Merge pull request #11789 from ricardoquesada/material_properties

Material uses new file format
This commit is contained in:
Ricardo Quesada 2015-05-11 22:12:44 -07:00
commit 17265fe9e6
30 changed files with 3076 additions and 639 deletions

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@ -1452,6 +1452,10 @@
503DD8F81926B0DB00CD74DD /* CCIMEDispatcher.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 503DD8F31926B0DB00CD74DD /* CCIMEDispatcher.cpp */; };
503DD8F91926B0DB00CD74DD /* CCIMEDispatcher.h in Headers */ = {isa = PBXBuildFile; fileRef = 503DD8F41926B0DB00CD74DD /* CCIMEDispatcher.h */; };
503DD8FA1926B0DB00CD74DD /* CCIMEDispatcher.h in Headers */ = {isa = PBXBuildFile; fileRef = 503DD8F41926B0DB00CD74DD /* CCIMEDispatcher.h */; };
505385021B01887A00793096 /* CCProperties.h in Headers */ = {isa = PBXBuildFile; fileRef = 505385001B01887A00793096 /* CCProperties.h */; };
505385031B01887A00793096 /* CCProperties.h in Headers */ = {isa = PBXBuildFile; fileRef = 505385001B01887A00793096 /* CCProperties.h */; };
505385041B01887A00793096 /* CCProperties.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 505385011B01887A00793096 /* CCProperties.cpp */; };
505385051B01887A00793096 /* CCProperties.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 505385011B01887A00793096 /* CCProperties.cpp */; };
50643BD419BFAECF00EF68ED /* CCGL.h in Headers */ = {isa = PBXBuildFile; fileRef = 50643BD319BFAECF00EF68ED /* CCGL.h */; };
50643BD519BFAECF00EF68ED /* CCGL.h in Headers */ = {isa = PBXBuildFile; fileRef = 50643BD319BFAECF00EF68ED /* CCGL.h */; };
50643BD619BFAEDA00EF68ED /* CCPlatformDefine.h in Headers */ = {isa = PBXBuildFile; fileRef = 5091A7A219BFABA800AC8789 /* CCPlatformDefine.h */; };
@ -4238,6 +4242,8 @@
503DD8F21926B0DB00CD74DD /* CCIMEDelegate.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = CCIMEDelegate.h; path = ../base/CCIMEDelegate.h; sourceTree = "<group>"; };
503DD8F31926B0DB00CD74DD /* CCIMEDispatcher.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = CCIMEDispatcher.cpp; path = ../base/CCIMEDispatcher.cpp; sourceTree = "<group>"; };
503DD8F41926B0DB00CD74DD /* CCIMEDispatcher.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = CCIMEDispatcher.h; path = ../base/CCIMEDispatcher.h; sourceTree = "<group>"; };
505385001B01887A00793096 /* CCProperties.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = CCProperties.h; path = ../base/CCProperties.h; sourceTree = "<group>"; };
505385011B01887A00793096 /* CCProperties.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = CCProperties.cpp; path = ../base/CCProperties.cpp; sourceTree = "<group>"; };
50643BD319BFAECF00EF68ED /* CCGL.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = CCGL.h; sourceTree = "<group>"; };
50643BD719BFAF4400EF68ED /* CCApplication.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = CCApplication.h; sourceTree = "<group>"; };
50643BD819BFAF4400EF68ED /* CCStdC.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = CCStdC.h; sourceTree = "<group>"; };
@ -5606,6 +5612,8 @@
1A5700A2180BC5E60088DEC7 /* base */ = {
isa = PBXGroup;
children = (
505385001B01887A00793096 /* CCProperties.h */,
505385011B01887A00793096 /* CCProperties.cpp */,
B63990CA1A490AFE00B07923 /* CCAsyncTaskPool.cpp */,
B63990CB1A490AFE00B07923 /* CCAsyncTaskPool.h */,
D0FD03391A3B51AA00825BB5 /* allocator */,
@ -9245,6 +9253,7 @@
B6CAB5451AF9AA1A00B9B856 /* MiniCLTask.h in Headers */,
15AE1A2F19AAD3D500C27E9E /* b2TimeOfImpact.h in Headers */,
15AE18F319AAD35000C27E9E /* CCArmatureDataManager.h in Headers */,
505385021B01887A00793096 /* CCProperties.h in Headers */,
B665E2C01AA80A6500DDB1C5 /* CCPUGeometryRotator.h in Headers */,
50ABBE471925AB6F00A911A9 /* CCEvent.h in Headers */,
5012169C1AC473A3009A4BEA /* CCTechnique.h in Headers */,
@ -10117,6 +10126,7 @@
B6CAB3FA1AF9AA1A00B9B856 /* btMultiBody.h in Headers */,
15AE1BA619AADFDF00C27E9E /* UIHBox.h in Headers */,
B6CAB2881AF9AA1A00B9B856 /* btBvhTriangleMeshShape.h in Headers */,
505385031B01887A00793096 /* CCProperties.h in Headers */,
15AE1A9519AAD40300C27E9E /* b2BlockAllocator.h in Headers */,
5034CA48191D591100CE6051 /* ccShader_Label_normal.frag in Headers */,
B6CAB30A1AF9AA1A00B9B856 /* btTriangleMesh.h in Headers */,
@ -10635,6 +10645,7 @@
B665E2761AA80A6500DDB1C5 /* CCPUDoPlacementParticleEventHandlerTranslator.cpp in Sources */,
1A570081180BC5A10088DEC7 /* CCActionManager.cpp in Sources */,
15AE1A6119AAD40300C27E9E /* b2Fixture.cpp in Sources */,
505385041B01887A00793096 /* CCProperties.cpp in Sources */,
1A570085180BC5A10088DEC7 /* CCActionPageTurn3D.cpp in Sources */,
B6CAB2B71AF9AA1A00B9B856 /* btConvexTriangleMeshShape.cpp in Sources */,
382384441A25915C002C4610 /* SpriteReader.cpp in Sources */,
@ -11655,6 +11666,7 @@
382384141A259092002C4610 /* NodeReaderProtocol.cpp in Sources */,
50ABBD511925AB0000A911A9 /* Quaternion.cpp in Sources */,
1A5701FC180BCBAD0088DEC7 /* CCMenuItem.cpp in Sources */,
505385051B01887A00793096 /* CCProperties.cpp in Sources */,
B6CAB4201AF9AA1A00B9B856 /* btMLCPSolver.cpp in Sources */,
B665E2A71AA80A6500DDB1C5 /* CCPUEventHandlerTranslator.cpp in Sources */,
B6CAB4341AF9AA1A00B9B856 /* btGpu3DGridBroadphase.cpp in Sources */,

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@ -164,7 +164,7 @@ bool ParticleSystem::initWithFile(const std::string& plistFile)
{
bool ret = false;
_plistFile = FileUtils::getInstance()->fullPathForFilename(plistFile);
ValueMap dict = FileUtils::getInstance()->getValueMapFromFile(_plistFile.c_str());
ValueMap dict = FileUtils::getInstance()->getValueMapFromFile(_plistFile);
CCASSERT( !dict.empty(), "Particles: file not found");

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@ -430,6 +430,7 @@ xcopy /Y /Q "$(ProjectDir)..\..\external\chipmunk\prebuilt\win32\release-lib\*.*
<ClCompile Include="..\base\CCIMEDispatcher.cpp" />
<ClCompile Include="..\base\CCNS.cpp" />
<ClCompile Include="..\base\CCProfiling.cpp" />
<ClCompile Include="..\base\CCProperties.cpp" />
<ClCompile Include="..\base\ccRandom.cpp" />
<ClCompile Include="..\base\CCRef.cpp" />
<ClCompile Include="..\base\CCScheduler.cpp" />
@ -991,6 +992,7 @@ xcopy /Y /Q "$(ProjectDir)..\..\external\chipmunk\prebuilt\win32\release-lib\*.*
<ClInclude Include="..\base\CCMap.h" />
<ClInclude Include="..\base\CCNS.h" />
<ClInclude Include="..\base\CCProfiling.h" />
<ClInclude Include="..\base\CCProperties.h" />
<ClInclude Include="..\base\CCProtocols.h" />
<ClInclude Include="..\base\ccRandom.h" />
<ClInclude Include="..\base\CCRef.h" />

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<Filter Include="physics">
@ -1866,6 +1866,9 @@
<ClCompile Include="..\renderer\CCMaterial.cpp">
<Filter>renderer</Filter>
</ClCompile>
<ClCompile Include="..\base\CCProperties.cpp">
<Filter>base</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\physics\CCPhysicsBody.h">
@ -3650,6 +3653,9 @@
<ClInclude Include="..\renderer\CCMaterial.h">
<Filter>renderer</Filter>
</ClInclude>
<ClInclude Include="..\base\CCProperties.h">
<Filter>base</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="..\math\Mat4.inl">

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@ -284,6 +284,7 @@
<ClInclude Include="$(MSBuildThisFileDirectory)..\..\..\..\base\CCMap.h" />
<ClInclude Include="$(MSBuildThisFileDirectory)..\..\..\..\base\CCNS.h" />
<ClInclude Include="$(MSBuildThisFileDirectory)..\..\..\..\base\CCProfiling.h" />
<ClInclude Include="$(MSBuildThisFileDirectory)..\..\..\..\base\CCProperties.h" />
<ClInclude Include="$(MSBuildThisFileDirectory)..\..\..\..\base\CCProtocols.h" />
<ClInclude Include="$(MSBuildThisFileDirectory)..\..\..\..\base\ccRandom.h" />
<ClInclude Include="$(MSBuildThisFileDirectory)..\..\..\..\base\CCRef.h" />
@ -883,6 +884,7 @@
<ClCompile Include="$(MSBuildThisFileDirectory)..\..\..\..\base\CCIMEDispatcher.cpp" />
<ClCompile Include="$(MSBuildThisFileDirectory)..\..\..\..\base\CCNS.cpp" />
<ClCompile Include="$(MSBuildThisFileDirectory)..\..\..\..\base\CCProfiling.cpp" />
<ClCompile Include="$(MSBuildThisFileDirectory)..\..\..\..\base\CCProperties.cpp" />
<ClCompile Include="$(MSBuildThisFileDirectory)..\..\..\..\base\ccRandom.cpp" />
<ClCompile Include="$(MSBuildThisFileDirectory)..\..\..\..\base\CCRef.cpp" />
<ClCompile Include="$(MSBuildThisFileDirectory)..\..\..\..\base\CCScheduler.cpp" />

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@ -1785,6 +1785,9 @@
<ClInclude Include="$(MSBuildThisFileDirectory)..\..\..\..\renderer\CCPass.h">
<Filter>renderer</Filter>
</ClInclude>
<ClInclude Include="$(MSBuildThisFileDirectory)..\..\..\..\base\CCProperties.h">
<Filter>base</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="$(MSBuildThisFileDirectory)..\..\..\..\cocos2d.cpp" />
@ -3393,6 +3396,9 @@
<ClCompile Include="$(MSBuildThisFileDirectory)..\..\..\..\renderer\CCPass.cpp">
<Filter>renderer</Filter>
</ClCompile>
<ClCompile Include="$(MSBuildThisFileDirectory)..\..\..\..\base\CCProperties.cpp">
<Filter>base</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<Filter Include="2d">

