2014-05-08 11:20:19 +08:00
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/****************************************************************************
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2018-01-29 16:25:32 +08:00
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Copyright (c) 2014-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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2014-05-08 11:20:19 +08:00
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http://www.cocos2d-x.org
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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
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, 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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2015-06-03 07:56:59 +08:00
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Autobinding Interface from GamePlay3D: http://www.gameplay3d.org/
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2014-05-08 11:20:19 +08:00
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****************************************************************************/
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#ifndef __CCGLPROGRAMSTATE_H__
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#define __CCGLPROGRAMSTATE_H__
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2014-05-17 05:36:00 +08:00
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#include <unordered_map>
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2014-05-08 11:20:19 +08:00
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#include "base/ccTypes.h"
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#include "base/CCVector.h"
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2014-05-17 05:36:00 +08:00
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#include "math/Vec2.h"
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#include "math/Vec3.h"
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#include "math/Vec4.h"
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2014-05-08 11:20:19 +08:00
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2015-03-27 11:54:40 +08:00
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/**
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2015-06-01 13:43:56 +08:00
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* @addtogroup renderer
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2015-03-27 11:54:40 +08:00
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* @{
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*/
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2014-05-08 11:20:19 +08:00
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NS_CC_BEGIN
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class GLProgram;
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2014-05-13 14:51:37 +08:00
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class Texture2D;
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2014-05-11 12:14:17 +08:00
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struct Uniform;
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struct VertexAttrib;
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2014-05-28 15:16:00 +08:00
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class EventListenerCustom;
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class EventCustom;
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2015-06-03 07:56:59 +08:00
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class Node;
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2014-05-08 11:20:19 +08:00
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2015-03-20 11:24:52 +08:00
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/**
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2015-03-30 15:47:47 +08:00
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* Uniform Value, which is used to store to value send to openGL pipe line by glUniformXXX.
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*
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* @lua NA
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2015-03-20 11:24:52 +08:00
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*/
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2014-07-14 17:02:06 +08:00
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class CC_DLL UniformValue
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2014-05-08 11:20:19 +08:00
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{
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friend class GLProgram;
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2014-05-28 15:16:00 +08:00
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friend class GLProgramState;
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2014-05-08 11:20:19 +08:00
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public:
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2015-03-27 11:03:21 +08:00
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/**
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2015-09-22 16:08:23 +08:00
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Constructor. The Uniform and Glprogram will be nullptr.
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2015-03-20 11:24:52 +08:00
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*/
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2014-05-08 11:20:19 +08:00
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UniformValue();
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2015-03-20 11:24:52 +08:00
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/**
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2015-09-22 16:08:23 +08:00
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Constructor with uniform and glprogram.
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2015-03-27 11:03:21 +08:00
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@param uniform Uniform to apply the value.
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@param glprogram Specify the owner GLProgram of this uniform and uniform value.
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2015-03-20 11:24:52 +08:00
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*/
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2015-03-27 11:03:21 +08:00
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UniformValue(Uniform *uniform, GLProgram* glprogram);
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2017-02-10 14:01:26 +08:00
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UniformValue(const UniformValue& o);
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2015-03-20 11:24:52 +08:00
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/**Destructor.*/
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~UniformValue();
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2015-03-20 11:24:52 +08:00
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/**@{
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Set data to Uniform value. Generally, there are many type of data could be supported,
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2015-03-27 11:03:21 +08:00
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including float, int, Vec2/3/4, Mat4.
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2015-03-20 11:24:52 +08:00
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@param value Value to be sent, support float, int, Vec2/3/4, Mat4.
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*/
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2014-05-13 15:10:01 +08:00
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void setFloat(float value);
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void setInt(int value);
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2015-05-13 13:24:52 +08:00
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void setFloatv(ssize_t size, const float* pointer);
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2014-05-15 01:07:09 +08:00
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void setVec2(const Vec2& value);
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2015-05-13 13:24:52 +08:00
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void setVec2v(ssize_t size, const Vec2* pointer);
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2014-05-15 01:07:09 +08:00
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void setVec3(const Vec3& value);
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2015-05-13 13:24:52 +08:00
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void setVec3v(ssize_t size, const Vec3* pointer);
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2014-05-15 01:07:09 +08:00
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void setVec4(const Vec4& value);
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2015-05-13 13:24:52 +08:00
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void setVec4v(ssize_t size, const Vec4* pointer);
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2014-05-15 01:07:09 +08:00
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void setMat4(const Mat4& value);
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2015-03-20 11:24:52 +08:00
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/**
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@}
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*/
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2015-03-27 11:03:21 +08:00
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/**
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Set call back to uniform value, which could be used for array and struct.
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@param callback Callback function to send data to OpenGL pipeline.
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*/
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void setCallback(const std::function<void(GLProgram*, Uniform*)> &callback);
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2017-02-10 14:01:26 +08:00
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/**
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Set texture to uniform value.
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@param texture The texture.
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@param textureUnit The binding texture unit to be used in shader.
