2019-11-23 20:27:39 +08:00
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/****************************************************************************
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Copyright (c) 2018-2019 Xiamen Yaji Software Co., Ltd.
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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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****************************************************************************/
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#include "CommandBufferGL.h"
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#include "BufferGL.h"
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#include "RenderPipelineGL.h"
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#include "TextureGL.h"
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#include "DepthStencilStateGL.h"
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#include "ProgramGL.h"
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#include "base/ccMacros.h"
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#include "base/CCEventDispatcher.h"
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#include "base/CCEventType.h"
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#include "base/CCDirector.h"
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#include "renderer/backend/opengl/UtilsGL.h"
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#include <algorithm>
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CC_BACKEND_BEGIN
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namespace
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{
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GLuint getHandler(TextureBackend *texture)
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{
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switch (texture->getTextureType())
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{
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case TextureType::TEXTURE_2D:
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return static_cast<Texture2DGL*>(texture)->getHandler();
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case TextureType::TEXTURE_CUBE:
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return static_cast<TextureCubeGL*>(texture)->getHandler();
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default:
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assert(false);
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return 0;
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}
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}
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2020-08-29 16:56:48 +08:00
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void applyTexture(TextureBackend* texture, int slot, int index)
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2019-11-23 20:27:39 +08:00
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{
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switch (texture->getTextureType())
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{
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case TextureType::TEXTURE_2D:
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2020-08-29 16:56:48 +08:00
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static_cast<Texture2DGL*>(texture)->apply(slot, index);
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2019-11-23 20:27:39 +08:00
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break;
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case TextureType::TEXTURE_CUBE:
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2020-08-29 16:56:48 +08:00
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static_cast<TextureCubeGL*>(texture)->apply(slot, index);
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2019-11-23 20:27:39 +08:00
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break;
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default:
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assert(false);
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return ;
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}
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}
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}
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CommandBufferGL::CommandBufferGL()
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{
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, &_defaultFBO);
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#if CC_ENABLE_CACHE_TEXTURE_DATA
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_backToForegroundListener = EventListenerCustom::create(EVENT_RENDERER_RECREATED, [this](EventCustom*){
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if(_generatedFBO)
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glGenFramebuffers(1, &_generatedFBO); //recreate framebuffer
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});
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Director::getInstance()->getEventDispatcher()->addEventListenerWithFixedPriority(_backToForegroundListener, -1);
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#endif
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}
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CommandBufferGL::~CommandBufferGL()
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{
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2020-09-11 17:32:08 +08:00
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if(_generatedFBO)
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glDeleteFramebuffers(1, &_generatedFBO);
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2019-11-23 20:27:39 +08:00
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CC_SAFE_RELEASE_NULL(_renderPipeline);
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cleanResources();
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#if CC_ENABLE_CACHE_TEXTURE_DATA
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Director::getInstance()->getEventDispatcher()->removeEventListener(_backToForegroundListener);
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#endif
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}
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void CommandBufferGL::beginFrame()
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{
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}
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void CommandBufferGL::beginRenderPass(const RenderPassDescriptor& descirptor)
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{
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applyRenderPassDescriptor(descirptor);
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}
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void CommandBufferGL::applyRenderPassDescriptor(const RenderPassDescriptor& descirptor)
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{
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bool useColorAttachmentExternal = descirptor.needColorAttachment && descirptor.colorAttachmentsTexture[0];
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bool useDepthAttachmentExternal = descirptor.depthTestEnabled && descirptor.depthAttachmentTexture;
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bool useStencilAttachmentExternal = descirptor.stencilTestEnabled && descirptor.stencilAttachmentTexture;
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bool useGeneratedFBO = false;
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if (useColorAttachmentExternal || useDepthAttachmentExternal || useStencilAttachmentExternal)
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{
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if(_generatedFBO == 0)
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{
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glGenFramebuffers(1, &_generatedFBO);
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}
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_currentFBO = _generatedFBO;
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useGeneratedFBO = true;
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}
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else
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{
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_currentFBO = _defaultFBO;