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@ -49,7 +49,20 @@
NS_CC_BEGIN
std::string s_attributeNames[] = {GLProgram::ATTRIBUTE_NAME_POSITION, GLProgram::ATTRIBUTE_NAME_COLOR, GLProgram::ATTRIBUTE_NAME_TEX_COORD, GLProgram::ATTRIBUTE_NAME_TEX_COORD1, GLProgram::ATTRIBUTE_NAME_TEX_COORD2,GLProgram::ATTRIBUTE_NAME_TEX_COORD3,GLProgram::ATTRIBUTE_NAME_NORMAL, GLProgram::ATTRIBUTE_NAME_BLEND_WEIGHT, GLProgram::ATTRIBUTE_NAME_BLEND_INDEX};
static GLProgramState* getGLProgramStateForAttribs(MeshVertexData* meshVertexData, bool usesLight);
static void setVertexAttribForGLProgramState(GLProgramState* glprogramstate, const MeshVertexData* meshVertexData);
std::string s_attributeNames[] = {
GLProgram::ATTRIBUTE_NAME_POSITION,
GLProgram::ATTRIBUTE_NAME_COLOR,
GLProgram::ATTRIBUTE_NAME_TEX_COORD,
GLProgram::ATTRIBUTE_NAME_TEX_COORD1,
GLProgram::ATTRIBUTE_NAME_TEX_COORD2,
GLProgram::ATTRIBUTE_NAME_TEX_COORD3,
GLProgram::ATTRIBUTE_NAME_NORMAL,
GLProgram::ATTRIBUTE_NAME_BLEND_WEIGHT,
GLProgram::ATTRIBUTE_NAME_BLEND_INDEX
};
Sprite3D* Sprite3D::create()
{
@ -249,6 +262,7 @@ Sprite3D::Sprite3D()
, _lightMask(-1)
, _shaderUsingLight(false)
, _forceDepthWrite(false)
, _usingAutogeneratedGLProgram(true)
{
}
@ -425,76 +439,68 @@ void Sprite3D::setMaterial(Material *material, int meshIndex)
CCASSERT(material, "Invalid Material");
CCASSERT(meshIndex == -1 || (meshIndex >=0 && meshIndex < _meshes.size()), "Invalid meshIndex");
if (meshIndex == -1)
{
for(auto& mesh: _meshes)
for (auto mesh: _meshes)
{
mesh->setMaterial(material);
// set the vertex attribs
for (auto technique: material->getTechniques())
{
for (auto pass: technique->getPasses())
{
auto meshVertexData = mesh->getMeshIndexData()->getMeshVertexData();
auto glProgramState = pass->getGLProgramState();
setVertexAttribForGLProgramState(glProgramState, meshVertexData);
}
}
}
}
else
{
_meshes.at(meshIndex)->setMaterial(material);
auto mesh = _meshes.at(meshIndex);
mesh->setMaterial(material);
// set the vertex attribs
for (auto technique: material->getTechniques())
{
for (auto pass: technique->getPasses())
{
auto meshVertexData = mesh->getMeshIndexData()->getMeshVertexData();
auto glProgramState = pass->getGLProgramState();
setVertexAttribForGLProgramState(glProgramState, meshVertexData);
}
}
}
_usingAutogeneratedGLProgram = false;
}
Material* Sprite3D::getMaterial(int meshIndex) const
{
CCASSERT(meshIndex >=0 && meshIndex < _meshes.size(), "Invalid meshIndex");
return _meshes.at(meshIndex)->getMaterial();
}
void Sprite3D::genGLProgramState(bool useLight)
{
_shaderUsingLight = useLight;
std::unordered_map<const MeshVertexData*, GLProgramState*> glProgramestates;
for(auto& meshVertexData : _meshVertexDatas)
for(auto meshVertexData : _meshVertexDatas)
{
bool textured = meshVertexData->hasVertexAttrib(GLProgram::VERTEX_ATTRIB_TEX_COORD);
bool hasSkin = meshVertexData->hasVertexAttrib(GLProgram::VERTEX_ATTRIB_BLEND_INDEX)
&& meshVertexData->hasVertexAttrib(GLProgram::VERTEX_ATTRIB_BLEND_WEIGHT);
bool hasNormal = meshVertexData->hasVertexAttrib(GLProgram::VERTEX_ATTRIB_NORMAL);
const char* shader = nullptr;
if(textured)
{
if (hasSkin)
{
if (hasNormal && _shaderUsingLight)
shader = GLProgram::SHADER_3D_SKINPOSITION_NORMAL_TEXTURE;
else
shader = GLProgram::SHADER_3D_SKINPOSITION_TEXTURE;
}
else
{
if (hasNormal && _shaderUsingLight)
shader = GLProgram::SHADER_3D_POSITION_NORMAL_TEXTURE;
else
shader = GLProgram::SHADER_3D_POSITION_TEXTURE;
}
}
else
{
shader = GLProgram::SHADER_3D_POSITION;
}
CCASSERT(shader, "Couldn't find shader for sprite");
auto glProgram = GLProgramCache::getInstance()->getGLProgram(shader);
auto glprogramstate = GLProgramState::create(glProgram);
long offset = 0;
auto attributeCount = meshVertexData->getMeshVertexAttribCount();
for (auto k = 0; k < attributeCount; k++) {
auto meshattribute = meshVertexData->getMeshVertexAttrib(k);
glprogramstate->setVertexAttribPointer(s_attributeNames[meshattribute.vertexAttrib],
meshattribute.size,
meshattribute.type,
GL_FALSE,
meshVertexData->getVertexBuffer()->getSizePerVertex(),
(GLvoid*)offset);
offset += meshattribute.attribSizeBytes;
}
auto glprogramstate = getGLProgramStateForAttribs(meshVertexData, useLight);
setVertexAttribForGLProgramState(glprogramstate, meshVertexData);
glProgramestates[meshVertexData] = glprogramstate;
}
for (auto& mesh : _meshes) {
for (auto& mesh: _meshes)
{
auto glProgramState = glProgramestates[mesh->getMeshIndexData()->getMeshVertexData()];
// hack to prevent cloning the very first time
@ -745,7 +751,9 @@ void Sprite3D::draw(Renderer *renderer, const Mat4 &transform, uint32_t flags)
//check light and determine the shader used
const auto& scene = Director::getInstance()->getRunningScene();
if (scene)
// Don't override GLProgramState if using manually set Material
if (_usingAutogeneratedGLProgram && scene)
{
const auto& lights = scene->getLights();
bool usingLight = false;
@ -755,8 +763,10 @@ void Sprite3D::draw(Renderer *renderer, const Mat4 &transform, uint32_t flags)
break;
}
if (usingLight != _shaderUsingLight)
{
genGLProgramState(usingLight);
}
}
for (auto& mesh : _meshes)
{
@ -973,4 +983,62 @@ Sprite3DCache::~Sprite3DCache()
removeAllSprite3DData();
}
//
// MARK: Helpers
//
static GLProgramState* getGLProgramStateForAttribs(MeshVertexData* meshVertexData, bool usesLight)
{
bool textured = meshVertexData->hasVertexAttrib(GLProgram::VERTEX_ATTRIB_TEX_COORD);
bool hasSkin = meshVertexData->hasVertexAttrib(GLProgram::VERTEX_ATTRIB_BLEND_INDEX)
&& meshVertexData->hasVertexAttrib(GLProgram::VERTEX_ATTRIB_BLEND_WEIGHT);
bool hasNormal = meshVertexData->hasVertexAttrib(GLProgram::VERTEX_ATTRIB_NORMAL);
const char* shader = nullptr;
if(textured)
{
if (hasSkin)
{
if (hasNormal && usesLight)
shader = GLProgram::SHADER_3D_SKINPOSITION_NORMAL_TEXTURE;
else
shader = GLProgram::SHADER_3D_SKINPOSITION_TEXTURE;
}
else
{
if (hasNormal && usesLight)
shader = GLProgram::SHADER_3D_POSITION_NORMAL_TEXTURE;
else
shader = GLProgram::SHADER_3D_POSITION_TEXTURE;
}
}
else
{
shader = GLProgram::SHADER_3D_POSITION;
}
CCASSERT(shader, "Couldn't find shader for sprite");
auto glProgram = GLProgramCache::getInstance()->getGLProgram(shader);
auto glprogramstate = GLProgramState::create(glProgram);
return glprogramstate;
}
static void setVertexAttribForGLProgramState(GLProgramState* glprogramstate, const MeshVertexData* meshVertexData)
{
long offset = 0;
auto attributeCount = meshVertexData->getMeshVertexAttribCount();
for (auto k = 0; k < attributeCount; k++)
{
auto meshattribute = meshVertexData->getMeshVertexAttrib(k);
glprogramstate->setVertexAttribPointer(
s_attributeNames[meshattribute.vertexAttrib],
meshattribute.size,
meshattribute.type,
GL_FALSE,
meshVertexData->getVertexBuffer()->getSizePerVertex(),
(GLvoid*)offset);
offset += meshattribute.attribSizeBytes;
}
}
NS_CC_END

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@ -189,6 +189,12 @@ public:
*/
void setMaterial(Material* material, int meshIndex);
/** Adds a new material to a particular mesh of the sprite.
meshIndex is the mesh that will be applied to.
if meshIndex == -1, then it will be applied to all the meshes that belong to the sprite.
*/
Material* getMaterial(int meshIndex) const;
CC_CONSTRUCTOR_ACCESS:
Sprite3D();
@ -246,6 +252,7 @@ protected:
unsigned int _lightMask;
bool _shaderUsingLight; // is current shader using light ?
bool _forceDepthWrite; // Always write to depth buffer
bool _usingAutogeneratedGLProgram;
struct AsyncLoadParam
{

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@ -132,6 +132,7 @@ base/CCEventTouch.cpp \
base/CCIMEDispatcher.cpp \
base/CCNS.cpp \
base/CCProfiling.cpp \
base/CCProperties.cpp \
base/CCRef.cpp \
base/CCScheduler.cpp \
base/CCScriptSupport.cpp \