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*/
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void setTexture(Texture2D* texture, GLuint textureUnit);
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2015-03-27 11:03:21 +08:00
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2015-03-20 11:24:52 +08:00
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/**Apply the uniform value to openGL pipeline.*/
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2014-05-08 11:20:19 +08:00
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void apply();
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2017-02-10 14:01:26 +08:00
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UniformValue& operator=(const UniformValue& o);
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2014-05-08 11:20:19 +08:00
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protected:
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2015-05-06 04:07:32 +08:00
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enum class Type {
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VALUE,
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POINTER,
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CALLBACK_FN // CALLBACK is already defined in windows, can't use it.
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};
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2015-03-20 11:24:52 +08:00
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/**Weak reference to Uniform.*/
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Uniform* _uniform;
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/**Weak reference to GLprogram.*/
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GLProgram* _glprogram;
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2015-05-06 04:07:32 +08:00
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/** What kind of type is the Uniform */
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Type _type;
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2015-03-20 11:24:52 +08:00
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/**
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@name Uniform Value Uniform
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@{
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*/
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2014-05-08 11:20:19 +08:00
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union U{
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2014-05-13 15:10:01 +08:00
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float floatValue;
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int intValue;
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float v2Value[2];
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float v3Value[3];
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float v4Value[4];
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float matrixValue[16];
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2014-05-13 14:51:37 +08:00
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struct {
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2017-02-10 14:01:26 +08:00
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GLuint textureId; // textureId will be deprecated since we use 'texture->getName()' to get textureId.
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2014-05-13 14:51:37 +08:00
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GLuint textureUnit;
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2017-02-10 14:01:26 +08:00
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Texture2D* texture;
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2014-05-13 14:51:37 +08:00
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} tex;
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2015-05-06 04:07:32 +08:00
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struct {
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const float* pointer;
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GLsizei size;
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} floatv;
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struct {
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const float* pointer;
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GLsizei size;
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} v2f;
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struct {
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const float* pointer;
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GLsizei size;
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} v3f;
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struct {
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const float* pointer;
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GLsizei size;
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} v4f;
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2014-06-11 14:05:35 +08:00
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std::function<void(GLProgram*, Uniform*)> *callback;
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2014-05-10 05:38:36 +08:00
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2014-05-08 11:20:19 +08:00
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U() { memset( this, 0, sizeof(*this) ); }
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~U(){}
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U& operator=( const U& other ) {
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memcpy(this, &other, sizeof(*this));
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return *this;
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}
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} _value;
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2015-03-20 11:24:52 +08:00
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/**
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@}
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*/
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2014-05-08 11:20:19 +08:00
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};
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2015-03-30 15:47:47 +08:00
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/**
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* Vertex Attribute Value, which is an abstraction of VertexAttribute and data pointer.
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*
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* @lua NA
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*/
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2014-07-14 17:02:06 +08:00
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class CC_DLL VertexAttribValue
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2014-05-08 11:20:19 +08:00
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{
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friend class GLProgram;
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2014-05-09 03:34:26 +08:00
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friend class GLProgramState;
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2015-05-13 10:58:09 +08:00
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friend class VertexAttribBinding;
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2014-05-08 11:20:19 +08:00
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public:
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2015-03-23 20:30:37 +08:00
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/**
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2015-03-27 11:03:21 +08:00
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Constructor.
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@param vertexAttrib VertexAttrib from shader.
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2015-03-23 20:30:37 +08:00
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*/
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2014-05-08 11:20:19 +08:00
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VertexAttribValue(VertexAttrib *vertexAttrib);
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2015-03-27 11:03:21 +08:00
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/**
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Constructor.
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*/
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2014-05-08 11:20:19 +08:00
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VertexAttribValue();
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2015-03-27 11:03:21 +08:00
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/**
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Destructor.
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*/
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2014-05-08 11:20:19 +08:00
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~VertexAttribValue();
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2015-03-23 20:30:37 +08:00
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/**
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Set the data pointer, which is similar as glVertexAttribPointer.
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@param size The number of type in the vertex attribute.
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@param type The type of data in vertex attribute.
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@param normalized If true, 0-255 data will be mapped to 0.0-1.0.
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@param stride The number of bytes if an interleaved vertex array is used. 0 means array is not interleaved.
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@param pointer The pointer to the vertex data.
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*/
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2014-05-09 03:34:26 +08:00
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void setPointer(GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLvoid *pointer);
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2015-03-23 20:30:37 +08:00
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/**Set a user call back for set VertexAttrib array.*/
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2014-05-09 09:01:48 +08:00
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void setCallback(const std::function<void(VertexAttrib*)> &callback);
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2015-03-23 20:30:37 +08:00
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/**Apply the vertex attribute to the openGL pipeline.*/
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2014-05-08 11:20:19 +08:00
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void apply();
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protected:
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VertexAttrib* _vertexAttrib; // weak ref
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bool _useCallback;
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2014-05-13 10:12:56 +08:00
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bool _enabled;
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2014-05-08 11:20:19 +08:00
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union U{
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struct {
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GLint size;
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GLenum type;
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GLboolean normalized;
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GLsizei stride;
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GLvoid *pointer;
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} pointer;
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2014-05-10 04:24:56 +08:00
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std::function<void(VertexAttrib*)> *callback;
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2014-05-08 11:20:19 +08:00
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U() { memset( this, 0, sizeof(*this) ); }
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~U(){}
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U& operator=( const U& other ) {
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memcpy(this, &other, sizeof(*this));
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return *this;
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}
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} _value;
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};
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2014-05-10 09:39:25 +08:00
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/**
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GLProgramState holds the 'state' (uniforms and attributes) of the GLProgram.