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}
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glBindFramebuffer(GL_FRAMEBUFFER, _currentFBO);
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if (useDepthAttachmentExternal)
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{
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glFramebufferTexture2D(GL_FRAMEBUFFER,
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GL_DEPTH_ATTACHMENT,
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GL_TEXTURE_2D,
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getHandler(descirptor.depthAttachmentTexture),
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0);
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CHECK_GL_ERROR_DEBUG();
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_generatedFBOBindDepth = true;
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}
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else
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{
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if (_generatedFBOBindDepth && useGeneratedFBO)
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{
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glFramebufferTexture2D(GL_FRAMEBUFFER,
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GL_DEPTH_ATTACHMENT,
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GL_TEXTURE_2D,
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0,
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0);
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CHECK_GL_ERROR_DEBUG();
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_generatedFBOBindDepth = false;
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}
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}
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if (useStencilAttachmentExternal)
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{
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glFramebufferTexture2D(GL_FRAMEBUFFER,
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GL_STENCIL_ATTACHMENT,
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GL_TEXTURE_2D,
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2020-09-13 19:17:49 +08:00
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getHandler(descirptor.stencilAttachmentTexture),
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2019-11-23 20:27:39 +08:00
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0);
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CHECK_GL_ERROR_DEBUG();
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_generatedFBOBindStencil = true;
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}
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else
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{
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if (_generatedFBOBindStencil && useGeneratedFBO)
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{
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glFramebufferTexture2D(GL_FRAMEBUFFER,
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GL_STENCIL_ATTACHMENT,
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GL_TEXTURE_2D,
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0,
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0);
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CHECK_GL_ERROR_DEBUG();
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_generatedFBOBindStencil = false;
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}
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}
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if (descirptor.needColorAttachment)
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{
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int i = 0;
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for (const auto& texture : descirptor.colorAttachmentsTexture)
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{
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if (texture)
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{
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// TODO: support texture cube
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glFramebufferTexture2D(GL_FRAMEBUFFER,
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GL_COLOR_ATTACHMENT0 + i,
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GL_TEXTURE_2D,
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getHandler(texture),
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0);
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}
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CHECK_GL_ERROR_DEBUG();
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++i;
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}
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if (useGeneratedFBO)
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_generatedFBOBindColor = true;
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2019-12-24 09:55:43 +08:00
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#if CC_TARGET_PLATFORM == CC_PLATFORM_WIN32 || CC_TARGET_PLATFORM == CC_PLATFORM_LINUX
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if (_framebufferReadWriteDisabled)
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{
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if (useGeneratedFBO) //user-defined framebuffer
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{
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glDrawBuffer(GL_COLOR_ATTACHMENT0);
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glReadBuffer(GL_COLOR_ATTACHMENT0);
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}
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else //default framebuffer
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{
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glDrawBuffer(GL_BACK);
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glReadBuffer(GL_BACK);
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}
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_framebufferReadWriteDisabled = false;
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}
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#endif
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2019-11-23 20:27:39 +08:00
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}
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else
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{
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if (_generatedFBOBindColor && useGeneratedFBO)
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{
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// FIXME: Now only support attaching to attachment 0.
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glFramebufferTexture2D(GL_FRAMEBUFFER,
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GL_COLOR_ATTACHMENT0,
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GL_TEXTURE_2D,
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0,
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0);
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_generatedFBOBindColor = false;
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}
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// If not draw buffer is needed, should invoke this line explicitly, or it will cause
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// GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER and GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER error.
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// https://stackoverflow.com/questions/28313782/porting-opengl-es-framebuffer-to-opengl
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#if CC_TARGET_PLATFORM == CC_PLATFORM_WIN32 || CC_TARGET_PLATFORM == CC_PLATFORM_LINUX
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glDrawBuffer(GL_NONE);
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glReadBuffer(GL_NONE);
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2019-12-24 09:55:43 +08:00
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_framebufferReadWriteDisabled = true;
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2019-11-23 20:27:39 +08:00
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#endif
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}
