
namespace_end

#endif