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A GLProgram can be used by thousands of Nodes, but if different uniform values
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are going to be used, then each node will need its own GLProgramState
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*/
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2015-05-14 08:39:39 +08:00
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class CC_DLL GLProgramState : public Ref
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2014-05-08 11:20:19 +08:00
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{
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2014-05-09 12:54:49 +08:00
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friend class GLProgramStateCache;
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2014-05-08 11:20:19 +08:00
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public:
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2014-05-10 09:39:25 +08:00
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/** returns a new instance of GLProgramState for a given GLProgram */
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static GLProgramState* create(GLProgram* glprogram);
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/** gets-or-creates an instance of GLProgramState for a given GLProgram */
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2014-05-14 09:12:58 +08:00
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static GLProgramState* getOrCreateWithGLProgram(GLProgram* glprogram);
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2014-05-10 09:39:25 +08:00
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/** gets-or-creates an instance of GLProgramState for a given GLProgramName */
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2015-06-03 07:56:59 +08:00
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static GLProgramState* getOrCreateWithGLProgramName(const std::string& glProgramName );
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2014-05-08 11:20:19 +08:00
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2016-07-25 17:31:54 +08:00
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/** gets-or-creates an instance of GLProgramState for the given GLProgramName & texture */
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static GLProgramState* getOrCreateWithGLProgramName(const std::string& glProgramName, Texture2D* texture);
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2015-05-06 04:07:32 +08:00
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/** gets-or-creates an instance of GLProgramState for given shaders */
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static GLProgramState* getOrCreateWithShaders(const std::string& vertexShader, const std::string& fragShader, const std::string& compileTimeDefines);
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/** Returns a new copy of the GLProgramState. The GLProgram is reused */
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GLProgramState* clone() const;
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2015-03-27 11:03:21 +08:00
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/**
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2015-03-23 20:30:37 +08:00
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Apply GLProgram, attributes and uniforms.
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2015-03-27 11:03:21 +08:00
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@param modelView The applied modelView matrix to shader.
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2015-03-23 20:30:37 +08:00
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*/
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2014-05-15 01:07:09 +08:00
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void apply(const Mat4& modelView);
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2016-02-09 03:25:37 +08:00
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2015-03-27 11:03:21 +08:00
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/**
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Apply GLProgram, and built in uniforms.
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@param modelView The applied modelView matrix to shader.
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*/
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2014-06-24 19:45:51 +08:00
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void applyGLProgram(const Mat4& modelView);
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2015-03-27 11:03:21 +08:00
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/**
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Apply attributes.
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@param applyAttribFlags Call GL::enableVertexAttribs(_vertexAttribsFlags) or not.
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*/
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2014-06-25 17:36:55 +08:00
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void applyAttributes(bool applyAttribFlags = true);
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2015-03-27 11:03:21 +08:00
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/**
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Apply user defined uniforms.
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*/
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2014-06-24 19:45:51 +08:00
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void applyUniforms();
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2015-03-23 20:30:37 +08:00
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/**@{
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Setter and Getter of the owner GLProgram binded in this program state.
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*/
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2014-05-09 03:34:26 +08:00
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void setGLProgram(GLProgram* glprogram);
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GLProgram* getGLProgram() const { return _glprogram; }
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2015-03-23 20:30:37 +08:00
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/**@}*/
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/** Get the flag of vertex attribs used by OR operation.*/
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2015-05-06 04:07:32 +08:00
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uint32_t getVertexAttribsFlags() const;
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2015-03-23 20:30:37 +08:00
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|
/**Get the number of vertex attributes.*/
|
2015-05-06 04:07:32 +08:00
|
|
|
ssize_t getVertexAttribCount() const;
|
2015-03-23 20:30:37 +08:00
|
|
|
/**@{
|
|
|
|
Set the vertex attribute value.
|
|
|
|
*/
|
2015-06-03 07:56:59 +08:00
|
|
|
void setVertexAttribCallback(const std::string& name, const std::function<void(VertexAttrib*)> &callback);
|
|
|
|
void setVertexAttribPointer(const std::string& name, GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLvoid *pointer);
|
2015-03-23 20:30:37 +08:00
|
|
|
/**@}*/
|
|
|
|
|
|
|
|
/**Get the number of user defined uniform count.*/
|
2014-05-13 10:12:56 +08:00
|
|
|
ssize_t getUniformCount() const { return _uniforms.size(); }
|
2015-03-23 20:30:37 +08:00
|
|
|
|
|
|
|
/** @{
|
|
|
|
Setting user defined uniforms by uniform string name in the shader.
