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67 lines
2.8 KiB
67 lines
2.8 KiB
/****************************************************************************
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Copyright (c) 2020-2023 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 documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights to
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use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
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of the Software, and to permit persons to whom the Software is furnished to do so,
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subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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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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#include "UIPhase.h"
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#include "RenderPipeline.h"
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#include "gfx-base/GFXCommandBuffer.h"
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#include "pipeline/PipelineStateManager.h"
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#include "scene/Camera.h"
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#include "scene/DrawBatch2D.h"
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#include "scene/Pass.h"
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#include "scene/RenderScene.h"
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#include "scene/SubModel.h"
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namespace cc {
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namespace pipeline {
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void UIPhase::activate(RenderPipeline *pipeline) {
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_pipeline = pipeline;
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_phaseID = getPhaseID("default");
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};
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void UIPhase::render(scene::Camera *camera, gfx::RenderPass *renderPass) {
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auto *cmdBuff = _pipeline->getCommandBuffers()[0];
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const auto &batches = camera->getScene()->getBatches();
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for (auto *batch : batches) {
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if (!(camera->getVisibility() & (batch->getVisFlags()))) continue;
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const auto &passes = batch->getPasses();
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for (size_t i = 0; i < batch->getShaders().size(); ++i) {
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const scene::Pass *pass = passes[i];
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if (pass->getPhase() != _phaseID) continue;
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auto *shader = batch->getShaders()[i];
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auto *inputAssembler = batch->getInputAssembler();
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auto *ds = batch->getDescriptorSet();
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auto *pso = PipelineStateManager::getOrCreatePipelineState(pass, shader, inputAssembler, renderPass);
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cmdBuff->bindPipelineState(pso);
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cmdBuff->bindDescriptorSet(materialSet, pass->getDescriptorSet());
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cmdBuff->bindInputAssembler(inputAssembler);
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cmdBuff->bindDescriptorSet(localSet, ds);
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cmdBuff->draw(batch->getDrawInfo());
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}
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}
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}
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} // namespace pipeline
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} // namespace cc
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