1357
cocos/base/CCProperties.cpp Normal file

File diff suppressed because it is too large Load Diff

616
cocos/base/CCProperties.h Normal file
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@ -0,0 +1,616 @@
/**
Copyright 2013 BlackBerry Inc.
Copyright (c) 2015 Chukong Technologies
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
Original file from GamePlay3D: http://gameplay3d.org
This file was modified to fit the cocos2d-x project
*/
#ifndef __cocos2d_libs__CCProperties__
#define __cocos2d_libs__CCProperties__
#include <string>
#include <functional>
#include <cstdint>
#include <list>
#include "renderer/CCTexture2D.h"
#include "platform/CCPlatformMacros.h"
#include "base/CCRef.h"
#include "base/ccTypes.h"
#include "base/CCVector.h"
NS_CC_BEGIN
class Properties;
class Vec2;
class Vec3;
class Vec4;
class Mat4;
class Data;
class Data;
/**
* Defines a properties file for loading text files.
*
* A properties file has very simple syntax and can contain only namespaces and
* name/value pairs (the properties of a namespace).
* The file can have any file extension a user specifies.
*
* Here's an example of a simple
* file that uses all the available features of the markup language:
@verbatim
// This is a comment.
// This property is in the default namespace:
integerProperty = 5
// This line defines a namespace of type "mynamespace" without an ID:
mynamespace
{
// This namespace can be retrieved by searching for its ID, "spriteTexture",
// or by its name "texture":
texture spriteTexture
{
fileName = sprite.png
width = 64
height = 64
}
// This property is in the "space" namespace:
booleanProperty = true
// It's legal to have a name without a value if you leave out the '=' character:
foo
// In fact, the '=' character is optional if you'd rather write:
bar 23
// But don't write this or you'll get an error:
// illegalProperty =
// Or this:
// = 15
// Properties objects let you retrieve values as various types.
floatProperty = 3.333
stringProperty = This is a string.
vector3Property = 1.0, 5.0, 3.55
colorProperty = 1.0, 0.4, 0.0, 1.0
}
@endverbatim
* Retrieving information out of a file like this could be done in two ways. If the
* available namespaces and name/value pairs are known in advance they can be queried by ID or name.
* For example, if the namespace "spriteTexture" and its properties are required then they can
* be retrieved with a call to getNamespace() followed by calls to getString() and getInt().
* A namespace is stored and retrieved as a Properties object.
* Reading the spriteTexture properties out of the file above in this way could be done with the following code:
@verbatim
// Create the top-level Properties object.
Properties* properties = Properties::create("example.properties");
// Retrieve the "spriteTexture" namespace.
Properties* spriteTexture = properties->getNamespace("spriteTexture");
// Get the values of known texture properties out of the namespace.
const char* fileName = spriteTexture->getString("fileName");
int width = spriteTexture->getInt("width");
int height = spriteTexture->getInt("height");
// Deleting the top-level Properties object will clean up all nested namespaces.
SAFE_DELETE(properties);
@endverbatim
* On the other hand, if the structure of the file is not known in advance its
* namespaces and name/value pairs can be retrieved one by one using the getNextNamespace()
* and getNextProperty() methods. The following method prints the contents of any properties file
* to the console:
@verbatim
void printProperties(Properties* properties)
{
// Print the name and ID of the current namespace.
const char* spacename = properties->getNamespace();
const char* id = properties->getId();
GP_WARN("Namespace: %s ID: %s\n{", spacename, id);
// Print all properties in this namespace.
const char* name = properties->getNextProperty();
const char* value = NULL;
while (name != NULL)
{
value = properties->getString(name);
GP_WARN("%s = %s", name, value);
name = properties->getNextProperty();
}
GP_WARN("}\n");
// Print the properties of every namespace within this one.
Properties* space = properties->getNextNamespace();
while (space != NULL)
{
printProperties(space);
space = properties->getNextNamespace();
}
}
@endverbatim
* Note that this method does not keep track of the namespace hierarchy, but could be
* modified to do so. Also note that nothing in a properties file indicates the type
* of a property. If the type is unknown, its string can be retrieved and interpreted
* as necessary.
*/
class CC_DLL Properties
{
friend class Game;
public:
/**
* Data types supported by the properties class.
*/
enum Type
{
NONE,
STRING,
NUMBER,
VECTOR2,
VECTOR3,
VECTOR4,
MATRIX
};
/**
* Creates a Properties runtime settings from the specified URL, where the URL is of
* the format "<file-path>.<extension>#<namespace-id>/<namespace-id>/.../<namespace-id>"
* (and "#<namespace-id>/<namespace-id>/.../<namespace-id>" is optional).
*
* @param url The URL to create the properties from.
*
* @return The created Properties or NULL if there was an error.
* @script{create}
*/
static Properties* create(const std::string& url);
/**
* Destructor.
*/
~Properties();
/**
* Get the name of the next property.
*
* If a valid next property is returned, the value of the property can be
* retrieved using any of the get methods in this class, passing NULL for
// the property name.
*
* @return The name of the next property, or NULL if there are no properties remaining.
*/
const char* getNextProperty();
/**
* Get the next namespace.
*/
Properties* getNextNamespace();
/**
* Rewind the getNextProperty() and getNextNamespace() iterators
* to the beginning of the file.
*/
void rewind();
/**
* Get a specific namespace by ID or name. This method will optionally
* perform a depth-first search on all namespaces and inner namespaces
* within this Property.
*
* @param id The ID or name of the namespace to find.
* @param searchNames If true, namespace names are used in the search,
* instead of namespace IDs. By default this parameter is false
* and namespace IDs are searched.
* @param recurse If true, perform a depth-first search, otherwise search
* only the immediate child namespaces.
*
* @return A properties object with the given ID or name.
*/
Properties* getNamespace(const char* id, bool searchNames = false, bool recurse = true) const;
/**
* Get the name of this Property's namespace.
*
* @return The name of this Property's namespace.
*/
const char* getNamespace() const;
/**
* Get the ID of this Property's namespace. The ID should be a unique identifier,
* but its uniqueness is not enforced.
*
* @return The ID of this Property's namespace.
*/
const char* getId() const;
/**
* Check if a property with the given name is specified in this Properties object.
*
* @param name The name of the property to query.
*
* @return True if the property exists, false otherwise.
*/
bool exists(const char* name) const;
/**
* Returns the type of a property.
*
* @param name The name of the property to interpret, or NULL to return the current property's type.
*
* @return The type of the property.
*/
Type getType(const char* name = NULL) const;
/**
* Get the value of the given property as a string. This can always be retrieved,
* whatever the intended type of the property.
*
* @param name The name of the property to interpret, or NULL to return the current property's value.
* @param defaultValue The default value to return if the specified property does not exist.
*
* @return The value of the given property as a string, or the empty string if no property with that name exists.
*/
const char* getString(const char* name = NULL, const char* defaultValue = NULL) const;
/**
* Sets the value of the property with the specified name.
*
* If there is no property in this namespace with the current name,
* one is added. Otherwise, the value of the first property with the
* specified name is updated.
*
* If name is NULL, the value current property (see getNextProperty) is
* set, unless there is no current property, in which case false
* is returned.
*
* @param name The name of the property to set.
* @param value The property value.
*
* @return True if the property was set, false otherwise.
*/
bool setString(const char* name, const char* value);
/**
* Interpret the value of the given property as a boolean.
*
* @param name The name of the property to interpret, or NULL to return the current property's value.
* @param defaultValue the default value to return if the specified property does not exist within the properties file.
*
* @return true if the property exists and its value is "true", otherwise false.
*/
bool getBool(const char* name = NULL, bool defaultValue = false) const;
/**
* Interpret the value of the given property as an integer.
* If the property does not exist, zero will be returned.
* If the property exists but could not be scanned, an error will be logged and zero will be returned.
*
* @param name The name of the property to interpret, or NULL to return the current property's value.
*
* @return The value of the given property interpreted as an integer.
* Zero if the property does not exist or could not be scanned.
*/
int getInt(const char* name = NULL) const;
/**
* Interpret the value of the given property as a floating-point number.
* If the property does not exist, zero will be returned.
* If the property exists but could not be scanned, an error will be logged and zero will be returned.
*
* @param name The name of the property to interpret, or NULL to return the current property's value.
*
* @return The value of the given property interpreted as a float.
* Zero if the property does not exist or could not be scanned.
*/
float getFloat(const char* name = NULL) const;
/**
* Interpret the value of the given property as a long integer.
* If the property does not exist, zero will be returned.
* If the property exists but could not be scanned, an error will be logged and zero will be returned.
*
* @param name The name of the property to interpret, or NULL to return the current property's value.
*
* @return The value of the given property interpreted as a long.
* Zero if the property does not exist or could not be scanned.
*/
long getLong(const char* name = NULL) const;
/**
* Interpret the value of the given property as a Matrix.
* If the property does not exist, out will be set to the identity matrix.
* If the property exists but could not be scanned, an error will be logged and out will be set
* to the identity matrix.
*
* @param name The name of the property to interpret, or NULL to return the current property's value.
* @param out The matrix to set to this property's interpreted value.
*
* @return True on success, false if the property does not exist or could not be scanned.
*/
bool getMat4(const char* name, Mat4* out) const;
/**
* Interpret the value of the given property as a Vector2.
* If the property does not exist, out will be set to Vector2(0.0f, 0.0f).
* If the property exists but could not be scanned, an error will be logged and out will be set
* to Vector2(0.0f, 0.0f).
*
* @param name The name of the property to interpret, or NULL to return the current property's value.
* @param out The vector to set to this property's interpreted value.
*
* @return True on success, false if the property does not exist or could not be scanned.
*/
bool getVec2(const char* name, Vec2* out) const;
/**
* Interpret the value of the given property as a Vector3.
* If the property does not exist, out will be set to Vector3(0.0f, 0.0f, 0.0f).
* If the property exists but could not be scanned, an error will be logged and out will be set
* to Vector3(0.0f, 0.0f, 0.0f).
*
* @param name The name of the property to interpret, or NULL to return the current property's value.
* @param out The vector to set to this property's interpreted value.
*
* @return True on success, false if the property does not exist or could not be scanned.
*/
bool getVec3(const char* name, Vec3* out) const;
/**
* Interpret the value of the given property as a Vector4.
* If the property does not exist, out will be set to Vector4(0.0f, 0.0f, 0.0f, 0.0f).
* If the property exists but could not be scanned, an error will be logged and out will be set
* to Vector4(0.0f, 0.0f, 0.0f, 0.0f).
*
* @param name The name of the property to interpret, or NULL to return the current property's value.
* @param out The vector to set to this property's interpreted value.
*
* @return True on success, false if the property does not exist or could not be scanned.
*/
bool getVec4(const char* name, Vec4* out) const;
/**
* Interpret the value of the given property as a Quaternion specified as an axis angle.
* If the property does not exist, out will be set to Quaternion().
* If the property exists but could not be scanned, an error will be logged and out will be set
* to Quaternion().
*
* @param name The name of the property to interpret, or NULL to return the current property's value.
* @param out The quaternion to set to this property's interpreted value.
*
* @return True on success, false if the property does not exist or could not be scanned.
*/
bool getQuaternionFromAxisAngle(const char* name, Quaternion* out) const;
/**
* Interpret the value of the given property as an RGB color in hex and write this color to a Vector3.
* E.g. 0xff0000 represents red and sets the vector to (1, 0, 0).
* If the property does not exist, out will be set to Vector3(0.0f, 0.0f, 0.0f).
* If the property exists but could not be scanned, an error will be logged and out will be set
* to Vector3(0.0f, 0.0f, 0.0f).
*
* @param name The name of the property to interpret, or NULL to return the current property's value.
* @param out The vector to set to this property's interpreted value.
*
* @return True on success, false if the property does not exist or could not be scanned.
*/
bool getColor(const char* name, Vec3* out) const;
/**
* Interpret the value of the given property as an RGBA color in hex and write this color to a Vector4.
* E.g. 0xff0000ff represents opaque red and sets the vector to (1, 0, 0, 1).
* If the property does not exist, out will be set to Vector4(0.0f, 0.0f, 0.0f, 0.0f).
* If the property exists but could not be scanned, an error will be logged and out will be set
* to Vector4(0.0f, 0.0f, 0.0f, 0.0f).
*
* @param name The name of the property to interpret, or NULL to return the current property's value.
* @param out The vector to set to this property's interpreted value.
*
* @return True on success, false if the property does not exist or could not be scanned.
*/
bool getColor(const char* name, Vec4* out) const;
/**
* Gets the file path for the given property if the file exists.
*
* This method will first search for the file relative to the working directory.
* If the file is not found then it will search relative to the directory the bundle file is in.
*
* @param name The name of the property.
* @param path The string to copy the path to if the file exists.
*
* @return True if the property exists and the file exists, false otherwise.
*
* @script{ignore}
*/
bool getPath(const char* name, std::string* path) const;
/**
* Returns the value of a variable that is set in this Properties object.
*
* Variables take on the format ${name} and are inherited from parent Property objects.
*
* @param name Name of the variable to get.
* @param defaultValue Value to return if the variable is not found.
*
* @return The value of the specified variable, or defaultValue if not found.
*/
const char* getVariable(const char* name, const char* defaultValue = NULL) const;
/**
* Sets the value of the specified variable.
*
* @param name Name of the variable to set.
* @param value The value to set.
*/
void setVariable(const char* name, const char* value);
/**
* Attempts to parse the specified string as a Vector2 value.
*
* On error, false is returned and the output is set to all zero values.
*
* @param str The string to parse.
* @param out The value to populate if successful.
*
* @return True if a valid Vector2 was parsed, false otherwise.
*/
static bool parseVec2(const char* str, Vec2* out);
/**
* Attempts to parse the specified string as a Vector3 value.
*
* On error, false is returned and the output is set to all zero values.
*
* @param str The string to parse.
* @param out The value to populate if successful.
*
* @return True if a valid Vector3 was parsed, false otherwise.
*/
static bool parseVec3(const char* str, Vec3* out);
/**
* Attempts to parse the specified string as a Vector4 value.
*
* On error, false is returned and the output is set to all zero values.
*
* @param str The string to parse.
* @param out The value to populate if successful.
*
* @return True if a valid Vector4 was parsed, false otherwise.
*/
static bool parseVec4(const char* str, Vec4* out);
/**
* Attempts to parse the specified string as an axis-angle value.
*
* The specified string is expected to contain four comma-separated
* values, where the first three values represents the axis and the
* fourth value represents the angle, in degrees.
*
* On error, false is returned and the output is set to all zero values.
*
* @param str The string to parse.
* @param out A Quaternion populated with the orientation of the axis-angle, if successful.
*
* @return True if a valid axis-angle was parsed, false otherwise.
*/
static bool parseAxisAngle(const char* str, Quaternion* out);
/**
* Atempts to parse the specified string as an RGB color value.
*
* @param str The string to parse.
* @param out The value to populate if successful.
*
* @return True if a valid RGB color was parsed, false otherwise.
*/
static bool parseColor(const char* str, Vec3* out);
/**
* Atempts to parse the specified string as an RGBA color value.
*
* @param str The string to parse.
* @param out The value to populate if successful.
*
* @return True if a valid RGBA color was parsed, false otherwise.
*/
static bool parseColor(const char* str, Vec4* out);
private:
/**
* Internal structure containing a single property.
*/
struct Property
{
std::string name;
std::string value;
Property(const std::string& aname, const std::string& avalue) : name(aname), value(avalue) { }
};
/**
* Constructor.
*/
Properties();
/**
* Constructs the Properties class from a file.
*
* @param stream The stream used for reading the properties from file.
*/
Properties(Data* data, ssize_t* dataIdx);
Properties(const Properties& copy);
/**
* Constructor. Read from the beginning of namespace specified.
*/
Properties(Data* data, ssize_t* dataIdx, const std::string& name, const char* id, const char* parentID, Properties* parent);
// Data manipulation methods
void readProperties();
void skipWhiteSpace();
char* trimWhiteSpace(char* str);
signed char readChar();
char* readLine(char* output, int num);
bool seekFromCurrent(int offset);
bool eof();
// Called after create(); copies info from parents into derived namespaces.
void resolveInheritance(const char* id = NULL);
// Called by resolveInheritance().
void mergeWith(Properties* overrides);
// Clones the Properties object.
Properties* clone();
void setDirectoryPath(const std::string* path);
void setDirectoryPath(const std::string& path);
/**
* Reads the next character from the Data. Returns EOF if the end of the Data is reached.
*/
// XXX: hack in order to simulate GamePlay's Stream with Cocos2d's Data
ssize_t *_dataIdx;
Data *_data;
std::string _namespace;
std::string _id;
std::string _parentID;
std::list<Property> _properties;
std::list<Property>::iterator _propertiesItr;
std::vector<Properties*> _namespaces;
std::vector<Properties*>::const_iterator _namespacesItr;
std::vector<Property>* _variables;
std::string* _dirPath;
Properties* _parent;
};
}
#endif // __cocos2d_libs__CCProperties__