|
|
|
|
*/
|
2015-06-03 07:56:59 +08:00
|
|
|
void setUniformInt(const std::string& uniformName, int value);
|
|
|
|
void setUniformFloat(const std::string& uniformName, float value);
|
|
|
|
void setUniformFloatv(const std::string& uniformName, ssize_t size, const float* pointer);
|
|
|
|
void setUniformVec2(const std::string& uniformName, const Vec2& value);
|
|
|
|
void setUniformVec2v(const std::string& uniformName, ssize_t size, const Vec2* pointer);
|
|
|
|
void setUniformVec3(const std::string& uniformName, const Vec3& value);
|
|
|
|
void setUniformVec3v(const std::string& uniformName, ssize_t size, const Vec3* pointer);
|
|
|
|
void setUniformVec4(const std::string& uniformName, const Vec4& value);
|
|
|
|
void setUniformVec4v(const std::string& uniformName, ssize_t size, const Vec4* pointer);
|
|
|
|
void setUniformMat4(const std::string& uniformName, const Mat4& value);
|
|
|
|
void setUniformCallback(const std::string& uniformName, const std::function<void(GLProgram*, Uniform*)> &callback);
|
|
|
|
void setUniformTexture(const std::string& uniformName, Texture2D *texture);
|
2015-03-23 20:30:37 +08:00
|
|
|
|
|
|
|
/** @{
|
|
|
|
Setting user defined uniforms by uniform location in the shader.
|
|
|
|
*/
|
2014-06-26 18:26:41 +08:00
|
|
|
void setUniformInt(GLint uniformLocation, int value);
|
|
|
|
void setUniformFloat(GLint uniformLocation, float value);
|
2015-05-13 13:24:52 +08:00
|
|
|
void setUniformFloatv(GLint uniformLocation, ssize_t size, const float* pointer);
|
2014-06-26 18:26:41 +08:00
|
|
|
void setUniformVec2(GLint uniformLocation, const Vec2& value);
|
2015-05-13 13:24:52 +08:00
|
|
|
void setUniformVec2v(GLint uniformLocation, ssize_t size, const Vec2* pointer);
|
2014-06-26 18:26:41 +08:00
|
|
|
void setUniformVec3(GLint uniformLocation, const Vec3& value);
|
2015-05-13 13:24:52 +08:00
|
|
|
void setUniformVec3v(GLint uniformLocation, ssize_t size, const Vec3* pointer);
|
2014-06-26 18:26:41 +08:00
|
|
|
void setUniformVec4(GLint uniformLocation, const Vec4& value);
|
2015-05-13 13:24:52 +08:00
|
|
|
void setUniformVec4v(GLint uniformLocation, ssize_t size, const Vec4* pointer);
|
2014-06-26 18:26:41 +08:00
|
|
|
void setUniformMat4(GLint uniformLocation, const Mat4& value);
|
|
|
|
void setUniformCallback(GLint uniformLocation, const std::function<void(GLProgram*, Uniform*)> &callback);
|
|
|
|
void setUniformTexture(GLint uniformLocation, Texture2D *texture);
|
metal support for cocos2d-x (#19305)
* remove deprecated files
* remove some deprecated codes
* remove more deprecated codes
* remove ui deprecated codes
* remove more deprecated codes
* remove deprecated codes in ccmenuitem
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes
* remove more deprecated codes
* remove more deprecated codes
* remove vr related codes and ignore some modules
* remove allocator
* remove some config
* 【Feature】add back-end project file
* [Feature] add back-end file
* add pipeline descriptor and shader cache
* [Feature] support sprite for backend
* [Feature] remove unneeded code
* [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture
* [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture
* [Feature] remove macro define to .cpp file
* [Feature] add log info
* [Feature] add PipelineDescriptor for TriangleCommand
* [Feature] add PipelineDescriptor object as member of TriangleCommand
* [Feature] add getPipelineDescriptor method
* add renderbackend
* complete pipeline descriptor
* [Feature] add viewport in RenderCommand
* set viewport when rendrering
* [Feature] occur error when using RendererBackend, to be fixed.