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CHECK_GL_ERROR_DEBUG();
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// set clear color, depth and stencil
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GLbitfield mask = 0;
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if (descirptor.needClearColor)
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{
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mask |= GL_COLOR_BUFFER_BIT;
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const auto& clearColor = descirptor.clearColorValue;
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glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
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}
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CHECK_GL_ERROR_DEBUG();
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GLboolean oldDepthWrite = GL_FALSE;
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GLboolean oldDepthTest = GL_FALSE;
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GLfloat oldDepthClearValue = 0.f;
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GLint oldDepthFunc = GL_LESS;
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if (descirptor.needClearDepth)
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{
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glGetBooleanv(GL_DEPTH_WRITEMASK, &oldDepthWrite);
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glGetBooleanv(GL_DEPTH_TEST, &oldDepthTest);
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glGetFloatv(GL_DEPTH_CLEAR_VALUE, &oldDepthClearValue);
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glGetIntegerv(GL_DEPTH_FUNC, &oldDepthFunc);
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mask |= GL_DEPTH_BUFFER_BIT;
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glClearDepth(descirptor.clearDepthValue);
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_TRUE);
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glDepthFunc(GL_ALWAYS);
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}
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CHECK_GL_ERROR_DEBUG();
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if (descirptor.needClearStencil)
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{
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mask |= GL_STENCIL_BUFFER_BIT;
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glClearStencil(descirptor.clearStencilValue);
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}
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if(mask) glClear(mask);
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CHECK_GL_ERROR_DEBUG();
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// restore depth test
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if (descirptor.needClearDepth)
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{
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if (!oldDepthTest)
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glDisable(GL_DEPTH_TEST);
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glDepthMask(oldDepthWrite);
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glDepthFunc(oldDepthFunc);
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glClearDepth(oldDepthClearValue);
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}
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CHECK_GL_ERROR_DEBUG();
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}
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void CommandBufferGL::setRenderPipeline(RenderPipeline* renderPipeline)
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{
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assert(renderPipeline != nullptr);
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if (renderPipeline == nullptr)
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return;
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RenderPipelineGL* rp = static_cast<RenderPipelineGL*>(renderPipeline);
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rp->retain();
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CC_SAFE_RELEASE(_renderPipeline);
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_renderPipeline = rp;
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}
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void CommandBufferGL::setViewport(int x, int y, unsigned int w, unsigned int h)
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{
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glViewport(x, y, w, h);
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_viewPort.x = x;
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_viewPort.y = y;
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_viewPort.w = w;
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_viewPort.h = h;
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}
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void CommandBufferGL::setCullMode(CullMode mode)
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{
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_cullMode = mode;
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}
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void CommandBufferGL::setWinding(Winding winding)
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{
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glFrontFace(UtilsGL::toGLFrontFace(winding));
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}
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void CommandBufferGL::setIndexBuffer(Buffer* buffer)
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{
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assert(buffer != nullptr);
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if (buffer == nullptr)
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|
|
return;
|
|
|
|
|
|
|
|
|
|
buffer->retain();
|
|
|
|
|
CC_SAFE_RELEASE(_indexBuffer);
|
|
|
|
|
_indexBuffer = static_cast<BufferGL*>(buffer);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void CommandBufferGL::setVertexBuffer(Buffer* buffer)
|
|
|
|
|
{
|
|
|
|
|
assert(buffer != nullptr);
|
|
|
|
|
if (buffer == nullptr || _vertexBuffer == buffer)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
buffer->retain();
|
|
|
|
|
_vertexBuffer = static_cast<BufferGL*>(buffer);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void CommandBufferGL::setProgramState(ProgramState* programState)
|
|
|
|
|
{
|
|
|
|
|
CC_SAFE_RETAIN(programState);
|
|
|
|
|
CC_SAFE_RELEASE(_programState);
|
|
|
|
|
_programState = programState;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void CommandBufferGL::drawArrays(PrimitiveType primitiveType, std::size_t start, std::size_t count)
|
|
|
|
|
{
|
|
|
|
|
prepareDrawing();
|
|
|
|
|
glDrawArrays(UtilsGL::toGLPrimitiveType(primitiveType), start, count);
|
|
|
|
|
|
|
|
|
|
cleanResources();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void CommandBufferGL::drawElements(PrimitiveType primitiveType, IndexFormat indexType, std::size_t count, std::size_t offset)
|
|
|
|
|
{
|
|
|
|
|
prepareDrawing();
|
|
|
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer->getHandler());
|
|
|
|
|
glDrawElements(UtilsGL::toGLPrimitiveType(primitiveType), count, UtilsGL::toGLIndexType(indexType), (GLvoid*)offset);
|
|
|
|
|
CHECK_GL_ERROR_DEBUG();
|
|
|
|
|
cleanResources();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void CommandBufferGL::endRenderPass()
|
|
|
|
|
{
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void CommandBufferGL::endFrame()
|
|
|
|
|
{
|
2020-09-11 17:32:08 +08:00
|
|
|
|
// executeGpuCommandsCompleteOps();
|
2019-11-23 20:27:39 +08:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void CommandBufferGL::setDepthStencilState(DepthStencilState* depthStencilState)
|
|
|
|
|
{
|
|
|
|
|
if (depthStencilState)
|
|
|
|
|
{
|
|
|
|
|
_depthStencilStateGL = static_cast<DepthStencilStateGL*>(depthStencilState);
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
_depthStencilStateGL = nullptr;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void CommandBufferGL::prepareDrawing() const
|
|
|
|
|
{
|
|
|
|
|
const auto& program = _renderPipeline->getProgram();
|
|
|
|
|
glUseProgram(program->getHandler());
|
|
|
|
|
|
|
|
|
|
bindVertexBuffer(program);
|
|
|
|
|
setUniforms(program);
|
|
|
|
|
|
|
|
|
|
// Set depth/stencil state.