View File

@ -8,10 +8,6 @@ endif()
# todo: also base/CCController-android.cpp
set(COCOS_BASE_SRC
base/allocator/CCAllocatorDiagnostics.cpp
base/allocator/CCAllocatorGlobal.cpp
base/allocator/CCAllocatorGlobalNewDelete.cpp
base/ccFPSImages.c
base/CCAsyncTaskPool.cpp
base/CCAutoreleasePool.cpp
base/CCConfiguration.cpp
@ -40,6 +36,7 @@ set(COCOS_BASE_SRC
base/CCIMEDispatcher.cpp
base/CCNS.cpp
base/CCProfiling.cpp
base/CCProperties.cpp
base/CCRef.cpp
base/CCScheduler.cpp
base/CCScriptSupport.cpp
@ -49,9 +46,13 @@ set(COCOS_BASE_SRC
base/ObjectFactory.cpp
base/TGAlib.cpp
base/ZipUtils.cpp
base/allocator/CCAllocatorDiagnostics.cpp
base/allocator/CCAllocatorGlobal.cpp
base/allocator/CCAllocatorGlobalNewDelete.cpp
base/atitc.cpp
base/base64.cpp
base/ccCArray.cpp
base/ccFPSImages.c
base/ccRandom.cpp
base/ccTypes.cpp
base/ccUTF8.cpp

View File

@ -31,7 +31,7 @@ NS_CC_BEGIN
CC_DLL const char* cocos2dVersion()
{
return "cocos2d-x 3.7-pre";
return "cocos2d-x 3.7-github";
}
NS_CC_END

