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104 lines
4.6 KiB
C++
104 lines
4.6 KiB
C++
/****************************************************************************
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Copyright (c) 2021-2022 Xiamen Yaji Software Co., Ltd.
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http://www.cocos.com
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated engine source code (the "Software"), a limited,
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worldwide, royalty-free, non-assignable, revocable and non-exclusive license
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to use Cocos Creator solely to develop games on your target platforms. You shall
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not use Cocos Creator software for developing other software or tools that's
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used for developing games. You are not granted to publish, distribute,
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sublicense, and/or sell copies of Cocos Creator.
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The software or tools in this License Agreement are licensed, not sold.
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Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#pragma once
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#include <cstdint>
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#include <vector>
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#include "renderer/gfx-base/GFXDescriptorSet.h"
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#include "renderer/gfx-base/GFXInputAssembler.h"
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#include "renderer/gfx-base/GFXShader.h"
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#include "scene/Define.h"
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namespace cc {
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namespace scene {
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class Pass;
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class Model;
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class SubModel final {
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public:
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SubModel();
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SubModel(const SubModel &) = delete;
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SubModel(SubModel &&) = delete;
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~SubModel();
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SubModel &operator=(const SubModel &) = delete;
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SubModel &operator=(SubModel &&) = delete;
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void update();
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gfx::Shader *getShader(uint) const;
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Pass * getPass(uint) const;
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inline void setShaders(const std::vector<gfx::Shader *> &shaders) { _shaders = shaders; }
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inline void setPasses(const std::vector<Pass *> &passes) { _passes = passes; }
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inline void setDescriptorSet(gfx::DescriptorSet *descriptorSet) { _descriptSet = descriptorSet; }
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inline void setWorldBoundDescriptorSet(gfx::DescriptorSet *descriptorSet) { _worldBoundDescriptorSet = descriptorSet; }
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inline void setInputAssembler(gfx::InputAssembler *ia) { _ia = ia; }
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inline void setPlanarInstanceShader(gfx::Shader *shader) { _planarInstanceShader = shader; }
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inline void setPlanarShader(gfx::Shader *shader) { _planarShader = shader; }
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inline void setPriority(RenderPriority priority) { _priority = priority; }
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inline void setOwner(Model *model) { _owner = model; }
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inline void setSubMeshBuffers(const std::vector<cc::scene::FlatBuffer> &flatBuffers) {
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if (!_subMesh) {
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_subMesh = new RenderingSubMesh();
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}
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_subMesh->flatBuffers = flatBuffers;
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}
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inline gfx::DescriptorSet * getDescriptorSet() const { return _descriptSet; }
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inline gfx::DescriptorSet * getWorldBoundDescriptorSet() const { return _worldBoundDescriptorSet; }
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inline gfx::InputAssembler * getInputAssembler() const { return _ia; }
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inline std::vector<gfx::Shader *> &getShaders() { return _shaders; }
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inline const std::vector<Pass *> & getPasses() const { return _passes; }
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inline gfx::Shader * getPlanarInstanceShader() const { return _planarInstanceShader; }
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inline gfx::Shader * getPlanarShader() const { return _planarShader; }
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inline RenderPriority getPriority() const { return _priority; }
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inline RenderingSubMesh * getSubMesh() const { return _subMesh; }
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inline Model * getOwner() const { return _owner; }
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inline uint32_t getId() const { return _id; }
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private:
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static inline uint32_t generateId() {
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static uint32_t generator = 0;
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return generator++;
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}
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RenderPriority _priority{RenderPriority::DEFAULT};
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gfx::Shader * _planarShader{nullptr};
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gfx::Shader * _planarInstanceShader{nullptr};
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gfx::DescriptorSet * _descriptSet{nullptr};
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gfx::DescriptorSet * _worldBoundDescriptorSet{nullptr};
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gfx::InputAssembler * _ia{nullptr};
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RenderingSubMesh * _subMesh{nullptr};
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std::vector<Pass *> _passes;
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std::vector<gfx::Shader *> _shaders;
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Model * _owner{nullptr};
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uint32_t _id = -1;
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};
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} // namespace scene
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} // namespace cc
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