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#ifndef __ASURA_ENGINE_OPENGL_H__
#define __ASURA_ENGINE_OPENGL_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 AsuraEngine
{
namespace Graphics
{
class Profiler;
class Shader;
enum MatrixMode
{
MATRIX_MODE_PROJECTION = 0,
MATRIX_MODE_MODEL = 1,
MATRIX_MODE_VIEW = 2,
};
enum GLParams
{
GL_PARAM_MAX_TEXTURE_UNIT = 1,
};
///
/// OpenGLÉÏÏÂÎÄ£¬ÓÃÀ´×öһЩopengl״̬µÄ×·×Ù¡£ÔÚ±à¼Æ÷¶à´°¿Ú»·¾³Ï£¬Ò»¸ö´°¿Ú¶ÔÓ¦Ò»¸öhwnd£¬
/// Ò»¸öhdc£¬ÒÔ¼°Êý¸öopengl context£¬Èç¹ûʹÓÃwglMakeCurrent(hdc, glc)Ö¸¶¨µ±Ç°Ï̶߳ú¶ä
/// äÖȾ´°¿ÚhdcºÍopenglÉÏÏÂÎÄglc£¬glÖмǼµÄ¾ÍÊÇÈÎÒâÒ»¸öÏ̵߳ÄÈÎÒâÒ»¸ö´°¿ÚµÄÈÎÒâÒ»¸öOpenGL
/// ÉÏÏÂÎĵÄ״̬£¬²»Ö§³Ö¶àÉÏÏÂÎÄäÖȾ¡£
///
class OpenGL : public AEScripting::Portable<OpenGL>
{
public:
OpenGL();
~OpenGL();
///
/// »ñµÃ³£Á¿Öµ
///
int GetParam(GLParams param);
///
/// ³õʼ»¯OpenGLÉÏÏÂÎIJÎÊý£¬·¢ÉúÔÚ´´½¨OpenGLÉÏÏÂÎÄÖ®ºó¡£´Ëº¯Êý»á×¢²áOpenGLº¯ÊýµÄµØÖ·¡£
///
bool Init(const AEMath::Recti& viewport);
bool Inited();
void SetViewport(const AEMath::Recti viewport);
const AEMath::Recti& GetViewport();
void UseShader(Shader* shader);
void UnuseShader();
Shader* GetShader();
///
/// ÓÃÀ´·½±ãͳ¼Ædrawcall
///
void DrawArrays(GLenum mode, GLint first, GLsizei count);
///
/// Matrix stackÏà¹Ø²Ù×÷
///
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);
AEMath::Matrix44& GetMatrix(MatrixMode mode);
AEMath::Matrix44 GetMVPMatrix();
uint GetMatrixDepth();
uint GetMatrixIndex();
void SetDrawColor(float r, float g, float b, float a);
Color& GetDrawColor();
///
/// ÇåÀí´íÎóÌáʾ
///
void WipeError();
bool HasError();
GLenum GetError();
///
/// OpenGL3.0ÒÔºóÓÉÓû§¹ÜÀí¾ØÕó±ä»»¡¢ÊÓ¿Ú¡¢shaderµÈ²ÎÊý£¬ÕâÀï±£´æÒ»Ð©OpenGL״̬¡£×¢Òâ
/// ËÆºõÈ«½ø³ÌµÄ£¬Ò²¾ÍÊÇ˵£¬Asura²»Ö§³Ö¶àÏß³ÌäÖȾ¡£OpenGLÉÏÏÂÎĵĴ´½¨Ê¹µÃÒ»¸öÉÏÏÂ
/// Îİó¶¨ÔÚÒ»¸öHDC\´°¿ÚÉÏ£¬ÓÉÓÚ´°¿ÚÊÇÔÚÌØ¶¨Ï̴߳´½¨µÄ£¬ËùÒÔOpenGLÉÏÏÂÎÄÒ²°ó¶¨ÁËÒ»¸ö
/// ÌØ¶¨µÄÏ̡߳£Í¬Ò»¸öÏ̵߳IJ»Í¬HDC\´°¿Ú¿ÉÒÔ¹²Ïíͬһ¸öOpenGLÉÏÏÂÎÄ¡£¹²ÏíÉÏÏÂÎÄÊÇΪÁË
/// ¹²ÏíÉÏÏÂÎÄÖд´½¨µÄtextuer\shaderµÈhandle¡£
///
struct
{
Shader* shader; ///< µ±Ç°Ê¹ÓõÄshader
AEMath::Recti viewport; ///< µ±Ç°µÄÊÓÇø£¬ÔÚÇл»HDC»òÕß±¾´°¿Ú´óС¸Ä±ä»òÕß²¿·ÖË¢ÐÂʱ±ä¶¯
MatrixStack matrix[3]; ///< model, view, projection¾ØÕó
MatrixMode matrixMode; ///< µ±Ç°²Ù×÷µÄ¾ØÕó
AEMath::Matrix44 mvpMatrix; ///< mvp matrix
Color drawColor; ///< »æÖƵÄÑÕÉ«
} state;
#if ASURA_GL_PROFILE
struct
{
uint drawCall; ///< ͳ¼Ædrawcall
uint canvasSwitch; ///< Çл»textureµÄ´ÎÊý
uint shaderSwitch; ///< Çл»shaderµÄ´ÎÊý
} stats;
#endif
private:
friend class Profiler;
//----------------------------------------------------------------------------//
LUAX_DECL_SINGLETON(OpenGL);
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);
//----------------------------------------------------------------------------//
bool mUpdateMVPMatrix;
};
///
/// OpenGLµ¥Àý¡£
///
extern OpenGL gl;
}
}
#endif
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