axmol/core/3d/CC3DProgramInfo.h

281 lines
9.0 KiB
C
Raw Normal View History

#pragma once
#include "base/ccMacros.h"
#include "math/CCMath.h"
#include <unordered_map>
#include <vector>
NS_AX_BEGIN
namespace shaderinfos
{
2021-12-25 10:04:45 +08:00
enum class VertexKey : int
{
2021-12-25 10:04:45 +08:00
/**Index 0 will be used as Position.*/
VERTEX_ATTRIB_POSITION = 0,
/**Index 1 will be used as Color.*/
VERTEX_ATTRIB_COLOR = 1,
/**Index 2 will be used as Tex coord unit 0.*/
VERTEX_ATTRIB_TEX_COORD = 2,
/**Index 3 will be used as Tex coord unit 1.*/
VERTEX_ATTRIB_TEX_COORD1 = 3,
/**Index 4 will be used as Tex coord unit 2.*/
VERTEX_ATTRIB_TEX_COORD2 = 4,
/**Index 5 will be used as Tex coord unit 3.*/
VERTEX_ATTRIB_TEX_COORD3 = 5,
/**Index 6 will be used as Normal.*/
VERTEX_ATTRIB_NORMAL = 6,
/**Index 7 will be used as Blend weight for hardware skin.*/
VERTEX_ATTRIB_BLEND_WEIGHT = 7,
/**Index 8 will be used as Blend index.*/
VERTEX_ATTRIB_BLEND_INDEX = 8,
/**Index 9 will be used as tangent.*/
VERTEX_ATTRIB_TANGENT = 9,
/**Index 10 will be used as Binormal.*/
VERTEX_ATTRIB_BINORMAL = 10,
VERTEX_ATTRIB_MAX = 11,
2021-12-25 10:04:45 +08:00
// backward compatibility
VERTEX_ATTRIB_TEX_COORDS = VERTEX_ATTRIB_TEX_COORD,
2021-12-25 10:04:45 +08:00
VERTEX_ATTRIB_ERROR = -1
};
2021-12-25 10:04:45 +08:00
/**Preallocated uniform handle.*/
enum class Uniformkey
{
/**Ambient color.*/
UNIFORM_AMBIENT_COLOR,
/**Projection matrix.*/
UNIFORM_P_MATRIX,
/**MultiView Projection matrix.*/
UNIFORM_MULTIVIEW_P_MATRIX,
/**Model view matrix.*/
UNIFORM_MV_MATRIX,
/**Model view projection matrix.*/
UNIFORM_MVP_MATRIX,
/**MultiView Model view projection matrix.*/
UNIFORM_MULTIVIEW_MVP_MATRIX,
/**Normal matrix.*/
UNIFORM_NORMAL_MATRIX,
/**Time.*/
UNIFORM_TIME,
/**sin(Time).*/
UNIFORM_SIN_TIME,
/**cos(Time).*/
UNIFORM_COS_TIME,
/**Random number.*/
UNIFORM_RANDOM01,
/** @{
* Sampler 0-3, used for texture.