View File

@ -38,108 +38,108 @@ THE SOFTWARE.
#include "base/ccConfig.h"
// base
#include "base/CCAsyncTaskPool.h"
#include "base/CCAutoreleasePool.h"
#include "base/CCConfiguration.h"
#include "base/CCConsole.h"
#include "base/CCData.h"
#include "base/CCDirector.h"
#include "base/CCIMEDelegate.h"
#include "base/CCIMEDispatcher.h"
#include "base/CCMap.h"
#include "base/CCNS.h"
#include "base/CCProfiling.h"
#include "base/CCProperties.h"
#include "base/CCRef.h"
#include "base/CCRefPtr.h"
#include "base/CCVector.h"
#include "base/CCMap.h"
#include "base/CCAutoreleasePool.h"
#include "base/CCNS.h"
#include "base/CCData.h"
#include "base/CCScheduler.h"
#include "base/CCUserDefault.h"
#include "base/CCValue.h"
#include "base/CCVector.h"
#include "base/ZipUtils.h"
#include "base/base64.h"
#include "base/ccConfig.h"
#include "base/ccMacros.h"
#include "base/ccTypes.h"
#include "base/CCConfiguration.h"
#include "base/CCDirector.h"
#include "base/CCScheduler.h"
#include "base/base64.h"
#include "base/ZipUtils.h"
#include "base/CCProfiling.h"
#include "base/CCConsole.h"
#include "base/ccUTF8.h"
#include "base/CCUserDefault.h"
#include "base/CCIMEDelegate.h"
#include "base/CCIMEDispatcher.h"
#include "base/ccUtils.h"
#include "base/CCAsyncTaskPool.h"
// EventDispatcher
#include "base/CCEventType.h"
#include "base/CCEventDispatcher.h"
#include "base/CCEventListenerTouch.h"
#include "base/CCEventTouch.h"
#include "base/CCEventListenerKeyboard.h"
#include "base/CCEventKeyboard.h"
#include "base/CCEventListenerMouse.h"
#include "base/CCEventMouse.h"
#include "base/CCEventAcceleration.h"
#include "base/CCEventListenerAcceleration.h"
#include "base/CCEventCustom.h"
#include "base/CCEventListenerCustom.h"
#include "base/CCEventDispatcher.h"
#include "base/CCEventFocus.h"
#include "base/CCEventKeyboard.h"
#include "base/CCEventListenerAcceleration.h"
#include "base/CCEventListenerCustom.h"
#include "base/CCEventListenerFocus.h"
#include "base/CCEventListenerKeyboard.h"
#include "base/CCEventListenerMouse.h"
#include "base/CCEventListenerTouch.h"
#include "base/CCEventMouse.h"
#include "base/CCEventTouch.h"
#include "base/CCEventType.h"
// math
#include "math/CCAffineTransform.h"
#include "math/CCGeometry.h"
#include "math/CCVertex.h"
#include "math/Mat4.h"
#include "math/MathUtil.h"
#include "math/Quaternion.h"
#include "math/Vec2.h"
#include "math/Vec3.h"
#include "math/Vec4.h"
#include "math/Mat4.h"
#include "math/Quaternion.h"
#include "math/MathUtil.h"
#include "math/CCVertex.h"
// actions
#include "2d/CCAction.h"
#include "2d/CCActionInterval.h"
#include "2d/CCActionCamera.h"
#include "2d/CCActionManager.h"
#include "2d/CCActionEase.h"
#include "2d/CCActionPageTurn3D.h"
#include "2d/CCActionGrid.h"
#include "2d/CCActionProgressTimer.h"
#include "2d/CCActionGrid3D.h"
#include "2d/CCActionTiledGrid.h"
#include "2d/CCActionInstant.h"
#include "2d/CCActionTween.h"
#include "2d/CCActionCatmullRom.h"
#include "2d/CCActionEase.h"
#include "2d/CCActionGrid.h"
#include "2d/CCActionGrid3D.h"
#include "2d/CCActionInstant.h"
#include "2d/CCActionInterval.h"
#include "2d/CCActionManager.h"
#include "2d/CCActionPageTurn3D.h"
#include "2d/CCActionProgressTimer.h"
#include "2d/CCActionTiledGrid.h"
#include "2d/CCActionTween.h"
#include "2d/CCTweenFunction.h"
// 2d nodes
#include "2d/CCNode.h"
#include "2d/CCProtectedNode.h"
#include "2d/CCAtlasNode.h"
#include "2d/CCDrawingPrimitives.h"
#include "2d/CCClippingNode.h"
#include "2d/CCClippingRectangleNode.h"
#include "2d/CCDrawNode.h"
#include "2d/CCLabelAtlas.h"
#include "2d/CCLabelTTF.h"
#include "2d/CCLabelBMFont.h"
#include "2d/CCLabel.h"
#include "2d/CCDrawingPrimitives.h"
#include "2d/CCFontFNT.h"
#include "2d/CCLabel.h"
#include "2d/CCLabelAtlas.h"
#include "2d/CCLabelBMFont.h"
#include "2d/CCLabelTTF.h"
#include "2d/CCLayer.h"
#include "2d/CCMenu.h"
#include "2d/CCMenuItem.h"
#include "2d/CCMotionStreak.h"
#include "2d/CCNode.h"
#include "2d/CCNodeGrid.h"
#include "2d/CCParticleBatchNode.h"
#include "2d/CCParticleExamples.h"
#include "2d/CCParticleSystem.h"
#include "2d/CCParticleSystemQuad.h"
#include "2d/CCProgressTimer.h"
#include "2d/CCProtectedNode.h"
#include "2d/CCRenderTexture.h"
#include "2d/CCScene.h"
#include "2d/CCTransition.h"
#include "2d/CCTransitionPageTurn.h"
#include "2d/CCTransitionProgress.h"
#include "2d/CCMenu.h"
#include "2d/CCMenuItem.h"
#include "2d/CCClippingNode.h"
#include "2d/CCClippingRectangleNode.h"
#include "2d/CCMotionStreak.h"
#include "2d/CCProgressTimer.h"
#include "2d/CCRenderTexture.h"
#include "2d/CCNodeGrid.h"
#include "2d/CCParticleBatchNode.h"
#include "2d/CCParticleSystem.h"
#include "2d/CCParticleExamples.h"
#include "2d/CCParticleSystemQuad.h"
// 2d utils
#include "2d/CCCamera.h"
#include "2d/CCGrabber.h"
#include "2d/CCGrid.h"
#include "2d/CCCamera.h"
#include "2d/CCLight.h"
// include
@ -147,44 +147,44 @@ THE SOFTWARE.
// renderer
#include "renderer/CCCustomCommand.h"
#include "renderer/CCGroupCommand.h"
#include "renderer/CCQuadCommand.h"
#include "renderer/CCRenderCommand.h"
#include "renderer/CCRenderCommandPool.h"
#include "renderer/CCRenderer.h"
#include "renderer/CCGLProgram.h"
#include "renderer/CCGLProgramCache.h"
#include "renderer/CCGLProgramState.h"
#include "renderer/ccGLStateCache.h"
#include "renderer/ccShaders.h"
#include "renderer/CCTexture2D.h"
#include "renderer/CCTextureCache.h"
#include "renderer/CCVertexIndexBuffer.h"
#include "renderer/CCVertexIndexData.h"
#include "renderer/CCGroupCommand.h"
#include "renderer/CCMaterial.h"
#include "renderer/CCPass.h"
#include "renderer/CCPrimitive.h"
#include "renderer/CCPrimitiveCommand.h"
#include "renderer/CCTrianglesCommand.h"
#include "renderer/CCMaterial.h"
#include "renderer/CCTechnique.h"
#include "renderer/CCPass.h"
#include "renderer/CCQuadCommand.h"
#include "renderer/CCRenderCommand.h"
#include "renderer/CCRenderCommandPool.h"
#include "renderer/CCRenderState.h"
#include "renderer/CCRenderer.h"
#include "renderer/CCTechnique.h"
#include "renderer/CCTexture2D.h"
#include "renderer/CCTextureCache.h"
#include "renderer/CCTrianglesCommand.h"
#include "renderer/CCVertexIndexBuffer.h"
#include "renderer/CCVertexIndexData.h"
#include "renderer/ccGLStateCache.h"
#include "renderer/ccShaders.h"
// physics
#include "physics/CCPhysicsBody.h"
#include "physics/CCPhysicsContact.h"
#include "physics/CCPhysicsShape.h"
#include "physics/CCPhysicsJoint.h"
#include "physics/CCPhysicsShape.h"
#include "physics/CCPhysicsWorld.h"
// platform
#include "platform/CCDevice.h"
#include "platform/CCCommon.h"
#include "platform/CCDevice.h"
#include "platform/CCFileUtils.h"
#include "platform/CCImage.h"
#include "platform/CCSAXParser.h"
#include "platform/CCThread.h"
#include "platform/CCPlatformConfig.h"
#include "platform/CCPlatformMacros.h"
#include "platform/CCSAXParser.h"
#include "platform/CCThread.h"
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
#include "platform/ios/CCApplication-ios.h"
@ -253,14 +253,14 @@ THE SOFTWARE.
#include "renderer/CCTextureAtlas.h"
// tilemap_parallax_nodes
#include "2d/CCFastTMXLayer.h"
#include "2d/CCFastTMXTiledMap.h"
#include "2d/CCParallaxNode.h"
#include "2d/CCTMXLayer.h"
#include "2d/CCTMXObjectGroup.h"
#include "2d/CCTMXTiledMap.h"
#include "2d/CCTMXXMLParser.h"
#include "2d/CCTileMapAtlas.h"
#include "2d/CCFastTMXTiledMap.h"
#include "2d/CCFastTMXLayer.h"
// component
#include "2d/CCComponent.h"
@ -268,34 +268,34 @@ THE SOFTWARE.
//3d
#include "3d/CCAABB.h"
#include "3d/CCOBB.h"
#include "3d/CCRay.h"
#include "3d/CCSprite3D.h"
#include "3d/CCMesh.h"
#include "3d/CCMeshSkin.h"
#include "3d/CCAnimate3D.h"
#include "3d/CCAnimation3D.h"
#include "3d/CCSprite3DMaterial.h"
#include "3d/CCAttachNode.h"
#include "3d/CCMeshVertexIndexData.h"
#include "3d/CCSkeleton3D.h"
#include "3d/CCBillBoard.h"
#include "3d/CCFrustum.h"
#include "3d/CCMesh.h"
#include "3d/CCMeshSkin.h"
#include "3d/CCMeshVertexIndexData.h"
#include "3d/CCOBB.h"
#include "3d/CCPlane.h"
#include "3d/CCTextureCube.h"
#include "3d/CCRay.h"
#include "3d/CCSkeleton3D.h"
#include "3d/CCSkybox.h"
#include "3d/CCSprite3D.h"
#include "3d/CCSprite3DMaterial.h"
#include "3d/CCTerrain.h"
#include "3d/CCTextureCube.h"
// Deprecated include
#include "deprecated/CCDictionary.h"
#include "deprecated/CCArray.h"
#include "deprecated/CCSet.h"
#include "deprecated/CCInteger.h"
#include "deprecated/CCFloat.h"
#include "deprecated/CCDouble.h"
#include "deprecated/CCBool.h"
#include "deprecated/CCString.h"
#include "deprecated/CCDictionary.h"
#include "deprecated/CCDouble.h"
#include "deprecated/CCFloat.h"
#include "deprecated/CCInteger.h"
#include "deprecated/CCNotificationCenter.h"
#include "deprecated/CCSet.h"
#include "deprecated/CCString.h"
// CCDeprecated.h must be included at the end
#include "deprecated/CCDeprecated.h"