* a workaround to fix black screen on macOS 10.14 (#19090)
* add rendererbackend init function
* fix typo
* [Feature] modify testFile
* [BugFix] modify shader path
* [Feature] set default viewport
* fix projection
* [Feature] modify log info
* [BugFix] change viewport data type to int
* [BugFix] add BindGroup to PipelienDescriptor
* [BugFix] change a_position to vec3 in sprite.vert
* [BugFix] set vertexLayout according to V3F_C4B_T2F structure
* [Feature] revert a_position to vec4
* [Feature] renderer should not use gl codes directly
* [Feature] it's better not use default value parameter
* fix depth test setting
* rendererbackend -> renderer
* clear color and depth at begin
* add metal backend
* metal support normalized attribute
* simplify codes
* update external
* add render pass desctriptor in pipeline descriptor
* fix warnings
* fix crash and memeory leak
* refactor Texture2D
* put pipeline descriptor into render command
* simplify codes
* [Feature] update Sprite
* fix crash when closing app
* [Feature] update SpriteBatchNode and TextureAtlas
* support render texture(not finish)
* [Feature] remove unused code
* make tests work on mac
* fix download-deps path error
* make tests work on iOS
* [Feature] support ttf under normal label effect
* refactor triangle command processing
* let renderer handle more common commands
* refactor backend
* make render texture work
* [Feature] refactor backend for GL
* [Feature]Renaming to make it easy to understand
* [Feature] change warp mode to CLAMP_TO_EDGE
* fix ghost
* simplify visit render queue logic
* support progress timer without rial mode
* support partcile system
* Feature/update label (#149)
* [BugFix] fix compile error
* [Feature] support outline effect in ios
* [Feature] add shader file
* [BugFix] fix begin and end RenderPass
* [Feature] update CustomCommand
* [Feature] revert project.pbxproj
* [Feature] simplify codes
* [BugFix] pack AI88 to RGBA8888 only when outline enable
* [Feature] support shadow effect in Label
* [Feature] support BMFont
* [Feature] support glow effect
* [Feature] simplify shader files
* LabelAtlas work
* handle blend function correctly
* support tile map
* don't share buffer in metal
* alloc buffer size as needed
* support more tilemap
* Merge branch 'minggo/metal-support' into feature/updateLabel
* minggo/metal-support:
support tile map
handle blend function correctly
LabelAtlas work
Feature/update label (#149)
support partcile system
# Conflicts:
# cocos/2d/CCLabel.cpp
# cocos/2d/CCSprite.cpp
# cocos/2d/CCSpriteBatchNode.cpp
# cocos/renderer/CCQuadCommand.cpp
# cocos/renderer/CCQuadCommand.h
* render texture work without saving file
* use global viewport
* grid3d works
* remove grabber
* tiled3d works
* [BugFix] fix label bug
* [Feature] add updateSubData for buffer
* [Feature] remove setVertexCount
* support depth test
* add callback command
* [Feature] add UITest
* [Feature] update UITest
* [Feature] remove unneeded codes
* fix custom command issue
* fix layer color blend issue
* [BugFix] fix iOS compile error
* [Feature] remove unneeded codes
* [Feature] fix updateVertexBuffer
* layerradial works
* add draw test back
* fix batch issue
* fix compiling error
* [BugFix] support ETC1
* [BugFix] get the correct pipelineDescriptor
* [BugFix] skip draw when backendTexture nullptr
* clipping node support
* [Feature] add shader files
* fix stencil issue in metal
* [Feature] update UILayoutTest
* [BugFix] skip drawing when vertexCount is zero
* refactor renderer
* add set global z order for stencil manager commands
* fix warnings caused by type
* remove viewport in render command
* [Feature] fix warnings caused by type
* [BugFix] clear vertexCount and indexCount for CustomComand when needed
* [Feature] update clear for CustomCommand
* ios use metal
* fix viewport issue
* fix LayerColorGradient crash
* [cmake] transport to android and windows (#160)
* save point 1
* compile on windows
* run on android
* revert useless change
* android set CC_ENABLE_CACHE_TEXTURE_DATA to 1
* add initGlew
* fix android crash
* add TODO new-renderer
* review update
* revert onGLFWWindowPosCallback
* fix android compiling error
* Impl progress radial (#162)
* progresstimer add radial impl
* default drawType to element
* dec invoke times of createVertexBuffer (#163)
* support depth/stencil format for gl backend
* simplify progress timer codes
* support motionstreak, effect is wrong
* fix motionstreak issue
* [Feature] update Scissor Test (#161)
* [Feature] update Scissor Test
* [Feature] update ScissorTest
* [Feature] rename function
* [Feature] get constant reference if needed
* [Feature] show render status (#164)
* improve performance
* fix depth state
* fill error that triangle vertex/index number bigger than buffer
* fix compiline error in release mode
* fix buffer conflict between CPU and GPU on iOS/macOS
* Renderer refactor (#165)
* use one vertes/index buffer with opengl
* fix error on windows
* custom command support index format config
* CCLayer: compact vertex data structure
* update comment
* fix doc
* support fast tilemap
* pass index format instead
* fix some wrong effect
* fix render texture error
* fix texture per-element size
* fix texture format error
* BlendFunc type refactor, GLenum -> backend::BlendFactor (#167)
* BlendFunc use backend::BlendFactor as inner field
* update comments
* use int to replace GLenum
* update xcode project fiel
* rename to GLBlendConst
* add ccConstants.h
* update xcode project file
* update copyright
* remove primitive command
* remove CCPrimitive.cpp/.h
* remove deprecated files
* remove unneeded files
* remove multiple view support
* remove multiple view support
* remove the usage of frame buffer in camera
* director don't use frame buffer
* remove FrameBuffer
* remove BatchCommand
* add some api reference
* add physics2d back
* fix crash when close app on mac
* improve render texture
* fix rendertexture issue