|
|
|
|
|
if (_depthStencilStateGL)
|
|
|
|
|
{
|
|
|
|
|
_depthStencilStateGL->apply(_stencilReferenceValueFront, _stencilReferenceValueBack);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
else
|
|
|
|
|
DepthStencilStateGL::reset();
|
|
|
|
|
|
|
|
|
|
// Set cull mode.
|
|
|
|
|
if (CullMode::NONE == _cullMode)
|
|
|
|
|
{
|
|
|
|
|
glDisable(GL_CULL_FACE);
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
glEnable(GL_CULL_FACE);
|
|
|
|
|
glCullFace(UtilsGL::toGLCullMode(_cullMode));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void CommandBufferGL::bindVertexBuffer(ProgramGL *program) const
|
|
|
|
|
{
|
|
|
|
|
// Bind vertex buffers and set the attributes.
|
|
|
|
|
auto vertexLayout = _programState->getVertexLayout();
|
|
|
|
|
|
|
|
|
|
if (!vertexLayout->isValid())
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer->getHandler());
|
|
|
|
|
|
|
|
|
|
const auto& attributes = vertexLayout->getAttributes();
|
|
|
|
|
for (const auto& attributeInfo : attributes)
|
|
|
|
|
{
|
|
|
|
|
const auto& attribute = attributeInfo.second;
|
|
|
|
|
glEnableVertexAttribArray(attribute.index);
|
|
|
|
|
glVertexAttribPointer(attribute.index,
|
|
|
|
|
UtilsGL::getGLAttributeSize(attribute.format),
|
|
|
|
|
UtilsGL::toGLAttributeType(attribute.format),
|
|
|
|
|
attribute.needToBeNormallized,
|
|
|
|
|
vertexLayout->getStride(),
|
|
|
|
|
(GLvoid*)attribute.offset);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void CommandBufferGL::setUniforms(ProgramGL* program) const
|
|
|
|
|
{
|
|
|
|
|
if (_programState)
|
|
|
|
|
{
|
|
|
|
|
auto& callbacks = _programState->getCallbackUniforms();
|
|
|
|
|
auto& uniformInfos = _programState->getProgram()->getAllActiveUniformInfo(ShaderStage::VERTEX);
|
|
|
|
|
std::size_t bufferSize = 0;
|
|
|
|
|
char* buffer = nullptr;
|
|
|
|
|
_programState->getVertexUniformBuffer(&buffer, bufferSize);
|
|
|
|
|
|
|
|
|
|
for (auto &cb : callbacks)
|
|
|
|
|
{
|
|
|
|
|
cb.second(_programState, cb.first);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int i = 0;
|
|
|
|
|
for(auto& iter : uniformInfos)
|
|
|
|
|
{
|
|
|
|
|
auto& uniformInfo = iter.second;
|
|
|
|
|
if(uniformInfo.size <= 0)
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
int elementCount = uniformInfo.count;
|
|
|
|
|
setUniform(uniformInfo.isArray,
|
|
|
|
|
uniformInfo.location,
|
|
|
|
|
elementCount,
|
|
|
|
|
uniformInfo.type,
|
|
|
|
|
(void*)(buffer + uniformInfo.bufferOffset));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
const auto& textureInfo = _programState->getVertexTextureInfos();
|
|
|
|
|
for(const auto& iter : textureInfo)
|
|
|
|
|
{
|
2020-08-29 17:39:17 +08:00
|
|
|
|
/* About mutli textures support
|
|
|
|
|
* a. sampler2DArray, sampler2D[2], bind BackendTexture one by one, not use GL_TEXTURE_2D_ARRAY, not used at all engine interanl
|
2020-08-29 19:51:42 +08:00
|
|
|
|