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@ -34,25 +34,21 @@
#include "renderer/CCTexture2D.h"
#include "renderer/CCGLProgram.h"
#include "renderer/CCGLProgramState.h"
#include "base/CCProperties.h"
#include "base/CCDirector.h"
#include "platform/CCFileUtils.h"
#include "json/document.h"
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
#define strcasecmp _stricmp
#endif
static const float MATERIAL_FORMAT_VERSION = 1.0;
static const char* MATERIAL_TYPE = "material";
NS_CC_BEGIN
// Helpers declaration
static const char* getOptionalString(const rapidjson::GenericValue<rapidjson::UTF8<> >& json, const char* key, const char* defaultValue);
static const char* getOptionalString(Properties* properties, const char* key, const char* defaultValue);
static bool isValidUniform(const char* name);
NS_CC_BEGIN
Material* Material::createWithFilename(const std::string& filepath)
{
auto validfilename = FileUtils::getInstance()->fullPathForFilename(filepath);
@ -68,6 +64,17 @@ Material* Material::createWithFilename(const std::string& filepath)
return nullptr;
}
Material* Material::createWithProperties(Properties* materialProperties)
{
auto mat = new (std::nothrow) Material();
if (mat && mat->initWithProperties(materialProperties))
{
mat->autorelease();
return mat;
}
return nullptr;
}
Material* Material::createWithGLStateProgram(GLProgramState* programState)
{
CCASSERT(programState, "Invalid GL Program State");
@ -102,68 +109,42 @@ bool Material::initWithFile(const std::string& validfilename)
char* bytes = (char*)data.getBytes();
bytes[data.getSize()-1]='\0';
rapidjson::Document document;
document.ParseInsitu<0>(bytes);
Properties* properties = Properties::create(validfilename);
if (document.HasParseError())
{
CCLOG("GetParseError %s\n", document.GetParseError());
return false;
}
CCASSERT(document.IsObject(), "Invalid JSON file");
if (! parseMetadata(document)) {
CCLOG("Error parsing Material metadata");
return false;
}
parseProperties(document);
// get the first material
parseProperties((strlen(properties->getNamespace()) > 0) ? properties : properties->getNextNamespace());
return true;
}
bool Material::initWithProperties(Properties* materialProperties)
{
return parseProperties(materialProperties);
}
void Material::setTarget(cocos2d::Node *target)
{
_target = target;
}
bool Material::parseMetadata(const rapidjson::Document& jsonDocument)
bool Material::parseProperties(Properties* materialProperties)
{
bool broken = false;
const auto& metadata = jsonDocument["metadata"];
if (metadata.IsObject())
setName(materialProperties->getId());
auto space = materialProperties->getNextNamespace();
while (space)
{
auto version = metadata["version"].GetDouble();
broken |= std::floor(version) != std::floor(MATERIAL_FORMAT_VERSION);
auto type = metadata["type"].GetString();
broken |= strcmp(type, MATERIAL_TYPE) != 0;
const char* name = space->getNamespace();
if (strcmp(name, "technique") == 0) {
parseTechnique(space);
}
return !broken;
space = materialProperties->getNextNamespace();
}
bool Material::parseProperties(const rapidjson::Document& jsonDocument)
{
auto name = jsonDocument["name"].GetString();
setName(name);
auto& techniquesJSON = jsonDocument["techniques"];
CCASSERT(techniquesJSON.IsArray(), "Invalid Techniques");
for (rapidjson::SizeType i = 0; i < techniquesJSON.Size(); i++) {
auto& techniqueJSON = techniquesJSON[i];
parseTechnique(techniqueJSON);
}
return true;
}
bool Material::parseTechnique(const rapidjson::GenericValue<rapidjson::UTF8<> >& techniqueJSON)
bool Material::parseTechnique(Properties* techniqueProperties)
{
CCASSERT(techniqueJSON.IsObject(), "Invalid type for Technique. It must be an object");
auto technique = Technique::create(this);
_techniques.pushBack(technique);
@ -172,56 +153,60 @@ bool Material::parseTechnique(const rapidjson::GenericValue<rapidjson::UTF8<> >&
_currentTechnique = technique;
// name
if (techniqueJSON.HasMember("name"))
technique->setName(techniqueJSON["name"].GetString());
technique->setName(techniqueProperties->getId());
// passes
auto& passesJSON = techniqueJSON["passes"];
CCASSERT(passesJSON.IsArray(), "Invalid type for 'passes'");
auto space = techniqueProperties->getNextNamespace();
while (space)
{
const char* name = space->getNamespace();
if (strcmp(name, "pass") == 0) {
parsePass(technique, space);
}
for (rapidjson::SizeType i = 0; i < passesJSON.Size(); i++) {
auto& passJSON = passesJSON[i];
parsePass(technique, passJSON);
space = techniqueProperties->getNextNamespace();
}
return true;
}
bool Material::parsePass(Technique* technique, const rapidjson::GenericValue<rapidjson::UTF8<> >& passJSON)
bool Material::parsePass(Technique* technique, Properties* passProperties)
{
auto pass = Pass::create(technique);
technique->addPass(pass);
// Textures
if (passJSON.HasMember("textures")) {
auto& texturesJSON = passJSON["textures"];
CCASSERT(texturesJSON.IsArray(), "Invalid type for 'textures'");
// Pass can have 3 different namespaces:
// - one or more "sampler"
// - one "renderState"
// - one "shader"
for (rapidjson::SizeType i = 0; i < texturesJSON.Size(); i++) {
auto& textureJSON = texturesJSON[i];
parseTexture(pass, textureJSON);
}
auto space = passProperties->getNextNamespace();
while (space)
{
const char* name = space->getNamespace();
if (strcmp(name, "sampler") == 0)
parseSampler(pass, space);
else if (strcmp(name, "shader") == 0)
parseShader(pass, space);
else if (strcmp(name, "renderState") == 0)
parseRenderState(pass, space);
else {
CCASSERT(false, "Invalid namespace");
return false;
}
// Render State
if (passJSON.HasMember("renderState")) {
parseRenderState(pass, passJSON["renderState"]);
}
// Shaders
if (passJSON.HasMember("shader")) {
parseShader(pass, passJSON["shader"]);
space = passProperties->getNextNamespace();
}
return true;
}
bool Material::parseTexture(Pass* pass, const rapidjson::GenericValue<rapidjson::UTF8<> >& textureJSON)
// cocos2d-x doesn't support Samplers yet. But will be added soon
bool Material::parseSampler(Pass* pass, Properties* textureProperties)
{
CCASSERT(textureJSON.IsObject(), "Invalid type for Texture. It must be an object");
// required
auto filename = textureJSON["path"].GetString();
auto filename = textureProperties->getString("path");
auto texture = Director::getInstance()->getTextureCache()->addImage(filename);
if (!texture) {
@ -236,14 +221,14 @@ bool Material::parseTexture(Pass* pass, const rapidjson::GenericValue<rapidjson:
// mipmap
bool usemipmap = false;
const char* mipmap = getOptionalString(textureJSON, "mipmap", "false");
const char* mipmap = getOptionalString(textureProperties, "mipmap", "false");
if (mipmap && strcasecmp(mipmap, "true")==0) {
texture->generateMipmap();
usemipmap = true;
}
// valid options: REPEAT, CLAMP
const char* wrapS = getOptionalString(textureJSON, "wrapS", "CLAMP_TO_EDGE");
const char* wrapS = getOptionalString(textureProperties, "wrapS", "CLAMP_TO_EDGE");
if (strcasecmp(wrapS, "REPEAT")==0)
texParams.wrapS = GL_REPEAT;
else if(strcasecmp(wrapS, "CLAMP_TO_EDGE")==0)
@ -253,7 +238,7 @@ bool Material::parseTexture(Pass* pass, const rapidjson::GenericValue<rapidjson:
// valid options: REPEAT, CLAMP
const char* wrapT = getOptionalString(textureJSON, "wrapT", "CLAMP_TO_EDGE");
const char* wrapT = getOptionalString(textureProperties, "wrapT", "CLAMP_TO_EDGE");
if (strcasecmp(wrapT, "REPEAT")==0)
texParams.wrapT = GL_REPEAT;
else if(strcasecmp(wrapT, "CLAMP_TO_EDGE")==0)
@ -263,7 +248,7 @@ bool Material::parseTexture(Pass* pass, const rapidjson::GenericValue<rapidjson:
// valid options: NEAREST, LINEAR, NEAREST_MIPMAP_NEAREST, LINEAR_MIPMAP_NEAREST, NEAREST_MIPMAP_LINEAR, LINEAR_MIPMAP_LINEAR
const char* minFilter = getOptionalString(textureJSON, "minFilter", mipmap ? "LINEAR_MIPMAP_NEAREST" : "LINEAR");
const char* minFilter = getOptionalString(textureProperties, "minFilter", mipmap ? "LINEAR_MIPMAP_NEAREST" : "LINEAR");
if (strcasecmp(minFilter, "NEAREST")==0)
texParams.minFilter = GL_NEAREST;
else if(strcasecmp(minFilter, "LINEAR")==0)
@ -280,7 +265,7 @@ bool Material::parseTexture(Pass* pass, const rapidjson::GenericValue<rapidjson:
CCLOG("Invalid minFilter: %s", minFilter);
// valid options: NEAREST, LINEAR
const char* magFilter = getOptionalString(textureJSON, "magFilter", "LINEAR");
const char* magFilter = getOptionalString(textureProperties, "magFilter", "LINEAR");
if (strcasecmp(magFilter, "NEAREST")==0)
texParams.magFilter = GL_NEAREST;
else if(strcasecmp(magFilter, "LINEAR")==0)
@ -295,19 +280,16 @@ bool Material::parseTexture(Pass* pass, const rapidjson::GenericValue<rapidjson:
return true;
}
bool Material::parseShader(Pass* pass, const rapidjson::GenericValue<rapidjson::UTF8<> >& shaderJSON)
bool Material::parseShader(Pass* pass, Properties* shaderProperties)
{
CCASSERT(shaderJSON.IsObject(), "Invalid type for 'shader'. It must be an object");
// vertexShader
const char* vertShader = getOptionalString(shaderJSON, "vertexShader", nullptr);
const char* vertShader = getOptionalString(shaderProperties, "vertexShader", nullptr);
// fragmentShader
const char* fragShader = getOptionalString(shaderJSON, "fragmentShader", nullptr);
const char* fragShader = getOptionalString(shaderProperties, "fragmentShader", nullptr);
// compileTimeDefines
const char* compileTimeDefines = getOptionalString(shaderJSON, "defines", "");
const char* compileTimeDefines = getOptionalString(shaderProperties, "defines", "");
if (vertShader && fragShader)
{
@ -315,11 +297,15 @@ bool Material::parseShader(Pass* pass, const rapidjson::GenericValue<rapidjson::
pass->setGLProgramState(glProgramState);
// Parse uniforms only if the GLProgramState was created
for( auto it = shaderJSON.MemberonBegin(); it != shaderJSON.MemberonEnd(); it++)
auto property = shaderProperties->getNextProperty();
while (property)
{
// skip "defines", "vertexShader", "fragmentShader"
if (isValidUniform(it->name.GetString()))
parseUniform(glProgramState, it);
if (isValidUniform(property))
{
parseUniform(glProgramState, shaderProperties, property);
}
property = shaderProperties->getNextProperty();
}
// glProgramState->updateUniformsAndAttributes();
@ -328,107 +314,75 @@ bool Material::parseShader(Pass* pass, const rapidjson::GenericValue<rapidjson::
return true;
}
bool Material::parseUniform(GLProgramState* programState, const rapidjson::Value::ConstMemberIterator& iterator)
bool Material::parseUniform(GLProgramState* programState, Properties* properties, const char* uniformName)
{
const char* key = iterator->name.GetString();
auto& value = iterator->value;
auto type = properties->getType(uniformName);
if (value.IsNumber()) {
float v = value.GetDouble();
programState->setUniformFloat(key, v);
switch (type) {
case Properties::Type::NUMBER:
{
auto f = properties->getFloat(uniformName);
programState->setUniformFloat(uniformName, f);
break;
}
else if (value.IsArray()) {
int size = value.Size();
switch (size) {
case 1:
case Properties::Type::STRING:
CCASSERT(false, "invalid type for a uniform");
return false;
break;
case Properties::Type::VECTOR2:
{
rapidjson::SizeType idx = 0;
float v = value[idx].GetDouble();
programState->setUniformFloat(key, v);
Vec2 v2;
properties->getVec2(uniformName, &v2);
programState->setUniformVec2(uniformName, v2);
break;
}
case 2:
case Properties::Type::VECTOR3:
{
Vec2 vect = parseUniformVec2(value);
programState->setUniformVec2(key, vect);
Vec3 v3;
properties->getVec3(uniformName, &v3);
programState->setUniformVec3(uniformName, v3);
break;
}
case 3:
case Properties::Type::VECTOR4:
{
Vec3 vect = parseUniformVec3(value);
programState->setUniformVec3(key, vect);
Vec4 v4;
properties->getVec4(uniformName, &v4);
programState->setUniformVec4(uniformName, v4);
break;
}
case 4:
case Properties::Type::MATRIX:
{
Vec4 vect = parseUniformVec4(value);
programState->setUniformVec4(key, vect);
break;
}
case 16:
{
Mat4 mat = parseUniformMat4(value);
programState->setUniformMat4(key, mat);
Mat4 m4;
properties->getMat4(uniformName, &m4);
programState->setUniformMat4(uniformName, m4);
break;
}
default:
return false;
break;
}
}
return true;
}
Vec2 Material::parseUniformVec2(const rapidjson::GenericValue<rapidjson::UTF8<> >& value)
{
Vec2 ret;
rapidjson::SizeType idx = 0;
ret.x = value[idx++].GetDouble();
ret.y = value[idx++].GetDouble();
return ret;
}
Vec3 Material::parseUniformVec3(const rapidjson::GenericValue<rapidjson::UTF8<> >& value)
{
Vec3 ret;
rapidjson::SizeType idx = 0;
ret.x = value[idx++].GetDouble();
ret.y = value[idx++].GetDouble();
ret.z = value[idx++].GetDouble();
return ret;
}
Vec4 Material::parseUniformVec4(const rapidjson::GenericValue<rapidjson::UTF8<> >& value)
{
Vec4 ret;
rapidjson::SizeType idx = 0;
ret.x = value[idx++].GetDouble();
ret.y = value[idx++].GetDouble();
ret.z = value[idx++].GetDouble();
ret.w = value[idx++].GetDouble();
return ret;
}
Mat4 Material::parseUniformMat4(const rapidjson::GenericValue<rapidjson::UTF8<> >& value)
{
Mat4 ret;
for(rapidjson::SizeType i= 0; i<16; i++)
ret.m[i] = value[i].GetDouble();
return ret;
}
bool Material::parseRenderState(Pass* pass, const rapidjson::GenericValue<rapidjson::UTF8<> >& renderState)
bool Material::parseRenderState(Pass* pass, Properties* properties)
{
auto state = pass->getStateBlock();
// Parse uniforms only if the GLProgramState was created
for( auto it = renderState.MemberonBegin(); it != renderState.MemberonEnd(); it++)
auto property = properties->getNextProperty();
while (property)
{
// Render state only can have "strings" or numbers as values. No objects or lists
state->setState(it->name.GetString(), it->value.GetString());
// Parse uniforms only if the GLProgramState was created
// Render state only can have "strings" or numbers as values. No new namespaces
state->setState(property, properties->getString(property));
property = properties->getNextProperty();
}
return true;
@ -459,10 +413,15 @@ Technique* Material::getTechnique() const
{
return _currentTechnique;
}
const Vector<Technique*>& Material::getTechniques() const
{
return _techniques;
}
Technique* Material::getTechniqueByName(const std::string& name)
{
for(const auto& technique : _techniques) {
CCLOG("technique name: %s", technique->getName().c_str());
if (technique->getName().compare(name)==0)
return technique;
}
@ -493,7 +452,6 @@ ssize_t Material::getTechniqueCount() const
return _techniques.size();
}
NS_CC_END
// Helpers implementation
static bool isValidUniform(const char* name)
@ -503,11 +461,14 @@ static bool isValidUniform(const char* name)
strcmp(name, "fragmentShader")==0);
}
static const char* getOptionalString(const rapidjson::GenericValue<rapidjson::UTF8<> >& json, const char* key, const char* defaultValue)
static const char* getOptionalString(Properties* properties, const char* key, const char* defaultValue)
{
if (json.HasMember(key)) {
return json[key].GetString();
}
return defaultValue;
const char* ret = properties->getString(key);
if (!ret)
ret = defaultValue;
return ret;
}
NS_CC_END