*/
UNIFORM_SAMPLER0,
UNIFORM_SAMPLER1,
UNIFORM_SAMPLER2,
UNIFORM_SAMPLER3,
/**@}*/
UNIFORM_MAX,
};
2021-12-25 10:04:45 +08:00
namespace shader
{
2021-12-25 10:04:45 +08:00
extern const char* SHADER_NAME_ETC1AS_POSITION_TEXTURE_COLOR;
extern const char* SHADER_NAME_ETC1AS_POSITION_TEXTURE_COLOR_NO_MVP;
2021-12-25 10:04:45 +08:00
extern const char* SHADER_NAME_ETC1AS_POSITION_TEXTURE_GRAY;
extern const char* SHADER_NAME_ETC1AS_POSITION_TEXTURE_GRAY_NO_MVP;
2021-12-25 10:04:45 +08:00
/**Built in shader for 2d. Support Position, Texture and Color vertex attribute.*/
extern const char* SHADER_NAME_POSITION_TEXTURE_COLOR;
/**Built in shader for 2d. Support Position, Texture and Color vertex attribute, but without multiply vertex by MVP
* matrix.*/
extern const char* SHADER_NAME_POSITION_TEXTURE_COLOR_NO_MVP;
/**Built in shader for 2d. Support Position, Texture vertex attribute, but include alpha test.*/
extern const char* SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST;
/**Built in shader for 2d. Support Position, Texture and Color vertex attribute, include alpha test and without multiply
* vertex by MVP matrix.*/
extern const char* SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST_NO_MV;
/**Built in shader for 2d. Support Position, Color vertex attribute.*/
extern const char* SHADER_NAME_POSITION_COLOR;
/**Built in shader for 2d. Support Position, Color, Texture vertex attribute. texture coordinate will used as point
* size.*/
extern const char* SHADER_NAME_POSITION_COLOR_TEXASPOINTSIZE;
/**Built in shader for 2d. Support Position, Color vertex attribute, without multiply vertex by MVP matrix.*/
extern const char* SHADER_NAME_POSITION_COLOR_NO_MVP;
/**Built in shader for 2d. Support Position, Texture vertex attribute.*/
extern const char* SHADER_NAME_POSITION_TEXTURE;
/**Built in shader for 2d. Support Position, Texture vertex attribute. with a specified uniform as color*/
extern const char* SHADER_NAME_POSITION_TEXTURE_U_COLOR;
/**Built in shader for 2d. Support Position, Texture and Color vertex attribute. but alpha will be the multiplication of
* color attribute and texture.*/
extern const char* SHADER_NAME_POSITION_TEXTURE_A8_COLOR;
/**Built in shader for 2d. Support Position, with color specified by a uniform.*/
extern const char* SHADER_NAME_POSITION_U_COLOR;
/**Built in shader for draw a sector with 90 degrees with center at bottom left point.*/
extern const char* SHADER_NAME_POSITION_LENGTH_TEXTURE_COLOR;
2021-12-25 10:04:45 +08:00
/**Built in shader for ui effects */
extern const char* SHADER_NAME_POSITION_GRAYSCALE;
/** @{
Built in shader for label and label with effects.
*/
extern const char* SHADER_NAME_LABEL_NORMAL;
extern const char* SHADER_NAME_LABEL_OUTLINE;
extern const char* SHADER_NAME_LABEL_DISTANCEFIELD_NORMAL;
extern const char* SHADER_NAME_LABEL_DISTANCEFIELD_GLOW;
2021-12-25 10:04:45 +08:00
/**Built in shader used for 3D, support Position vertex attribute, with color specified by a uniform.*/
extern const char* SHADER_3D_POSITION;
/**Built in shader used for 3D, support Position and Texture vertex attribute, with color specified by a uniform.*/
extern const char* SHADER_3D_POSITION_TEXTURE;
/**
Built in shader used for 3D, support Position (Skeletal animation by hardware skin) and Texture vertex attribute,
with color specified by a uniform.
*/
extern const char* SHADER_3D_SKINPOSITION_TEXTURE;
/**
Built in shader used for 3D, support Position and Normal vertex attribute, used in lighting. with color specified by a
uniform.
*/
extern const char* SHADER_3D_POSITION_NORMAL;
/**
Built in shader used for 3D, support Position, Normal, Texture vertex attribute, used in lighting. with color specified
by a uniform.
*/
extern const char* SHADER_3D_POSITION_NORMAL_TEXTURE;
/**
Built in shader used for 3D, support Position(skeletal animation by hardware skin), Normal, Texture vertex attribute,
used in lighting. with color specified by a uniform.
*/
extern const char* SHADER_3D_SKINPOSITION_NORMAL_TEXTURE;
/**
Built in shader used for 3D, support Position, Bumped Normal, Texture vertex attribute, used in lighting. with color
specified by a uniform.
*/
extern const char* SHADER_3D_POSITION_BUMPEDNORMAL_TEXTURE;
/**
Built in shader used for 3D, support Position(skeletal animation by hardware skin), Bumped Normal, Texture vertex
attribute, used in lighting. with color specified by a uniform.
*/
extern const char* SHADER_3D_SKINPOSITION_BUMPEDNORMAL_TEXTURE;
/**
Built in shader for particles, support Position and Texture, with a color specified by a uniform.