* b. texture slot, one BackendTexture, multi GPU texture handlers, used by etc1, restrict: textures must have same size
|
2020-08-29 17:39:17 +08:00
|
|
|
|
* c. Bind multi BackendTexture to 1 Shader Program, see the ShaderTest
|
|
|
|
|
*/
|
2020-08-29 16:56:48 +08:00
|
|
|
|
auto& textures = iter.second.textures;
|
|
|
|
|
auto& slots = iter.second.slots;
|
|
|
|
|
auto& indexs = iter.second.indexs;
|
2019-11-23 20:27:39 +08:00
|
|
|
|
auto location = iter.first;
|
|
|
|
|
#if CC_ENABLE_CACHE_TEXTURE_DATA
|
|
|
|
|
location = iter.second.location;
|
|
|
|
|
#endif
|
|
|
|
|
int i = 0;
|
|
|
|
|
for (const auto& texture: textures)
|
|
|
|
|
{
|
2020-08-29 16:56:48 +08:00
|
|
|
|
applyTexture(texture, slots[i], indexs[i]);
|
|
|
|
|
++i;
|
2019-11-23 20:27:39 +08:00
|
|
|
|
}
|
|
|
|
|
|
2020-08-29 16:56:48 +08:00
|
|
|
|
auto arrayCount = slots.size();
|
2020-08-29 19:51:42 +08:00
|
|
|
|
if (arrayCount == 1) // Most of the time, not use sampler2DArray, should be 1
|
2020-08-29 16:56:48 +08:00
|
|
|
|
glUniform1i(location, slots[0]);
|
2020-08-29 17:39:17 +08:00
|
|
|
|
else
|
|
|
|
|
glUniform1iv(location, (uint32_t)arrayCount, (GLint*)slots.data());
|
2019-11-23 20:27:39 +08:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#define DEF_TO_INT(pointer, index) (*((GLint*)(pointer) + index))
|
|
|
|
|
#define DEF_TO_FLOAT(pointer, index) (*((GLfloat*)(pointer) + index))
|
|
|
|
|
void CommandBufferGL::setUniform(bool isArray, GLuint location, unsigned int size, GLenum uniformType, void* data) const
|
|
|
|
|
{
|
|
|
|
|
GLsizei count = size;
|
|
|
|
|
switch (uniformType)
|
|
|
|
|
{
|
|
|
|
|
case GL_INT:
|
|
|
|
|
case GL_BOOL:
|
|
|
|
|
case GL_SAMPLER_2D:
|
|
|
|
|
case GL_SAMPLER_CUBE:
|
|
|
|
|
if (isArray)
|
|
|
|
|
glUniform1iv(location, count, (GLint*)data);
|
|
|
|
|
else
|
|
|
|
|
glUniform1i(location, DEF_TO_INT(data, 0));
|
|
|
|
|
break;
|
|
|
|
|
case GL_INT_VEC2:
|
|
|
|
|
case GL_BOOL_VEC2:
|
|
|
|
|
if (isArray)
|
|
|
|
|
glUniform2iv(location, count, (GLint*)data);
|
|
|
|
|
else
|
|
|
|
|
glUniform2i(location, DEF_TO_INT(data, 0), DEF_TO_INT(data, 1));
|
|
|
|
|
break;
|
|
|
|
|
case GL_INT_VEC3:
|
|
|
|
|
case GL_BOOL_VEC3:
|
|
|
|
|
if (isArray)
|
|
|
|
|
glUniform3iv(location, count, (GLint*)data);
|
|
|
|
|
else
|
|
|
|
|
glUniform3i(location,
|
|
|
|
|
DEF_TO_INT(data, 0),
|
|
|
|
|
DEF_TO_INT(data, 1),
|
|
|
|
|
DEF_TO_INT(data, 2));
|
|
|
|
|
break;
|
|
|
|
|
case GL_INT_VEC4:
|
|
|
|
|
case GL_BOOL_VEC4:
|
|
|
|
|
if (isArray)
|
|
|
|
|
glUniform4iv(location, count, (GLint*)data);
|
|
|
|
|
else
|
|
|
|
|
glUniform4i(location,
|
|
|
|
|
DEF_TO_INT(data, 0),
|
|
|
|
|
DEF_TO_INT(data, 1),
|
|
|
|
|
DEF_TO_INT(data, 2),
|
|
|
|
|
DEF_TO_INT(data, 4));
|
|
|
|
|
break;
|
|
|
|
|
case GL_FLOAT:
|
|
|
|
|
if (isArray)
|
|
|
|
|
glUniform1fv(location, count, (GLfloat*)data);
|
|
|
|
|
else
|
|
|
|
|
glUniform1f(location, DEF_TO_FLOAT(data, 0));
