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199 lines
7.3 KiB
199 lines
7.3 KiB
/****************************************************************************
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Copyright (c) 2021-2023 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 "scene/RenderWindow.h"
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#include "BasePlatform.h"
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#include "interfaces/modules/ISystemWindow.h"
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#include "interfaces/modules/ISystemWindowManager.h"
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#include "platform/interfaces/modules/Device.h"
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#include "renderer/gfx-base/GFXDevice.h"
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#include "renderer/gfx-base/GFXFramebuffer.h"
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#include "renderer/gfx-base/GFXSwapchain.h"
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#include "renderer/gfx-base/GFXTexture.h"
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#include "scene/Camera.h"
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namespace cc {
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namespace scene {
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namespace {
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const ccstd::unordered_map<IScreen::Orientation, gfx::SurfaceTransform> ORIENTATION_MAP{
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{IScreen::Orientation::PORTRAIT, gfx::SurfaceTransform::IDENTITY},
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{IScreen::Orientation::LANDSCAPE_RIGHT, gfx::SurfaceTransform::ROTATE_90},
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{IScreen::Orientation::PORTRAIT_UPSIDE_DOWN, gfx::SurfaceTransform::ROTATE_180},
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{IScreen::Orientation::LANDSCAPE_LEFT, gfx::SurfaceTransform::ROTATE_270},
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};
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}
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RenderWindow::RenderWindow() = default;
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RenderWindow::~RenderWindow() = default;
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bool RenderWindow::initialize(gfx::Device *device, IRenderWindowInfo &info) {
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if (info.title.has_value() && !info.title.value().empty()) {
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_title = info.title.value();
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}
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if (info.swapchain != nullptr) {
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_swapchain = info.swapchain;
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}
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_width = info.width;
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_height = info.height;
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_renderPass = device->createRenderPass(info.renderPassInfo);
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if (info.swapchain != nullptr) {
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_swapchain = info.swapchain;
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_colorTextures.pushBack(info.swapchain->getColorTexture());
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_depthStencilTexture = info.swapchain->getDepthStencilTexture();
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} else {
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for (auto &colorAttachment : info.renderPassInfo.colorAttachments) {
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gfx::TextureInfo textureInfo = {gfx::TextureType::TEX2D,
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gfx::TextureUsageBit::COLOR_ATTACHMENT | gfx::TextureUsageBit::SAMPLED | gfx::TextureUsageBit::TRANSFER_SRC,
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colorAttachment.format,
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_width,
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_height};
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if (info.externalFlag.has_value()) {
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if (hasFlag(info.externalFlag.value(), gfx::TextureFlagBit::EXTERNAL_NORMAL)) {
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textureInfo.flags |= info.externalFlag.value();
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if (info.externalResLow.has_value() && info.externalResHigh.has_value()) {
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uint64_t externalResAddr = (static_cast<uint64_t>(info.externalResHigh.value()) << 32) | info.externalResLow.value();
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textureInfo.externalRes = reinterpret_cast<void *>(externalResAddr);
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} else if (info.externalResLow.has_value()) {
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textureInfo.externalRes = reinterpret_cast<void *>(static_cast<uint64_t>(info.externalResLow.value()));
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}
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}
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}
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_colorTextures.pushBack(device->createTexture(textureInfo));
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}
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if (info.renderPassInfo.depthStencilAttachment.format != gfx::Format::UNKNOWN) {
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_depthStencilTexture = device->createTexture({gfx::TextureType::TEX2D,
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gfx::TextureUsageBit::DEPTH_STENCIL_ATTACHMENT | gfx::TextureUsageBit::SAMPLED,
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info.renderPassInfo.depthStencilAttachment.format,
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_width,
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_height});
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}
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}
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generateFrameBuffer();
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return true;
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}
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void RenderWindow::destroy() {
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clearCameras();
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// Gfx objects invoke destroy in VK\GL\MTL Object destructor.
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_frameBuffer = nullptr;
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_renderPass = nullptr;
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_depthStencilTexture = nullptr;
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// RefVector invokes RefCounted::release() when removing an element.
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_colorTextures.clear();
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}
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void RenderWindow::resize(uint32_t width, uint32_t height) {
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if (_swapchain != nullptr) {
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_swapchain->resize(width, height, ORIENTATION_MAP.at(Device::getDeviceOrientation()));
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_width = _swapchain->getWidth();
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_height = _swapchain->getHeight();
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} else {
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for (auto *colorTexture : _colorTextures) {
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colorTexture->resize(width, height);
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}
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if (_depthStencilTexture != nullptr) {
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_depthStencilTexture->resize(width, height);
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}
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_width = width;
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_height = height;
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}
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generateFrameBuffer();
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for (Camera *camera : _cameras) {
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camera->resize(width, height);
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}
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}
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void RenderWindow::extractRenderCameras(ccstd::vector<Camera *> &cameras) {
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for (Camera *camera : _cameras) {
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if (camera->isEnabled()) {
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camera->update();
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cameras.emplace_back(camera);
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}
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}
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}
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void RenderWindow::onNativeWindowDestroy(uint32_t windowId) {
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if (_swapchain != nullptr && _swapchain->getWindowId() == windowId) {
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_swapchain->destroySurface();
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}
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}
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void RenderWindow::onNativeWindowResume(uint32_t windowId) {
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if (_swapchain == nullptr || _swapchain->getWindowId() != windowId) {
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return;
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}
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auto *windowMgr = BasePlatform::getPlatform()->getInterface<ISystemWindowManager>();
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auto *hWnd = reinterpret_cast<void *>(windowMgr->getWindow(windowId)->getWindowHandle());
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_swapchain->createSurface(hWnd);
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generateFrameBuffer();
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}
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void RenderWindow::generateFrameBuffer() {
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_frameBuffer = gfx::Device::getInstance()->createFramebuffer(gfx::FramebufferInfo{
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_renderPass,
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_colorTextures.get(),
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_depthStencilTexture});
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}
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void RenderWindow::attachCamera(Camera *camera) {
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for (Camera *cam : _cameras) {
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if (cam == camera) return;
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}
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_cameras.emplace_back(camera);
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sortCameras();
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}
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void RenderWindow::detachCamera(Camera *camera) {
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for (auto it = _cameras.begin(); it != _cameras.end(); ++it) {
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if (*it == camera) {
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_cameras.erase(it);
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return;
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}
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}
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}
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void RenderWindow::clearCameras() {
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_cameras.clear();
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}
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void RenderWindow::sortCameras() {
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std::stable_sort(_cameras.begin(), _cameras.end(), [](Camera *a, Camera *b) { return a->getPriority() < b->getPriority(); });
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}
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} // namespace scene
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} // namespace cc
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