2014-05-08 11:20:19 +08:00
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/****************************************************************************
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Copyright 2011 Jeff Lamarche
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Copyright 2012 Goffredo Marocchi
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Copyright 2012 Ricardo Quesada
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Copyright 2012 cocos2d-x.org
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Copyright 2013-2014 Chukong Technologies Inc.
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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 false EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "2d/CCGLProgramState.h"
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#include "2d/CCGLProgram.h"
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#include "2d/ccGLStateCache.h"
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NS_CC_BEGIN
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//
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//
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// UniformValue
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//
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//
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UniformValue::UniformValue()
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: _useCallback(false)
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, _uniform(nullptr)
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2014-05-08 11:38:15 +08:00
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, _glprogram(nullptr)
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2014-05-08 11:20:19 +08:00
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{
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}
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2014-05-08 11:38:15 +08:00
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UniformValue::UniformValue(Uniform *uniform, GLProgram* glprogram)
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: _useCallback(false)
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, _uniform(uniform)
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, _glprogram(glprogram)
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2014-05-08 11:20:19 +08:00
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{
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}
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void UniformValue::apply()
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{
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if(_useCallback) {
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_value.callback(_uniform);
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}
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else
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{
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switch (_uniform->type) {
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2014-05-08 11:20:19 +08:00
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case GL_FLOAT:
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_glprogram->setUniformLocationWith1f(_uniform->location, _value.floatValue);
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2014-05-08 11:20:19 +08:00
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break;
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case GL_INT:
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case GL_SAMPLER_2D:
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_glprogram->setUniformLocationWith1i(_uniform->location, _value.intValue);
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2014-05-08 11:20:19 +08:00
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break;
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case GL_FLOAT_VEC2:
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_glprogram->setUniformLocationWith2f(_uniform->location, _value.v2Value.x, _value.v2Value.y);
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2014-05-08 11:20:19 +08:00
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break;
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case GL_FLOAT_VEC3:
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_glprogram->setUniformLocationWith3f(_uniform->location, _value.v3Value.x, _value.v3Value.y, _value.v3Value.z);
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break;
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case GL_FLOAT_VEC4:
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_glprogram->setUniformLocationWith4f(_uniform->location, _value.v4Value.x, _value.v4Value.y, _value.v4Value.z, _value.v4Value.w);
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break;
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case GL_FLOAT_MAT4:
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_glprogram->setUniformLocationWithMatrix4fv(_uniform->location, (GLfloat*)&_value.matrixValue, 1);
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break;
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default:
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CCASSERT(false, "Invalid UniformValue");
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break;
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}
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}
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}
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void UniformValue::setValue(const std::function<void(Uniform*)> callback)
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{
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_value.callback = callback;
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_useCallback = true;
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}
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void UniformValue::setValue(float value)
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{
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CCASSERT (_uniform->type == GL_FLOAT, "");
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_value.floatValue = value;
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_useCallback = false;
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}
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void UniformValue::setValue(int value)
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{
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CCASSERT ((_uniform->type == GL_INT || _uniform->type == GL_SAMPLER_2D), "");
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_value.intValue = value;
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_useCallback = false;
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}
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void UniformValue::setValue(const Vector2& value)
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{
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CCASSERT (_uniform->type == GL_FLOAT_VEC2, "");
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_value.v2Value = value;
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_useCallback = false;
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}
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void UniformValue::setValue(const Vector3& value)
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{
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CCASSERT (_uniform->type == GL_FLOAT_VEC3, "");
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_value.v3Value = value;
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_useCallback = false;
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}
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void UniformValue::setValue(const Vector4& value)
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{
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CCASSERT (_uniform->type == GL_FLOAT_VEC4, "");
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_value.v4Value = value;
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_useCallback = false;
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}
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void UniformValue::setValue(const Matrix& value)
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{
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CCASSERT(_uniform->type == GL_FLOAT_MAT4, "");
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_value.matrixValue = value;
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2014-05-09 01:12:12 +08:00
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_useCallback = false;
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2014-05-08 11:20:19 +08:00
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}
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//
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//
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// VertexAttribValue
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//
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//
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VertexAttribValue::VertexAttribValue()
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: _useCallback(false)
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, _vertexAttrib(nullptr)
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{
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}
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VertexAttribValue::VertexAttribValue(VertexAttrib *vertexAttrib)
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: _useCallback(false)
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, _vertexAttrib(vertexAttrib)
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{
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}
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void VertexAttribValue::apply()
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{
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GL::enableVertexAttribs(0);
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if(_useCallback) {
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_value.callback(_vertexAttrib);
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}
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else
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{
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glVertexAttribPointer(_vertexAttrib->_index,
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_value.pointer.size,
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_value.pointer.type,
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_value.pointer.normalized,
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_value.pointer.stride,
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_value.pointer.pointer);
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}
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}
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void VertexAttribValue::setValue(const std::function<void(VertexAttrib*)> callback)
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{
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_value.callback = callback;
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_useCallback = true;
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}
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void VertexAttribValue::setValue(GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLvoid *pointer)
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{
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_value.pointer.size = size;
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_value.pointer.type = type;
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_value.pointer.normalized = normalized;
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_value.pointer.stride = stride;
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_value.pointer.pointer = pointer;
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}
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//
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//
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// GLProgramState
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//
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//
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GLProgramState* GLProgramState::create(GLProgram *glprogram)
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{
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CCASSERT(glprogram, "invalid shader");
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auto ret = new (std::nothrow) GLProgramState;
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if(ret && ret->init(glprogram)) {
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ret->autorelease();
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return ret;
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}
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CC_SAFE_RELEASE(ret);
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return nullptr;
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}
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GLProgramState::~GLProgramState()
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{
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_glprogram->release();
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}
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bool GLProgramState::init(GLProgram* glprogram)
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{
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_glprogram = glprogram;
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_glprogram->retain();
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for(auto &attrib : _glprogram->_attributesDictionary) {
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VertexAttribValue value(&attrib.second);
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_attributes[attrib.first] = value;
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}
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for(auto &uniform : _glprogram->_uniformsDictionary) {
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UniformValue value(&uniform.second, _glprogram);
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_uniforms[uniform.first] = value;
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}
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return true;
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}
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void GLProgramState::apply()
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{
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CCASSERT(_glprogram, "invalid glprogram");
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// set shader
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_glprogram->use();
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// set texture
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int i = 0;
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for(const auto& texture : _textures) {
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GL::bindTexture2DN(i++, texture->getName());
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}
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// set blending function
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GL::blendFunc(_blendFunc.src, _blendFunc.dst);
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// set uniforms
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for(auto& uniform : _uniforms) {
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uniform.second.apply();
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}
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// set attributes
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for(auto &attribute : _attributes) {
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attribute.second.apply();
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}
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}
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UniformValue* GLProgramState::getUniformValue(const std::string &name)
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{
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const auto itr = _uniforms.find(name);
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if( itr != _uniforms.end())
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return &itr->second;
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return nullptr;
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}
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VertexAttribValue* GLProgramState::getVertexAttribValue(const std::string &name)
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{
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const auto itr = _attributes.find(name);
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if( itr != _attributes.end())
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return &itr->second;
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return nullptr;
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}
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NS_CC_END
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