|
|
|
|
|
break;
|
|
|
|
|
case GL_FLOAT_VEC2:
|
|
|
|
|
if (isArray)
|
|
|
|
|
glUniform2fv(location, count, (GLfloat*)data);
|
|
|
|
|
else
|
|
|
|
|
glUniform2f(location, DEF_TO_FLOAT(data, 0), DEF_TO_FLOAT(data, 1));
|
|
|
|
|
break;
|
|
|
|
|
case GL_FLOAT_VEC3:
|
|
|
|
|
if (isArray)
|
|
|
|
|
glUniform3fv(location, count, (GLfloat*)data);
|
|
|
|
|
else
|
|
|
|
|
glUniform3f(location,
|
|
|
|
|
DEF_TO_FLOAT(data, 0),
|
|
|
|
|
DEF_TO_FLOAT(data, 1),
|
|
|
|
|
DEF_TO_FLOAT(data, 2));
|
|
|
|
|
break;
|
|
|
|
|
case GL_FLOAT_VEC4:
|
|
|
|
|
if (isArray)
|
|
|
|
|
glUniform4fv(location, count, (GLfloat*)data);
|
|
|
|
|
else
|
|
|
|
|
glUniform4f(location,
|
|
|
|
|
DEF_TO_FLOAT(data, 0),
|
|
|
|
|
DEF_TO_FLOAT(data, 1),
|
|
|
|
|
DEF_TO_FLOAT(data, 2),
|
|
|
|
|
DEF_TO_FLOAT(data, 3));
|
|
|
|
|
break;
|
|
|
|
|
case GL_FLOAT_MAT2:
|
|
|
|
|
glUniformMatrix2fv(location, count, GL_FALSE, (GLfloat*)data);
|
|
|
|
|
break;
|
|
|
|
|
case GL_FLOAT_MAT3:
|
|
|
|
|
glUniformMatrix3fv(location, count, GL_FALSE, (GLfloat*)data);
|
|
|
|
|
break;
|
|
|
|
|
case GL_FLOAT_MAT4:
|
|
|
|
|
glUniformMatrix4fv(location, count, GL_FALSE, (GLfloat*)data);
|
|
|
|
|
break;
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
default:
|
|
|
|
|
CCASSERT(false, "invalidate Uniform data type");
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void CommandBufferGL::cleanResources()
|
|
|
|
|
{
|
|
|
|
|
CC_SAFE_RELEASE_NULL(_indexBuffer);
|
|
|
|
|
CC_SAFE_RELEASE_NULL(_programState);
|
|
|
|
|
CC_SAFE_RELEASE_NULL(_vertexBuffer);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void CommandBufferGL::setLineWidth(float lineWidth)
|
|
|
|
|
{
|
|
|
|
|
if(lineWidth > 0.0f)
|
|
|
|
|
glLineWidth(lineWidth);
|
|
|
|
|
else
|
|
|
|
|
glLineWidth(1.0f);
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void CommandBufferGL::setScissorRect(bool isEnabled, float x, float y, float width, float height)
|
|
|
|
|
{
|
|
|
|
|
if(isEnabled)
|
|
|
|
|
{
|
|
|
|
|
glEnable(GL_SCISSOR_TEST);
|
|
|
|
|
glScissor(x, y, width, height);
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
glDisable(GL_SCISSOR_TEST);
|
|
|
|
|
}
|
|
|
|
|
}
|
2020-09-12 15:34:09 +08:00
|
|
|
|
|
2020-09-11 01:19:10 +08:00
|
|
|
|
void CommandBufferGL::capture(TextureBackend* texture, std::function<void(const PixelBufferDescriptor&)> callback)
|
2019-11-23 20:27:39 +08:00
|
|
|
|
{
|
2020-09-11 01:19:10 +08:00
|
|
|
|
PixelBufferDescriptor pbd;
|
2020-09-12 23:26:40 +08:00
|
|
|
|
if (!texture)
|
|
|
|
|
UtilsGL::readPixels(nullptr, _viewPort.x, _viewPort.y, _viewPort.w, _viewPort.h, pbd);
|
|
|
|
|
else
|
2020-09-11 11:57:55 +08:00
|
|
|
|
UtilsGL::readPixels(texture, 0, 0, texture->getWidth(), texture->getHeight(), pbd);
|
2020-09-11 01:19:10 +08:00
|
|
|
|
callback(pbd);
|
2019-11-23 20:27:39 +08:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
CC_BACKEND_END
|