2014-05-08 11:20:19 +08:00
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/****************************************************************************
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Copyright 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 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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#ifndef __CCGLPROGRAMSTATE_H__
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#define __CCGLPROGRAMSTATE_H__
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#include "base/ccTypes.h"
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#include "base/CCVector.h"
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#include "math/Vector2.h"
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#include "math/Vector3.h"
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#include "math/Vector4.h"
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#include <unordered_map>
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NS_CC_BEGIN
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class GLProgram;
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class Uniform;
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class VertexAttrib;
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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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class UniformValue
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{
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friend class GLProgram;
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public:
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UniformValue();
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UniformValue(Uniform *uniform, GLProgram* glprogram);
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~UniformValue();
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void setFloat(float value);
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void setInt(int value);
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void setVec2(const Vector2& value);
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void setVec3(const Vector3& value);
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void setVec4(const Vector4& value);
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void setMat4(const Matrix& value);
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void setCallback(const std::function<void(Uniform*)> &callback);
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void apply();
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protected:
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Uniform* _uniform; // weak ref
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GLProgram* _glprogram; // weak ref
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bool _useCallback;
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2014-05-08 11:38:15 +08:00
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2014-05-08 11:20:19 +08:00
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union U{
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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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std::function<void(Uniform*)> *callback;
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2014-05-10 05:38:36 +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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//
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//
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// VertexAttribValue
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//
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//
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class VertexAttribValue
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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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2014-05-08 11:20:19 +08:00
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public:
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VertexAttribValue(VertexAttrib *vertexAttrib);
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VertexAttribValue();
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~VertexAttribValue();
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void setPointer(GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLvoid *pointer);
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void setCallback(const std::function<void(VertexAttrib*)> &callback);
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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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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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std::function<void(VertexAttrib*)> *callback;
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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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class GLProgramState : public Ref
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{
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friend class GLProgramStateCache;
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public:
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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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static GLProgramState* get(GLProgram* glprogram);
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/** gets-or-creates an instance of GLProgramState for a given GLProgramName */
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static GLProgramState* getWithGLProgramName(const std::string &glProgramName );
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2014-05-09 03:34:26 +08:00
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void apply(const Matrix& modelView);
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void setGLProgram(GLProgram* glprogram);
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GLProgram* getGLProgram() const { return _glprogram; }
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void setVertexAttribCallback(const std::string &name, const std::function<void(VertexAttrib*)> &callback);
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void setVertexAttribPointer(const std::string &name, GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLvoid *pointer);
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void setUniformFloat(const std::string &uniformName, float value);
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void setUniformInt(const std::string &uniformName, int value);
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void setUniformVec2(const std::string &uniformName, const Vector2& value);
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void setUniformVec3(const std::string &uniformName, const Vector3& value);
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void setUniformVec4(const std::string &uniformName, const Vector4& value);
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void setUniformMat4(const std::string &uniformName, const Matrix& value);
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void setUniformCallback(const std::string &uniformName, const std::function<void(Uniform*)> &callback);
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protected:
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GLProgramState();
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~GLProgramState();
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bool init(GLProgram* program);
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void resetGLProgram();
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VertexAttribValue* getVertexAttribValue(const std::string &attributeName);
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UniformValue* getUniformValue(const std::string &uniformName);
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std::unordered_map<std::string, UniformValue> _uniforms;
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std::unordered_map<std::string, VertexAttribValue> _attributes;
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uint32_t _vertexAttribsFlags;
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2014-05-08 11:20:19 +08:00
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GLProgram *_glprogram;
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};
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NS_CC_END
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#endif /* __CCGLPROGRAMSTATE_H__ */
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