138 lines
4.4 KiB
C#
138 lines
4.4 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using Aiwaz.Contracts;
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using System.Runtime.InteropServices;
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using Aiwaz.Core;
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namespace Aiwaz.Resources
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{
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public enum CommandFlags : byte
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{
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None = 0x00,
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SubChainStart = 0x01, // Command will start a new command chain (UseShader for example)
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SubChainEnd = 0x02, // Command will end a command chain (Render)
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Unique = 0x04, // Similar commands should not be reduced to one Command
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StartChain = 0x08, // Command will generate a new command chain
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EndChain = 0x10, // Command will end the command chain (RenderGeometry for example)
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FlushChain = 0x20, // Command will end the command chain (RenderGeometry for example)
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}
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public class Command
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{
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[StructLayout(LayoutKind.Explicit)]
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public struct CommandInfoUnion
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{
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[FieldOffset(0)]
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public uint RawValue;
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[FieldOffset(0)]
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public byte Priority;
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[FieldOffset(1)]
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public byte SubPriority;
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[FieldOffset(2)]
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public CommandFlags Flags;
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[FieldOffset(3)]
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public byte Type;
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}
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public Command(CommandUser argOwner, CommandFlags argFlags, byte argType)
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: this(argOwner, argFlags, argType, 0, 0)
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{
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}
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public Command(CommandUser argOwner, CommandFlags argFlags, byte argType, byte argPriority)
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: this(argOwner, argFlags, argType, argPriority, 0)
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{
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}
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public Command(CommandUser argOwner, CommandFlags argFlags, byte argType, byte argPriority, byte argSubPriority)
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{
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CommandInfo.RawValue = 0;
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Owner = argOwner;
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Flags = argFlags;
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Priority = argPriority;
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SubPriority = argSubPriority;
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Type = argType;
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}
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public CommandInfoUnion CommandInfo;
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public byte Priority { get { return CommandInfo.Priority; } set { CommandInfo.Priority = value; } }
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public byte SubPriority { get { return CommandInfo.SubPriority; } set { CommandInfo.SubPriority = value; } }
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public CommandFlags Flags { get { return CommandInfo.Flags; } set { CommandInfo.Flags = value; } }
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public byte Type { get { return CommandInfo.Type; } set { CommandInfo.Type = value; } }
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public CommandUser Owner;
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};
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public enum CommandExecuteResult
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{
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None, // Execution done, proceed to the next Command
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RetrySubChain, // Execution should start from a previous "SubChainStart"-flagged Command
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RetrySubChainSkipHead // Equal to the above result but skips the as "SubChainStart"-flagged Command
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};
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public abstract class CommandUser : Resource, IDisposable
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{
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private List<RenderCommandNode> assignedRenderCommandNodes = new List<RenderCommandNode>();
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public List<Command> Commands { get; private set; }
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public bool IsPreconditionForNextCommands { get; set; }
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public CommandUser()
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{
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this.Commands = new List<Command>();
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Engine.RegisterEngineDisposable(this);
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}
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~CommandUser()
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{
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if (!Engine.Initialized)
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return;
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if (Engine.UnregisterEngineDisposable(this))
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this.Dispose();
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}
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public abstract CommandExecuteResult ExecuteCommand(byte argCommandType, CommandBuffer argCurrentBuffer, int argCurrentPositon);
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public void AssignToRenderCommandNode(RenderCommandNode node)
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{
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assignedRenderCommandNodes.Add(node);
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node.MarkDirty();
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}
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public void UnassignFromRenderCommandNode(RenderCommandNode node)
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{
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if (assignedRenderCommandNodes.Remove(node))
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node.MarkDirty();
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}
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protected void UnassignFromSceneNodes()
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{
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for (var i = 0; i < assignedRenderCommandNodes.Count; ++i )
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assignedRenderCommandNodes[i].Children.Remove(this);
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assignedRenderCommandNodes.Clear();
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}
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protected void MarkCommandsAsDirty()
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{
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foreach (var node in assignedRenderCommandNodes)
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node.MarkDirty();
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}
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public new virtual void Dispose()
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{
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this.WellKnownName = null;
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this.UnassignFromSceneNodes();
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Engine.UnregisterEngineDisposable(this);
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base.Dispose();
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}
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}
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}
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