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85 lines
2.7 KiB
85 lines
2.7 KiB
/****************************************************************************
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Copyright (c) 2022-2023 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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#pragma once
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#include "gfx-agent/DeviceAgent.h"
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#include "gfx-base/GFXDef.h"
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#include "gfx-base/GFXDevice.h"
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#include "gfx-base/GFXPipelineLayout.h"
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#include "gfx-base/GFXPipelineState.h"
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#include "pipeline/RenderStage.h"
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#if CC_PLATFORM == CC_PLATFORM_ANDROID
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#include "gfx-gles3/GLES3Wrangler.h"
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#endif
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namespace cc {
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namespace pipeline {
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struct StandardShaderSource {
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ccstd::string vert;
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ccstd::string frag;
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};
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template <typename T>
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struct ShaderSources {
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T glsl4;
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T glsl3;
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T glsl1;
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};
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class CC_DLL ARBackground {
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public:
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ARBackground() = default;
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~ARBackground();
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void activate(RenderPipeline* pipeline, gfx::Device* dev);
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void render(scene::Camera* camera, gfx::RenderPass* renderPass, gfx::CommandBuffer* cmdBuffer);
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void destroy();
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private:
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template <typename T>
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T& getAppropriateShaderSource(ShaderSources<T>& sources);
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gfx::Device* _device{nullptr};
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gfx::Shader* _shader{nullptr};
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gfx::Buffer* _vertexBuffer{nullptr};
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gfx::InputAssembler* _inputAssembler{nullptr};
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gfx::DescriptorSetLayout* _descriptorSetLayout{nullptr};
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gfx::DescriptorSet* _descriptorSet{nullptr};
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gfx::PipelineLayout* _pipelineLayout{nullptr};
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gfx::PipelineState* _pipelineState{nullptr};
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#if CC_PLATFORM == CC_PLATFORM_ANDROID
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gfx::Buffer* _uniformBuffer{nullptr};
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GLuint _glTex{0U};
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#elif CC_PLATFORM == CC_PLATFORM_MAC_IOS
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gfx::Buffer* _ycbcrTransferBuffer{nullptr};
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#endif
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};
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} // namespace pipeline
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} // namespace cc
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