* fix rendertexture issue
* simplify codes
* CMake support for mac & ios (#169)
* update cmake
* fix compile error
* update 3rd libs version
* remove CCThread.h/.cpp
* remove ccthread
* use audio engine to implement simple audio engine
* remove unneeded codes
* remove deprecated codes
* remove winrt macro
* remove CC_USE_WIC
* set partcile blend function in more elegant way
* remove unneeded codes
* remove unneeded codes
* cmake works on windows
* update project setting
* improve performance
* GLFloat -> float
* sync v3 cmake improvements into metal-support (#172)
* pick: modern cmake, compile definitions improvement (#19139)
* modern cmake, use target_compile_definitions partly
* simplify macro define, remove USE_*
* modern cmake, macro define
* add physics 2d macro define into ccConfig.h
* remove USE_CHIPMUNK macro in build.gradle
* remove CocosSelectModule.cmake
* shrink useless define
* simplify compile options config, re-add if necessary
* update external for tmp CI test
* un-quote target_compile_options value
* add "-g" parameter only when debug mode
* keep single build type when generator Xcode & VS projecy
* update external for tmp CI tes
* add static_cast<char>(-1), fix -Wc++11-narrowing
* simplify win32 compile define
* not modify code, only improve compile options
# Conflicts:
# .gitignore
# cmake/Modules/CocosConfigDepend.cmake
# cocos/CMakeLists.txt
# external/config.json
# tests/cpp-tests/CMakeLists.txt
* modern cmake, improve cmake_compiler_flags (#19145)
* cmake_compiler_flags
* Fix typo
* Fix typo2
* Remove chanages from Android.mk
* correct lua template cmake build (#19149)
* don't add -Wno-deprecated into jsb target
* correct lua template cmake build
* fix win32 lua template compile error
* prevent cmake in-source-build friendly (#19151)
* pick: Copy resources to "Resources/" on win32 like in linux configuration
* add "/Z7" for cpp-tests on windows
* [cmake] fix iOS xcode property setting failed (#19208)
* fix iOS xcode property setting failed
* use search_depend_libs_recursive at dlls collect
* fix typo
* [cmake] add find_host_library into iOS toolchain file (#19230)
* pick: [lua android] use luajit & template cmake update (#19239)
* increase cmake stability , remove tests/CMakeLists.txt (#19261)
* cmake win32 Precompiled header (#19273)
* Precompiled header
* Fix
* Precompiled header for cocos
* Precompiled header jscocos2d
* Fix for COCOS2D_DEBUG is always 1 on Android (#19291)
Related #19289
* little build fix, tests cpp-tests works on mac
* sync v3 build related codes into metal-support (#173)
* strict initialization for std::array
* remove proj.win32 project configs
* modern cmake, cmake_cleanup_remove_unused_variables (#19146)
* Switch travis CI to xenial (#19207)
* Switch travis CI to xenial
* Remove language: android
* Set language: cpp
* Fix java problem
* Update sdkmanager
* Fix sdkmanger
* next sdkmanager fix
* Remove xenial from android
* revert to sdk-tools-{system}-3859397
* Remove linux cmake install
* Update before-install.sh
* Update .travis.yml
* Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212)
* Simplify install-deps-linux.sh
* Cleanup
* pick: install ninja
* update cocos2d-console submodule
* for metal-support alpha release, we only test cpp
* add HelloCpp into project(Cocos2d-x) for tmp test
* update extenal metal-support-4
* update uniform setting
* [Feature] update BindGroup
* [Feature] empty-test
* [Feature] cpp-test
* [Feature] fix GL compiler error
* [Feature] fix GL crash
* [Feature] empty-test
* [Feature] cpp-tests
* [feature] improve frameRate
* [feature] fix opengl compile error
* [feature] fix opengl compile error
* [BugFix] fix compute maxLocation error
* [Feature] update setting unifrom
* [Feature] fix namespace
* [Feature] remove unneeded code
* [Bugfix] fix project file
* [Feature] update review
* [texture2d] impl texture format support (#175)
* texture update
* update
* update texture
* commit
* compile on windows
* ddd
* rename
* rename methods
* no crash
* save gl
* save
* save
* rename
* move out pixel format convert functions
* metal crash
* update
* update android
* support gles compressed texture format
* support more compress format
* add more conversion methods
* ss
* save
* update conversion methods
* add PVRTC format support
* reformat
* add marco linux
* fix GL marcro
* pvrtc supported only by ios 8.0+
* remove unused cmake
* revert change
* refactor Texture2D::initWithData
* fix conversion log
* refactor Texture2D::initWithData
* remove some OpenGL constants for PVRTC
* add todo
* fix typo
* AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174)
* review cpp-tests, and fix part issues on start auto test
* sync png format fix: Node:Particle3D abnormal texture effects #19204
* fix cpp-tests SpritePolygon crash, wrong png format (#19170)
* fix wrong png convert format from sRGB to Gray
* erase plist index if all frames was erased
* test_A8.png have I8 format, fix it
* [CCSpriteCache] allow re-add plist & add testcase (#19175)
* allow re-add plist & add testcase
* remove comments/rename method/update testcase
* fix isSpriteFramesWithFileLoaded & add testcase
* remove used variable
* remove unused variable
* fix double free issues when js/lua-tests exit on iOS (#19236)
* disable part cases, AutoTest works without crash on mac
* update cocos2dx files json, to test cocos new next
* fix spritecache plist parsing issue (#19269)
* [linux] Fix FileUtils::getContents with folder (#19157)
* fix FileUtils::getContents on linux/mac
* use stat.st_mode
* simplify
* [CCFileUtils] win32 getFileSize (#19176)
* win32 getFileSize
* fix stat
* [cpp test-Android]20:FileUtils/2 change title (#19197)
* sync #19200
* sync #19231
* [android lua] improve performance of lua loader (#19234)
* [lua] improve performance of lua loader
* remove cache fix
* Revert "fix spritecache plist parsing issue (#19269)"
This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf.