*/
extern const char* SHADER_3D_PARTICLE_TEXTURE;
/**
Built in shader for particles, support Position, with a color specified by a uniform.
*/
extern const char* SHADER_3D_PARTICLE_COLOR;
2021-12-25 10:04:45 +08:00
/**
Built in shader for skybox
*/
extern const char* SHADER_3D_SKYBOX;
2021-12-25 10:04:45 +08:00
/**
Built in shader for terrain
*/
extern const char* SHADER_3D_TERRAIN;
2021-12-25 10:04:45 +08:00
/**
Built in shader for LayerRadialGradient
*/
extern const char* SHADER_LAYER_RADIAL_GRADIENT;
2021-12-25 10:04:45 +08:00
/**
Built in shader for camera clear
*/
extern const char* SHADER_CAMERA_CLEAR;
/**
end of built shader types.
@}
*/
} // namespace shader
2021-12-25 10:04:45 +08:00
namespace uniform
{
/**
@name Built uniform names
@{
*/
/**Ambient Color uniform.*/
extern const char* UNIFORM_NAME_AMBIENT_COLOR;
/**Projection Matrix uniform.*/
extern const char* UNIFORM_NAME_P_MATRIX;
/**MultiView Projection Matrix uniform.*/
extern const char* UNIFORM_NAME_MULTIVIEW_P_MATRIX;
/**Model view matrix uniform.*/
extern const char* UNIFORM_NAME_MV_MATRIX;
/**Model view projection uniform.*/
extern const char* UNIFORM_NAME_MVP_MATRIX;
/**MultiView Model view projection uniform.*/
extern const char* UNIFORM_NAME_MULTIVIEW_MVP_MATRIX;
/**Normal matrix uniform.*/
extern const char* UNIFORM_NAME_NORMAL_MATRIX;
/**Time uniform.*/
extern const char* UNIFORM_NAME_TIME;
/**Sin time uniform.*/
extern const char* UNIFORM_NAME_SIN_TIME;
/**Cos time uniform.*/
extern const char* UNIFORM_NAME_COS_TIME;
/**Random number uniform.*/
extern const char* UNIFORM_NAME_RANDOM01;
/**
@{ Sampler uniform 0-3, used for textures.
*/
extern const char* UNIFORM_NAME_SAMPLER0;
extern const char* UNIFORM_NAME_SAMPLER1;
extern const char* UNIFORM_NAME_SAMPLER2;
extern const char* UNIFORM_NAME_SAMPLER3;
/**
@}
*/
/**Alpha test value uniform.*/
extern const char* UNIFORM_NAME_ALPHA_TEST_VALUE;
/**
end of Built uniform names
@}
*/
} // namespace uniform
2021-12-25 10:04:45 +08:00
namespace attribute
{
/**
@name Built Attribute names
@{
*/
/**Attribute color.*/
extern const char* ATTRIBUTE_NAME_COLOR;
/**Attribute position.*/
extern const char* ATTRIBUTE_NAME_POSITION;
/**@{ Attribute Texcoord 0-3.*/
extern const char* ATTRIBUTE_NAME_TEX_COORD;
extern const char* ATTRIBUTE_NAME_TEX_COORD1;
extern const char* ATTRIBUTE_NAME_TEX_COORD2;
extern const char* ATTRIBUTE_NAME_TEX_COORD3;
/**@}*/
/**Attribute normal.*/
extern const char* ATTRIBUTE_NAME_NORMAL;
/**Attribute blend weight.*/
extern const char* ATTRIBUTE_NAME_BLEND_WEIGHT;
/**Attribute blend index.*/
extern const char* ATTRIBUTE_NAME_BLEND_INDEX;
/**Attribute blend tangent.*/
extern const char* ATTRIBUTE_NAME_TANGENT;
/**Attribute blend binormal.*/
extern const char* ATTRIBUTE_NAME_BINORMAL;
/**
end of Built Attribute names
@}
*/
} // namespace attribute
2021-12-25 10:04:45 +08:00
const std::vector<std::pair<const char*, VertexKey>>& getPredefinedAttributes();
const std::string getAttributeName(const VertexKey& key);
}; // namespace shaderinfos
NS_AX_END