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@ -31,7 +31,6 @@
#define __cocos2d_libs__CCMaterial__
#include <string>
#include "json/document.h"
#include "renderer/CCRenderState.h"
#include "renderer/CCTechnique.h"
@ -50,6 +49,7 @@ class Technique;
class Pass;
class GLProgramState;
class Node;
class Properties;
/// Material
class CC_DLL Material : public RenderState
@ -62,7 +62,14 @@ class CC_DLL Material : public RenderState
friend class Mesh;
public:
/** Creates a Material with a JSON file containing the definition of the material.
/**
* Creates a Material using the data from the Properties object defined at the specified URL,
* where the URL is of the format "<file-path>.<extension>#<namespace-id>/<namespace-id>/.../<namespace-id>"
* (and "#<namespace-id>/<namespace-id>/.../<namespace-id>" is optional).
*
* @param url The URL pointing to the Properties object defining the material.
*
* @return A new Material or NULL if there was an error.
*/
static Material* createWithFilename(const std::string& path);
@ -72,6 +79,15 @@ public:
*/
static Material* createWithGLStateProgram(GLProgramState* programState);
/**
* Creates a material from the specified properties object.
*
* @param materialProperties The properties object defining the
* material (must have namespace equal to 'material').
* @return A new Material.
*/
static Material* createWithProperties(Properties* materialProperties);
/// returns the material name
std::string getName() const;
/// sets the material name
@ -87,38 +103,38 @@ public:
*/
Technique* getTechniqueByIndex(ssize_t index);
/** Returns the Technique used by the Material */
Technique* getTechnique() const;
/** Returns the list of Techniques */
const Vector<Technique*>& getTechniques() const;
/** Returns the number of Techniques in the Material. */
ssize_t getTechniqueCount() const;
/** Adds a Technique into the Material */
void addTechnique(Technique* technique);
/** Sets the current technique */
void setTechnique(const std::string& techniqueName);
/** Returns the number of Techniques in the Material. */
ssize_t getTechniqueCount() const;
/** Returns the Technique used by the Material */
Technique* getTechnique() const;
protected:
Material();
~Material();
bool initWithGLProgramState(GLProgramState* state);
bool initWithFile(const std::string& file);
bool initWithProperties(Properties* materialProperties);
void setTarget(Node* target);
bool parseMetadata(const rapidjson::Document& json);
bool parseProperties(const rapidjson::Document& json);
bool parseTechnique(const rapidjson::GenericValue<rapidjson::UTF8<> >& techniqueJSON);
bool parsePass(Technique* technique, const rapidjson::GenericValue<rapidjson::UTF8<> >& passJSON);
bool parseTexture(Pass* pass, const rapidjson::GenericValue<rapidjson::UTF8<> >& textureJSON);
bool parseShader(Pass* pass, const rapidjson::GenericValue<rapidjson::UTF8<> >& shaderJSON);
bool parseUniform(GLProgramState* programState, const rapidjson::Value::ConstMemberIterator& iterator);
Vec2 parseUniformVec2(const rapidjson::GenericValue<rapidjson::UTF8<> >& uniformJSON);
Vec3 parseUniformVec3(const rapidjson::GenericValue<rapidjson::UTF8<> >& uniformJSON);
Vec4 parseUniformVec4(const rapidjson::GenericValue<rapidjson::UTF8<> >& uniformJSON);
Mat4 parseUniformMat4(const rapidjson::GenericValue<rapidjson::UTF8<> >& uniformJSON);
bool parseRenderState(Pass* pass, const rapidjson::GenericValue<rapidjson::UTF8<> >& renderState);
bool parseProperties(Properties* properties);
bool parseTechnique(Properties* properties);
bool parsePass(Technique* technique, Properties* properties);
bool parseSampler(Pass* pass, Properties* properties);
bool parseShader(Pass* pass, Properties* properties);
bool parseUniform(GLProgramState* programState, Properties* properties, const char* uniformName);
bool parseRenderState(Pass* pass, Properties* properties);
// material name

View File

@ -100,4 +100,9 @@ ssize_t Technique::getPassCount() const
return _passes.size();
}
const Vector<Pass*>& Technique::getPasses() const
{
return _passes;
}
NS_CC_END

View File

@ -73,6 +73,9 @@ public:
/** Returns the number of Passes in the Technique */
ssize_t getPassCount() const;
/** Returns the list of passes */
const Vector<Pass*>& getPasses() const;
protected:
Technique();
~Technique();

View File

@ -30,16 +30,50 @@
USING_NS_CC;
MaterialSystemTest::MaterialSystemTest()
// MARK: Helper functions
static void printProperties(Properties* properties, int indent)
{
ADD_TEST_CASE(Material_MultipleSprite3D);
ADD_TEST_CASE(Material_Sprite3DTest);
// Print the name and ID of the current namespace.
const char* spacename = properties->getNamespace();
const char* id = properties->getId();
char chindent[64];
int i=0;
for(i=0; i<indent*2;i++)
chindent[i] = ' ';
chindent[i] = '\0';
// ADD_TEST_CASE(Material_SpriteTest);
CCLOG("%sNamespace: %s ID: %s\n%s{", chindent, spacename, id, chindent);
// Print all properties in this namespace.
const char* name = properties->getNextProperty();
const char* value = NULL;
while (name != NULL)
{
value = properties->getString(name);
CCLOG("%s%s = %s", chindent, name, value);
name = properties->getNextProperty();
}
// MARK:
Properties* space = properties->getNextNamespace();
while (space != NULL)
{
printProperties(space, indent+1);
space = properties->getNextNamespace();
}
CCLOG("%s}\n",chindent);
}
// MARK: Tests
MaterialSystemTest::MaterialSystemTest()
{
ADD_TEST_CASE(Material_2DEffects);
ADD_TEST_CASE(Material_3DEffects);
ADD_TEST_CASE(Material_MultipleSprite3D);
ADD_TEST_CASE(Material_Sprite3DTest);
}
std::string MaterialSystemBaseTest::title() const
{
@ -48,36 +82,6 @@ std::string MaterialSystemBaseTest::title() const
// MARK: Tests start here
void Material_SpriteTest::onEnter()
{
// Material remove from Sprite since it is hacking.
// Sprite (or Node) should have "Effect" instead of "Material"
MaterialSystemBaseTest::onEnter();
auto layer = LayerColor::create(Color4B::BLUE);
this->addChild(layer);
auto sprite = Sprite::create("Images/grossini.png");
sprite->setNormalizedPosition(Vec2(0.5, 0.5));
this->addChild(sprite);
// auto material = Material::createWithFilename("Materials/effects.material");
// sprite->setMaterial(material);
// material->setTechnique("blur");
// material->setTechnique("outline");
// material->setTechnique("noise");
// material->setTechnique("edge detect");
// material->setTechnique("gray+blur");
}
std::string Material_SpriteTest::subtitle() const
{
return "Material System on Sprite";
}
void Material_Sprite3DTest::onEnter()
{
MaterialSystemBaseTest::onEnter();
@ -87,9 +91,6 @@ void Material_Sprite3DTest::onEnter()
sprite->setTexture("Sprite3DTest/boss.png");
this->addChild(sprite);
sprite->setNormalizedPosition(Vec2(0.5,0.5));
// auto material = Material::createWithFilename("Materials/spaceship.material");
// sprite->setMaterial(material);
}
std::string Material_Sprite3DTest::subtitle() const
@ -97,10 +98,6 @@ std::string Material_Sprite3DTest::subtitle() const
return "Material System on Sprite3D";
}
//
//
//
void Material_MultipleSprite3D::onEnter()
{
MaterialSystemBaseTest::onEnter();
@ -134,3 +131,102 @@ std::string Material_MultipleSprite3D::subtitle() const
return "Sprites with multiple meshes";
}
//
//
//
void Material_2DEffects::onEnter()
{
MaterialSystemBaseTest::onEnter();
auto properties = Properties::create("Materials/2d_effects.material#sample");
// Print the properties of every namespace within this one.
printProperties(properties, 0);
Material *mat1 = Material::createWithProperties(properties);
auto spriteBlur = Sprite::create("Images/grossini.png");
spriteBlur->setNormalizedPosition(Vec2(0.2, 0.5));
this->addChild(spriteBlur);
spriteBlur->setGLProgramState(mat1->getTechniqueByName("blur")->getPassByIndex(0)->getGLProgramState());
auto spriteOutline = Sprite::create("Images/grossini.png");
spriteOutline->setNormalizedPosition(Vec2(0.4, 0.5));
this->addChild(spriteOutline);
spriteOutline->setGLProgramState(mat1->getTechniqueByName("outline")->getPassByIndex(0)->getGLProgramState());
auto spriteNoise = Sprite::create("Images/grossini.png");
spriteNoise->setNormalizedPosition(Vec2(0.6, 0.5));
this->addChild(spriteNoise);
spriteNoise->setGLProgramState(mat1->getTechniqueByName("noise")->getPassByIndex(0)->getGLProgramState());
auto spriteEdgeDetect = Sprite::create("Images/grossini.png");
spriteEdgeDetect->setNormalizedPosition(Vec2(0.8, 0.5));
this->addChild(spriteEdgeDetect);
spriteEdgeDetect->setGLProgramState(mat1->getTechniqueByName("edge_detect")->getPassByIndex(0)->getGLProgramState());
}
std::string Material_2DEffects::subtitle() const
{
return "Testing effects on Sprite";
}
//
//
//
void Material_3DEffects::onEnter()
{
MaterialSystemBaseTest::onEnter();
auto sprite = Sprite3D::create("Sprite3DTest/boss1.obj");
sprite->setScale(8.f);
// sprite->setTexture("Sprite3DTest/boss.png");
this->addChild(sprite);
sprite->setNormalizedPosition(Vec2(0.5,0.5));
_sprite = sprite;
auto rot = RotateBy::create(5, Vec3(30,60,270));
auto repeat = RepeatForever::create(rot);
sprite->runAction(repeat);
Material *mat = Material::createWithFilename("Materials/3d_effects.material");
mat->setTechnique("lit");
sprite->setMaterial(mat);
// lights
auto light1 = AmbientLight::create(Color3B::RED);
addChild(light1);
auto light2 = DirectionLight::create(Vec3(-1,1,0), Color3B::GREEN);
addChild(light2);
this->schedule(CC_CALLBACK_1(Material_3DEffects::changeMaterial, this), 3, "cookie");
_techniqueState = 0;
}
std::string Material_3DEffects::subtitle() const
{
return "Testing effects on Sprite3D";
}
void Material_3DEffects::changeMaterial(float dt)
{
// get it from Mesh 0
switch (_techniqueState)
{
case 0:
_sprite->getMaterial(0)->setTechnique("lit");
break;
case 1:
_sprite->getMaterial(0)->setTechnique("unlit");
break;
default:
break;
}
_techniqueState++;
if (_techniqueState>1)
_techniqueState = 0;
}