* remove win32 project files ref in template.json
* add metal framework lnk ref into cpp template
* test on iOS, and disable part cases
* alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227)
* changes AudioCache to use alBufferData instead of alBufferDataStatic
(also makes test 19 faster to trigger openal bugs faster)
The original problem: CrashIfClientProvidedBogusAudioBufferList
https://github.com/cocos2d/cocos2d-x/issues/18948
is not happening anymore, but there's still a not very frequent issue
that makes OpenAL crash with a call stack like this.
AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList
It happes more frequently when the device is "cold", which means after
half an hour of not using the device (locked).
I could not find the actual source code for iOS OpenAL, so I used the
macOS versions:
https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html
They seem to use CAGuard.h to make sure the dead buffer list
has no threading issues. I'm worried because the CAGuard code I found
has macos and win32 define but no iOS, so I'm not sure. I guess the
iOS version is different and has the guard.
I could not find a place in the code that's unprotected by the locks
except the InitializeBufferMap() which should not be called more than
once from cocos, and there's a workaround in AudioEngine-impl for it.
I reduced the occurence of the CleanUpDeadBufferList crash by moving
the guard in ~AudioCache to cover the alDeleteBuffers call.
* remove hack method "setTimeout" on audio
* AutoTest works on iOS
* support set ios deployment target for root project
* enable all texture2d cases, since Jiang have fixed
* add CCTextureUtils to xcode project file (#176)
* add leak cases for SpriteFrameCache (#177)
* re-add SpriteFrameCache cases
* update template file json
* Update SpriteFrameCacheTest.cpp
* fix compiling error
2019-01-18 15:08:25 +08:00
|
|
|
|
2015-06-03 07:56:59 +08:00
|
|
|
/**
|
|
|
|
* Returns the Node bound to the GLProgramState
|
|
|
|
*/
|
|
|
|
Node* getNodeBinding() const;
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Sets the node that this render state is bound to.
|
|
|
|
*
|
|
|
|
* The specified node is used to apply auto-bindings for the render state.
|
|
|
|
* This is typically set to the node of the model that a material is
|
|
|
|
* applied to.
|
|
|
|
*
|
|
|
|
* @param node The node to use for applying auto-bindings.
|
|
|
|
*/
|
|
|
|
void setNodeBinding(Node* node);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Applies the specified custom auto-binding.
|
|
|
|
*
|
|
|
|
* @param uniformName Name of the shader uniform.
|
|
|
|
* @param autoBinding Name of the auto binding.
|
|
|
|
*/
|
|
|
|
void applyAutoBinding(const std::string& uniformName, const std::string& autoBinding);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Sets a uniform auto-binding.
|
|
|
|
*
|
|
|
|
* This method parses the passed in autoBinding string and attempts to convert it
|
|
|
|
* to an enumeration value. If it matches to one of the predefined strings, it will create a
|
|
|
|
* callback to get the correct value at runtime.
|
|
|
|
*
|
2016-07-03 23:42:10 +08:00
|
|
|
* @param uniformName The name of the material parameter to store an auto-binding for.
|
2015-06-03 07:56:59 +08:00
|
|
|
* @param autoBinding A string matching one of the built-in AutoBinding enum constants.
|
|
|
|
*/
|
|
|
|
void setParameterAutoBinding(const std::string& uniformName, const std::string& autoBinding);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* An abstract base class that can be extended to support custom material auto bindings.
|
|
|
|
*
|
|
|
|
* Implementing a custom auto binding resolver allows the set of built-in parameter auto
|
|
|
|
* bindings to be extended or overridden. Any parameter auto binding that is set on a
|
|
|
|
* material will be forwarded to any custom auto binding resolvers, in the order in which
|
|
|
|
* they are registered. If a registered resolver returns true (specifying that it handles
|
|
|
|
* the specified autoBinding), no further code will be executed for that autoBinding.
|
|
|
|
* This allows auto binding resolvers to not only implement new/custom binding strings,
|
|
|
|
* but it also lets them override existing/built-in ones. For this reason, you should
|
|
|
|
* ensure that you ONLY return true if you explicitly handle a custom auto binding; return
|
|
|
|
* false otherwise.
