docs: update RHI API docs
This commit is contained in:
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# OpenGLCommandList::Clear
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```cpp
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void Clear(float r, float g, float b, float a, unsigned int buffers);
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void Clear(float r, float g, float b, float a, unsigned int buffers)
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```
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清除缓冲区。
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清除指定的缓冲区。
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**参数:**
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- `r` - 红色分量
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- `g` - 绿色分量
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- `b` - 蓝色分量
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- `a` - Alpha 分量
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- `buffers` - 要清除的缓冲区标志
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- `r` - 清除颜色红色分量(范围 0.0f - 1.0f)
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- `g` - 清除颜色绿色分量(范围 0.0f - 1.0f)
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- `b` - 清除颜色蓝色分量(范围 0.0f - 1.0f)
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- `a` - 清除颜色 Alpha 分量(范围 0.0f - 1.0f)
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- `buffers` - 要清除的缓冲区标志,使用 `ClearFlag` 枚举值的位或组合:
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- `ClearFlag::Color` (1) - 清除颜色缓冲区
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- `ClearFlag::Depth` (2) - 清除深度缓冲区
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- `ClearFlag::Stencil` (4) - 清除模板缓冲区
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**返回值**:无
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**示例:**
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```cpp
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commandList->Clear(0.0f, 0.0f, 0.0f, 1.0f, Color | Depth);
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// 清除颜色缓冲区
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commandList->Clear(0.0f, 0.0f, 0.0f, 1.0f, static_cast<unsigned int>(ClearFlag::Color));
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// 清除颜色和深度缓冲区
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commandList->Clear(0.0f, 0.0f, 0.0f, 1.0f,
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static_cast<unsigned int>(ClearFlag::Color) |
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static_cast<unsigned int>(ClearFlag::Depth));
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// 清除所有缓冲区
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commandList->Clear(0.0f, 0.0f, 0.0f, 1.0f,
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static_cast<unsigned int>(ClearFlag::Color) |
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static_cast<unsigned int>(ClearFlag::Depth) |
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static_cast<unsigned int>(ClearFlag::Stencil));
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```
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## 相关文档
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- [OpenGLCommandList 总览](command-list.md) - 返回类总览
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- [ClearColor](clear-color.md) - 仅清除颜色缓冲区
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- [ClearDepth](clear-depth.md) - 仅清除深度缓冲区
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- [ClearStencil](clear-stencil.md) - 仅清除模板缓冲区
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- [ClearDepthStencil](clear-depth-stencil.md) - 清除深度和模板缓冲区
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- [ClearFlag 枚举](../../enums/clear-flag.md) - 清除缓冲区标志
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@@ -2,41 +2,112 @@
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**命名空间**: `XCEngine::RHI`
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**描述**: OpenGL 命令列表实现,继承自 `RHICommandList`。
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**描述**: OpenGL 命令列表实现,继承自 `RHICommandList`。提供 OpenGL 图形 API 的命令录制与执行接口,支持底层 OpenGL 状态操作以及跨平台 RHI 抽象接口。
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## 概述
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`OpenGLCommandList` 是 XCEngine RHI(渲染硬件接口)层在 OpenGL 后端的实现类。它封装了 OpenGL 图形命令的调用,提供了两类接口:
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1. **RHI 抽象接口**:继承自 `RHICommandList`,提供跨后端一致性接口
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2. **OpenGL 特有方法**:底层逃逸接口,用于需要直接操作 OpenGL 状态的场景
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## 公共方法
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### 生命周期
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| 方法 | 描述 |
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|------|------|
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| [`Shutdown`](opengl-methods.md#shutdown) | 关闭命令列表(占位实现) |
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| [`Reset`](opengl-methods.md#reset) | 重置命令列表(占位实现) |
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| [`Close`](opengl-methods.md#close) | 关闭命令列表(占位实现) |
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### 清除操作
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| 方法 | 描述 |
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|------|------|
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| [`Clear`](clear.md) | 清除指定缓冲区 |
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| [`ClearColor`](clear-color.md) | 清除颜色缓冲区 |
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| [`ClearDepth`](clear-depth.md) | 清除深度缓冲区 |
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| [`ClearStencil`](clear-stencil.md) | 清除模板缓冲区 |
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| [`ClearDepthStencil`](clear-depth-stencil.md) | 清除深度和模板缓冲区 |
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| [`ClearRenderTarget`](clear-render-target.md) | 清除渲染目标 |
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### 状态设置
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| 方法 | 描述 |
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|------|------|
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| [`Shutdown`](../../../threading/task-system/shutdown.md) | 关闭命令列表 |
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| [`Reset`](../../command-list/reset.md) | 重置命令列表 |
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| [`Close`](../../command-list/close.md) | 关闭命令列表 |
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| [`Clear`](clear.md) | 清除 |
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| [`ClearColor`](clear-color.md) | 清除颜色 |
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| [`ClearDepth`](clear-depth.md) | 清除深度 |
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| [`ClearStencil`](clear-stencil.md) | 清除模板 |
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| [`ClearDepthStencil`](clear-depth-stencil.md) | 清除深度模板 |
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| [`SetPipelineState`](set-pipeline-state.md) | 设置管线状态 |
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| [`SetVertexBuffer`](set-vertex-buffer.md) | 设置顶点缓冲 |
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| [`SetVertexBuffers`](set-vertex-buffers.md) | 设置多个顶点缓冲 |
