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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,
		};

		///
		/// OpenGLģһЩopengl״̬׷١ڱ༭രڻ£һڶӦһhwnd
		/// һhdcԼopengl contextʹwglMakeCurrent(hdc, glc)ָǰ̶߳
		/// Ⱦhdcopenglglcglм¼ľһ̵߳һڵһOpenGL
		/// ĵ״ֶ̬֧Ⱦ
		///
		class OpenGL : public AEScripting::Portable<OpenGL>
		{
		public:

			OpenGL();
			~OpenGL();

			///
			/// óֵ
			///
			int GetParam(GLParams param);

			///
			/// ʼOpenGLIJڴOpenGL֮󡣴˺עOpenGLĵַ
			///
			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();

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

			///
			/// Matrix stackز
			///
			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();

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

			/// 
			/// OpenGL3.0Ժû任ӿڡshaderȲﱣһЩOpenGL״̬ע
			/// ƺȫ̵ģҲ˵Asuraֶ֧߳ȾOpenGLĵĴʹһ
			/// İһHDC\ϣڴض̴߳ģOpenGLҲһ
			/// ض̡߳ͬһ̵߳IJͬHDC\ڿԹͬһOpenGLġΪ
			/// дtextuer\shaderhandle
			/// 
			struct
			{
				Shader*          shader;     ///< ǰʹõshader
				AEMath::Recti    viewport;   ///< ǰлHDC߱ڴСı߲ˢʱ䶯
				MatrixStack      matrix[3];  ///< model, view, projection 
				MatrixMode       matrixMode; ///< ǰľ
				AEMath::Matrix44 mvpMatrix;  ///< mvp matrix
				Color            drawColor;  ///< Ƶɫ
			} state;

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

		};

		///
		/// OpenGL
		///
		extern OpenGL gl;

	}
}

#endif