|
|
|
|
*
|
|
|
|
* Note that the custom resolver is called only once for a GLProgramState object when its
|
|
|
|
* node binding is initially set. This occurs when a material is initially bound to a
|
|
|
|
* Node. The resolver is NOT called each frame or each time the GLProgramState is bound.
|
|
|
|
*
|
|
|
|
* If no registered resolvers explicitly handle an auto binding, the binding will attempt
|
|
|
|
* to be resolved using the internal/built-in resolver, which is able to handle any
|
|
|
|
* auto bindings found in the GLProgramState::AutoBinding enumeration.
|
|
|
|
*
|
|
|
|
* When an instance of a class that extends AutoBindingResolver is created, it is automatically
|
2015-09-22 16:08:23 +08:00
|
|
|
* registered as a custom auto binding handler. Likewise, it is automatically unregistered
|
2015-06-03 07:56:59 +08:00
|
|
|
* on destruction.
|
|
|
|
*
|
|
|
|
* @script{ignore}
|
|
|
|
*/
|
2015-06-03 14:31:57 +08:00
|
|
|
class CC_DLL AutoBindingResolver
|
2015-06-03 07:56:59 +08:00
|
|
|
{
|
|
|
|
public:
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Destructor.
|
|
|
|
*/
|
|
|
|
virtual ~AutoBindingResolver();
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Called when an unrecognized uniform variable is encountered
|
|
|
|
* during material loading.
|
|
|
|
*
|
2015-09-22 16:08:23 +08:00
|
|
|
* Implementations of this method should do a string comparison on the passed
|
2015-06-03 07:56:59 +08:00
|
|
|
* in name parameter and decide whether or not they should handle the
|
|
|
|
* parameter. If the parameter is not handled, false should be returned so
|
|
|
|
* that other auto binding resolvers get a chance to handle the parameter.
|
|
|
|
* Otherwise, the parameter should be set or bound and true should be returned.
|
|
|
|
*
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* @param glProgramState The glProgramState
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* @param node The node that the material is attached to.
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* @param uniformName Name of the uniform
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* @param autoBinding Name of the auto binding to be resolved.
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*
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2015-09-22 16:08:23 +08:00
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* @return True if the auto binding is handled and the associated parameter is
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2015-06-03 07:56:59 +08:00
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* bound, false otherwise.
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*/
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virtual bool resolveAutoBinding(GLProgramState* glProgramState, Node* node, const std::string& uniformName, const std::string& autoBinding) = 0;
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protected:
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/**
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* Constructor.
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*/
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AutoBindingResolver();
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};
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2014-05-08 11:20:19 +08:00
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protected:
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GLProgramState();
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2015-12-05 10:42:31 +08:00
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virtual ~GLProgramState();
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2014-05-08 11:20:19 +08:00
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bool init(GLProgram* program);
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2014-05-09 03:34:26 +08:00
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void resetGLProgram();
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2014-12-30 11:13:14 +08:00
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void updateUniformsAndAttributes();
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2015-06-03 07:56:59 +08:00
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VertexAttribValue* getVertexAttribValue(const std::string& attributeName);
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UniformValue* getUniformValue(const std::string& uniformName);
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2014-06-26 18:26:41 +08:00
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UniformValue* getUniformValue(GLint uniformLocation);
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2015-06-03 07:56:59 +08:00
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2014-05-28 15:16:00 +08:00
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bool _uniformAttributeValueDirty;
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2014-06-26 18:26:41 +08:00
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std::unordered_map<std::string, GLint> _uniformsByName;
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std::unordered_map<GLint, UniformValue> _uniforms;
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2014-05-08 11:20:19 +08:00
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std::unordered_map<std::string, VertexAttribValue> _attributes;
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2014-06-09 10:58:28 +08:00
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std::unordered_map<std::string, int> _boundTextureUnits;
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2014-05-09 03:34:26 +08:00
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2014-05-13 14:51:37 +08:00
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int _textureUnitIndex;
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2014-05-09 03:34:26 +08:00
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uint32_t _vertexAttribsFlags;
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2015-06-03 07:56:59 +08:00
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GLProgram* _glprogram;
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Node* _nodeBinding; // weak ref
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// contains uniform name and variable
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std::unordered_map<std::string, std::string> _autoBindings;
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// Map of custom auto binding resolvers.
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static std::vector<AutoBindingResolver*> _customAutoBindingResolvers;
|
2014-10-24 21:00:08 +08:00
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2018-09-10 15:04:35 +08:00
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#if CC_ENABLE_CACHE_TEXTURE_DATA
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2014-05-28 15:16:00 +08:00
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EventListenerCustom* _backToForegroundlistener;
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#endif
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2015-06-03 07:56:59 +08:00
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2014-05-08 11:20:19 +08:00
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};
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NS_CC_END
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|
2015-03-27 11:54:40 +08:00
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/**
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end of support group
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@}
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*/
|
2014-05-08 11:20:19 +08:00
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#endif /* __CCGLPROGRAMSTATE_H__ */
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