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| [`SetIndexBuffer`](set-index-buffer.md) | 设置索引缓冲 |
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| [`TransitionBarrier`](transition-barrier.md) | 资源状态转换 |
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| [`SetPrimitiveTopology`](set-primitive-topology.md) | 设置图元拓扑 |
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| [`SetViewport`](set-viewport.md) | 设置视口 |
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| [`SetViewports`](set-viewports.md) | 设置多个视口 |
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| [`SetScissorRect`](set-scissor-rect.md) | 设置裁剪矩形 |
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| [`SetScissorRects`](set-scissor-rects.md) | 设置多个裁剪矩形 |
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| [`SetVertexBuffer`](set-vertex-buffer.md) | 设置顶点缓冲区 |
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| [`SetVertexBuffers`](set-vertex-buffers.md) | 批量设置顶点缓冲区 |
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| [`SetIndexBuffer`](set-index-buffer.md) | 设置索引缓冲区 |
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| [`SetRenderTargets`](set-render-targets.md) | 设置渲染目标 |
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| [`SetDepthStencilState`](set-depth-stencil-state.md) | 设置深度模板状态 |
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| [`SetStencilRef`](set-stencil-ref.md) | 设置模板引用值 |
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| [`SetBlendState`](set-blend-state.md) | 设置混合状态 |
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| [`SetBlendFactor`](set-blend-factor.md) | 设置混合因子 |
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| [`ClearRenderTarget`](clear-render-target.md) | 清除渲染目标 |
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| [`Draw`](draw.md) | 绘制 |
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| [`DrawIndexed`](draw-indexed.md) | 索引绘制 |
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| [`SetBlendFactor`](set-blend-factor.md) | 设置混合因子颜色 |
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| [`SetPrimitiveTopology`](set-primitive-topology.md) | 设置图元拓扑 |
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### 视口与裁剪
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| 方法 | 描述 |
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|------|------|
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| [`SetViewport`](set-viewport.md) | 设置视口 |
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| [`SetViewports`](set-viewports.md) | 批量设置视口 |
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| [`SetScissorRect`](set-scissor-rect.md) | 设置裁剪矩形 |
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| [`SetScissorRects`](set-scissor-rects.md) | 批量设置裁剪矩形 |
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### 绘制
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| 方法 | 描述 |
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|------|------|
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| [`Draw`](draw.md) | 绘制非索引图元 |
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| [`DrawIndexed`](draw-indexed.md) | 绘制索引图元 |
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### 计算
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| 方法 | 描述 |
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|------|------|
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| [`Dispatch`](dispatch.md) | 分发计算任务 |
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| [`CopyResource`](copy-resource.md) | 复制资源 |
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| [`OpenGLMethods`](opengl-methods.md) | OpenGL 特有方法 |
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| [`CopyResource`](copy-resource.md) | 复制资源(占位实现) |
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| [`TransitionBarrier`](transition-barrier.md) | 资源状态转换(占位实现) |
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### OpenGL 特有方法
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| 方法 | 描述 |
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|------|------|
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| [`OpenGLMethods`](opengl-methods.md) | 底层 OpenGL 逃逸接口 |
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## 使用示例
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```cpp
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#include "XCEngine/RHI/OpenGL/OpenGLCommandList.h"
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using namespace XCEngine::RHI;
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// 创建命令列表
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OpenGLCommandList* cmdList = new OpenGLCommandList();
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// 清除颜色缓冲区
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cmdList->ClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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// 设置视口
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Viewport viewport;
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viewport.topLeftX = 0.0f;
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viewport.topLeftY = 0.0f;
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viewport.width = 800.0f;
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viewport.height = 600.0f;
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viewport.minDepth = 0.0f;
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viewport.maxDepth = 1.0f;
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cmdList->SetViewport(viewport);
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// 绑定 shader program
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cmdList->UseShader(shaderProgram);
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// 绘制
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cmdList->Draw(3, 1, 0, 0);
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delete cmdList;
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```
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## 相关文档
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@@ -4,20 +4,34 @@
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void Draw(uint32_t vertexCount, uint32_t instanceCount, uint32_t startVertex, uint32_t startInstance)
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```
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绘制非索引图元。
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绘制非索引图元(实例化绘制)。
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**参数:**
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- `vertexCount` - 顶点数量
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- `instanceCount` - 实例数量
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- `startVertex` - 起始顶点
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- `startInstance` - 起始实例
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- `vertexCount` - 每个实例的顶点数量
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- `instanceCount` - 要绘制的实例数量
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- `startVertex` - 第一个顶点的索引
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- `startInstance` - 第一个实例的 ID
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**返回值**:无
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**详细描述**:
