/**************************************************************************** Copyright (c) 2019-2023 Xiamen Yaji Software Co., Ltd. http://www.cocos.com Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ****************************************************************************/ #pragma once #include "2d/renderer/RenderDrawInfo.h" #include "2d/renderer/RenderEntity.h" #include "2d/renderer/UIMeshBuffer.h" #include "base/Macros.h" #include "base/Ptr.h" #include "base/TypeDef.h" #include "core/assets/Material.h" #include "core/memop/Pool.h" #include "renderer/gfx-base/GFXTexture.h" #include "renderer/gfx-base/states/GFXSampler.h" #include "scene/DrawBatch2D.h" namespace cc { class Root; using UIMeshBufferArray = ccstd::vector; using UIMeshBufferMap = ccstd::unordered_map; class Batcher2d final { public: Batcher2d(); explicit Batcher2d(Root* root); ~Batcher2d(); void syncMeshBuffersToNative(uint16_t accId, ccstd::vector&& buffers); bool initialize(); void update(); void uploadBuffers(); void reset(); void syncRootNodesToNative(ccstd::vector&& rootNodes); void releaseDescriptorSetCache(gfx::Texture* texture, gfx::Sampler* sampler); UIMeshBuffer* getMeshBuffer(uint16_t accId, uint16_t bufferId); gfx::Device* getDevice(); inline ccstd::vector* getDefaultAttribute() { return &_attributes; } void updateDescriptorSet(); void fillBuffersAndMergeBatches(); void walk(Node* node, float parentOpacity); void handlePostRender(RenderEntity* entity); void handleDrawInfo(RenderEntity* entity, RenderDrawInfo* drawInfo, Node* node); void handleComponentDraw(RenderEntity* entity, RenderDrawInfo* drawInfo, Node* node); void handleModelDraw(RenderEntity* entity, RenderDrawInfo* drawInfo); void handleMiddlewareDraw(RenderEntity* entity, RenderDrawInfo* drawInfo); void handleSubNode(RenderEntity* entity, RenderDrawInfo* drawInfo); void generateBatch(RenderEntity* entity, RenderDrawInfo* drawInfo); void generateBatchForMiddleware(RenderEntity* entity, RenderDrawInfo* drawInfo); void resetRenderStates(); private: bool _isInit = false; inline void fillIndexBuffers(RenderDrawInfo* drawInfo) { // NOLINT(readability-convert-member-functions-to-static) uint16_t* ib = drawInfo->getIDataBuffer(); UIMeshBuffer* buffer = drawInfo->getMeshBuffer(); uint32_t indexOffset = buffer->getIndexOffset(); uint16_t* indexb = drawInfo->getIbBuffer(); uint32_t indexCount = drawInfo->getIbCount(); memcpy(&ib[indexOffset], indexb, indexCount * sizeof(uint16_t)); indexOffset += indexCount; buffer->setIndexOffset(indexOffset); } inline void fillVertexBuffers(RenderEntity* entity, RenderDrawInfo* drawInfo) { // NOLINT(readability-convert-member-functions-to-static) Node* node = entity->getNode(); const Mat4& matrix = node->getWorldMatrix(); uint8_t stride = drawInfo->getStride(); uint32_t size = drawInfo->getVbCount() * stride; float* vbBuffer = drawInfo->getVbBuffer(); for (int i = 0; i < size; i += stride) { Render2dLayout* curLayout = drawInfo->getRender2dLayout(i); // make sure that the layout of Vec3 is three consecutive floats static_assert(sizeof(Vec3) == 3 * sizeof(float)); // cast to reduce value copy instructions reinterpret_cast(vbBuffer + i)->transformMat4(curLayout->position, matrix); } } inline void setIndexRange(RenderDrawInfo* drawInfo) { // NOLINT(readability-convert-member-functions-to-static) UIMeshBuffer* buffer = drawInfo->getMeshBuffer(); uint32_t indexOffset = drawInfo->getIndexOffset(); uint32_t indexCount = drawInfo->getIbCount(); indexOffset += indexCount; if (buffer->getIndexOffset() < indexOffset) { buffer->setIndexOffset(indexOffset); } } inline void fillColors(RenderEntity* entity, RenderDrawInfo* drawInfo) { // NOLINT(readability-convert-member-functions-to-static) Color temp = entity->getColor(); uint8_t stride = drawInfo->getStride(); uint32_t size = drawInfo->getVbCount() * stride; float* vbBuffer = drawInfo->getVbBuffer(); uint32_t offset = 0; for (int i = 0; i < size; i += stride) { offset = i + 5; vbBuffer[offset++] = static_cast(temp.r) / 255.0F; vbBuffer[offset++] = static_cast(temp.g) / 255.0F; vbBuffer[offset++] = static_cast(temp.b) / 255.0F; vbBuffer[offset++] = entity->getOpacity(); } } void insertMaskBatch(RenderEntity* entity); void createClearModel(); gfx::DescriptorSet* getDescriptorSet(gfx::Texture* texture, gfx::Sampler* sampler, const gfx::DescriptorSetLayout* dsLayout); StencilManager* _stencilManager{nullptr}; // weak reference Root* _root{nullptr}; // weak reference ccstd::vector _rootNodeArr; // manage memory manually ccstd::vector _batches; memop::Pool _drawBatchPool; // weak reference gfx::Device* _device{nullptr}; // use getDevice() // weak reference RenderEntity* _currEntity{nullptr}; // weak reference RenderDrawInfo* _currDrawInfo{nullptr}; // weak reference UIMeshBuffer* _currMeshBuffer{nullptr}; uint32_t _indexStart{0}; ccstd::hash_t _currHash{0}; uint32_t _currLayer{0}; StencilStage _currStencilStage{StencilStage::DISABLED}; // weak reference Material* _currMaterial{nullptr}; // weak reference gfx::Texture* _currTexture{nullptr}; // weak reference gfx::Sampler* _currSampler{nullptr}; ccstd::hash_t _currSamplerHash{0}; // weak reference ccstd::vector _meshRenderDrawInfo; // manage memory manually ccstd::unordered_map _descriptorSetCache; gfx::DescriptorSetInfo _dsInfo; UIMeshBufferMap _meshBuffersMap; // DefaultAttribute ccstd::vector _attributes{ gfx::Attribute{gfx::ATTR_NAME_POSITION, gfx::Format::RGB32F}, gfx::Attribute{gfx::ATTR_NAME_TEX_COORD, gfx::Format::RG32F}, gfx::Attribute{gfx::ATTR_NAME_COLOR, gfx::Format::RGBA32F}, }; // Mask use IntrusivePtr _maskClearModel; IntrusivePtr _maskClearMtl; IntrusivePtr _maskModelMesh; ccstd::vector _maskAttributes{ gfx::Attribute{gfx::ATTR_NAME_POSITION, gfx::Format::RGB32F}, }; gfx::PrimitiveMode _primitiveMode{gfx::PrimitiveMode::TRIANGLE_LIST}; CC_DISALLOW_COPY_MOVE_ASSIGN(Batcher2d); }; } // namespace cc