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此方法使用 `glDrawArraysInstanced` 执行实例化绘制。当 `instanceCount` 为 1 时,等同于普通的非实例化绘制。
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**示例:**
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```cpp
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// 绘制单个实例(相当于 glDrawArrays)
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commandList->Draw(3, 1, 0, 0);
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// 绘制 100 个实例
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commandList->Draw(3, 100, 0, 0);
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// 绘制多个实例,从实例 ID 10 开始
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commandList->Draw(3, 50, 0, 10);
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```
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## 相关文档
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- [OpenGLCommandList](command-list.md) - 返回类总览
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- [OpenGLCommandList 总览](command-list.md) - 返回类总览
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- [DrawIndexed](draw-indexed.md) - 索引绘制
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- [OpenGL 特有 Draw 方法](opengl-methods.md#draw-primitivetype) - 使用 PrimitiveType 的版本
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File diff suppressed because it is too large
Load Diff
@@ -4,21 +4,40 @@
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void SetBlendState(const BlendState& state)
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```
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设置混合状态。
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设置颜色混合状态。
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**参数:**
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- `state` - 混合状态结构
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- `state` - 混合状态结构,包含以下成员:
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- `alphaToCoverageEnable` - Alpha to coverage 使能标志
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- `renderTargets[0]` - 渲染目标混合配置(以第一个为例):
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- `blendEnable` - 混合使能标志
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- `srcBlend` - RGB 源混合因子(参见 `BlendFactor` 枚举)
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- `dstBlend` - RGB 目标混合因子
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- `srcBlendAlpha` - Alpha 源混合因子
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- `dstBlendAlpha` - Alpha 目标混合因子
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- `blendOp` - RGB 混合操作(参见 `BlendOp` 枚举)
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- `blendOpAlpha` - Alpha 混合操作
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**返回值**:无
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**示例:**
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```cpp
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BlendState state;
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state.enable = true;
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state.srcBlend = BlendFunc::SrcAlpha;
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state.dstBlend = BlendFunc::InvSrcAlpha;
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state.alphaToCoverageEnable = false;
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state.renderTargets[0].blendEnable = true;
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state.renderTargets[0].srcBlend = BlendFactor::SrcAlpha;
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state.renderTargets[0].dstBlend = BlendFactor::InvSrcAlpha;
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state.renderTargets[0].srcBlendAlpha = BlendFactor::One;
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state.renderTargets[0].dstBlendAlpha = BlendFactor::InvSrcAlpha;
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state.renderTargets[0].blendOp = BlendOp::Add;
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state.renderTargets[0].blendOpAlpha = BlendOp::Add;
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commandList->SetBlendState(state);
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```
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## 相关文档
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- [OpenGLCommandList](command-list.md) - 返回类总览
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- [OpenGLCommandList 总览](command-list.md) - 返回类总览
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- [SetBlendFactor](set-blend-factor.md) - 设置混合常量颜色
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- [BlendFactor](../../enums/blend-factor.md) - 混合因子枚举
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- [BlendOp](../../enums/blend-op.md) - 混合操作枚举
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@@ -4,21 +4,33 @@
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void SetViewport(const Viewport& viewport)
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```
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设置视口。
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设置渲染视口区域。
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**参数:**
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- `viewport` - 视口结构
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- `viewport` - 视口结构,包含以下成员:
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- `topLeftX` - 视口左下角 X 坐标
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- `topLeftY` - 视口左下角 Y 坐标
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- `width` - 视口宽度
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- `height` - 视口高度
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- `minDepth` - 最小深度值(通常为 0.0f)
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- `maxDepth` - 最大深度值(通常为 1.0f)
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**返回值**:无
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**示例:**
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```cpp
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Viewport viewport;
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viewport.x = 0; viewport.y = 0;
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viewport.width = 800; viewport.height = 600;
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viewport.minDepth = 0.0f; viewport.maxDepth = 1.0f;
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viewport.topLeftX = 0.0f;
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viewport.topLeftY = 0.0f;
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viewport.width = 800.0f;
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viewport.height = 600.0f;
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viewport.minDepth = 0.0f;
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viewport.maxDepth = 1.0f;
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commandList->SetViewport(viewport);
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```
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## 相关文档
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- [OpenGLCommandList](command-list.md) - 返回类总览
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- [OpenGLCommandList 总览](command-list.md) - 返回类总览
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- [SetViewports](set-viewports.md) - 批量设置视口
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