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@ -35,15 +35,6 @@ public:
virtual std::string title() const override;
};
class Material_SpriteTest : public MaterialSystemBaseTest
{
public:
CREATE_FUNC(Material_SpriteTest);
virtual void onEnter() override;
virtual std::string subtitle() const override;
};
class Material_Sprite3DTest : public MaterialSystemBaseTest
{
public:
@ -62,4 +53,28 @@ public:
virtual std::string subtitle() const override;
};
class Material_2DEffects : public MaterialSystemBaseTest
{
public:
CREATE_FUNC(Material_2DEffects);
virtual void onEnter() override;
virtual std::string subtitle() const override;
};
class Material_3DEffects : public MaterialSystemBaseTest
{
public:
CREATE_FUNC(Material_3DEffects);
virtual void onEnter() override;
virtual std::string subtitle() const override;
private:
void changeMaterial(float dt);
cocos2d::Sprite3D* _sprite;
int _techniqueState;
};

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@ -0,0 +1,170 @@
material sample
{
technique blur
{
pass 0
{
renderState
{
blend = true
blendSrc = ONE
blendDst = ONE_MINUS_SRC_ALPHA
}
shader
{
defines = THIS_IS_AN_EXAMPLE 1;TOMORROW_IS_HOLIDAY 2
vertexShader = Shaders/example_simple.vsh
fragmentShader = Shaders/example_Blur.fsh
blurRadius = 10
sampleNum = 5
resolution = 100,100
}
sampler 0
{
path = Images/grossinis_sister1.png
wrapS = CLAMP_TO_EDGE
wrapT = CLAMP_TO_EDGE
minFilter = LINEAR
magFilter = LINEAR
mipmap = false
}
}
}
technique outline
{
pass 0
{
renderState
{
blend = true
blendSrc = ONE
blendDst = ONE_MINUS_SRC_ALPHA
}
shader
{
vertexShader = Shaders/example_simple.vsh
fragmentShader = Shaders/example_outline.fsh
u_outlineColor = 0.1, 0.2, 0.3
u_radius = 0.01
u_threshold = 1.75
}
sampler 0
{
path = Images/grossinis_sister1.png
wrapS = CLAMP_TO_EDGE
wrapT = CLAMP_TO_EDGE
minFilter = LINEAR
magFilter = LINEAR
mipmap = false
}
}
}
technique noise {
pass 0
{
renderState
{
blend = true
blendSrc = ONE
blendDst = ONE_MINUS_SRC_ALPHA
}
shader
{
vertexShader = Shaders/example_simple.vsh
fragmentShader = Shaders/example_Noisy.fsh
resolution = 100,100
}
sampler 0
{
path = Images/grossinis_sister1.png
wrapS = CLAMP_TO_EDGE
wrapT = CLAMP_TO_EDGE
minFilter = LINEAR
magFilter = LINEAR
mipmap = false
}
}
}
technique edge_detect
{
pass 0
{
renderState
{
blend = true
blendSrc = ONE
blendDst = ONE_MINUS_SRC_ALPHA
}
shader
{
defines =
vertexShader = Shaders/example_simple.vsh
fragmentShader = Shaders/example_edgeDetection.fsh
resolution = 100, 100
}
sampler 0
{
path = Images/grossinis_sister1.png
wrapS = CLAMP_TO_EDGE
wrapT = CLAMP_TO_EDGE
minFilter = LINEAR
magFilter = LINEAR
mipmap = false
}
}
}
technique gray+blur
{
pass 0
{
renderState
{
blend = true
blendSrc = ONE
blendDst = ONE_MINUS_SRC_ALPHA
}
shader
{
defines = TEXTURE_REPEAT
vertexShader = Shaders/example_simple.vsh
fragmentShader = Shaders/example_Blur.fsh
blurRadius = 10
sampleNum = 5
resolution = 100, 100
}
sampler 0
{
path = Images/grossinis_sister1.png
wrapS = CLAMP_TO_EDGE
wrapT = CLAMP_TO_EDGE
minFilter = LINEAR
magFilter = LINEAR
mipmap = false
}
}
pass 1
{
renderState
{
blend = true
blendSrc = ONE_MINUS_SRC_ALPHA
blendDst = ONE_MINUS_SRC_ALPHA
}
shader
{
defines =
vertexShader = Shaders/example_simple.vsh
fragmentShader = Shaders/example_greyScale.fsh
}
sampler 0
{
path = Images/grossinis_sister1.png
wrapS = CLAMP_TO_EDGE
wrapT = CLAMP_TO_EDGE
minFilter = LINEAR
magFilter = LINEAR
mipmap = false
}
}
}
}

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@ -0,0 +1,58 @@
material spaceship
{
technique unlit
{
pass 0
{
renderState
{
blend = true
blendSrc = ONE
blendDst = ONE_MINUS_SRC_ALPHA
}
shader
{
defines = THIS_IS_AN_EXAMPLE 1;TOMORROW_IS_HOLIDAY 2
vertexShader = Shaders3D/3d_position_tex.vert
fragmentShader = Shaders3D/3d_color_tex.frag
}
sampler 0
{
path = Sprite3DTest/boss.png
wrapS = CLAMP_TO_EDGE
wrapT = CLAMP_TO_EDGE
minFilter = LINEAR
magFilter = LINEAR
mipmap = false
}
}
}
technique lit
{
pass 0
{
renderState
{
blend = true
blendSrc = ONE
blendDst = ONE_MINUS_SRC_ALPHA
}
shader
{
defines = MAX_POINT_LIGHT_NUM 1;MAX_SPOT_LIGHT_NUM 1;MAX_DIRECTIONAL_LIGHT_NUM 1
vertexShader = Shaders3D/3d_position_normal_tex.vert
fragmentShader = Shaders3D/3d_color_normal_tex.frag
}
sampler 0
{
path = Sprite3DTest/boss.png
wrapS = CLAMP_TO_EDGE
wrapT = CLAMP_TO_EDGE
minFilter = LINEAR
magFilter = LINEAR
mipmap = false
}
}
}
}

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@ -1,177 +0,0 @@
{
"metadata" : {
"version" : 1,
"type" : "material"
},
"name" : "simple effects",
"techniques" : [
{
"name": "blur",
"passes": [
{
"renderState": {
"blend": "true",
"blendSrc": "ONE",
"blendDst": "ONE_MINUS_SRC_ALPHA"
},
"shader" : {
"defines": "THIS_IS_AN_EXAMPLE 1;TOMORROW_IS_HOLIDAY 2",
"vertexShader": "Shaders/example_simple.vsh",
"fragmentShader": "Shaders/example_Blur.fsh",
"blurRadius": 10,
"sampleNum": 5,
"resolution": [100,100]
},
"textures": [
{
"path": "Images/grossinis_sister1.png",
"wrapS": "CLAMP_TO_EDGE",
"wrapT": "CLAMP_TO_EDGE",
"minFilter": "LINEAR",
"magFilter": "LINEAR",
"mipmap": "false"
}
]
}
]
},
{
"name": "outline",
"passes": [
{
"renderState": {
"blend": "true",
"blendSrc": "ONE",
"blendDst": "ONE_MINUS_SRC_ALPHA"
},
"shader" : {
"defines": "",
"vertexShader": "Shaders/example_simple.vsh",
"fragmentShader": "Shaders/example_outline.fsh",
"u_outlineColor": [0.1, 0.2, 0.3],
"u_radius": 0.01,
"u_threshold": 1.75
},
"textures": [
{
"path": "Images/grossinis_sister1.png",
"wrapS": "CLAMP_TO_EDGE",
"wrapT": "CLAMP_TO_EDGE",
"minFilter": "LINEAR",
"magFilter": "LINEAR",
"mipmap": "false"
}
]
}
]
},
{
"name": "noise",
"passes": [
{
"renderState": {
"blend": "true",
"blendSrc": "ONE",
"blendDst": "ONE_MINUS_SRC_ALPHA"
},
"shader" : {
"defines": "",
"vertexShader": "Shaders/example_simple.vsh",
"fragmentShader": "Shaders/example_Noisy.fsh",
"resolution": [100,100]
},
"textures": [
{
"path": "Images/grossinis_sister1.png",
"wrapS": "CLAMP_TO_EDGE",
"wrapT": "CLAMP_TO_EDGE",
"minFilter": "LINEAR",
"magFilter": "LINEAR",
"mipmap": "false"
}
]
}
]
},
{
"name": "edge detect",
"passes": [
{
"renderState": {
"blend": "true",
"blendSrc": "ONE",
"blendDst": "ONE_MINUS_SRC_ALPHA"
},
"shader" : {
"defines": "",
"vertexShader": "Shaders/example_simple.vsh",
"fragmentShader": "Shaders/example_edgeDetection.fsh",
"resolution": [100,100]
},
"textures": [
{
"path": "Images/grossinis_sister1.png",
"wrapS": "CLAMP_TO_EDGE",
"wrapT": "CLAMP_TO_EDGE",
"minFilter": "LINEAR",
"magFilter": "LINEAR",
"mipmap": "false"
}
]
}
]
},
{
"name": "gray+blur",
"passes": [
{
"renderState": {
"blend": "true",
"blendSrc": "ONE",
"blendDst": "ONE_MINUS_SRC_ALPHA"
},
"shader" : {
"defines": "TEXTURE_REPEAT",
"vertexShader": "Shaders/example_simple.vsh",
"fragmentShader": "Shaders/example_Blur.fsh",
"blurRadius": 10,
"sampleNum": 5,
"resolution": [100,100]
},
"textures": [
{
"path": "Images/grossinis_sister1.png",
"wrapS": "CLAMP_TO_EDGE",
"wrapT": "CLAMP_TO_EDGE",
"minFilter": "LINEAR",
"magFilter": "LINEAR",
"mipmap": "false"
}
]
},
{
"renderState": {
"blend": "true",
"blendSrc": "ONE_MINUS_SRC_ALPHA",
"blendDst": "ONE_MINUS_SRC_ALPHA"
},
"shader" : {
"defines": "",
"vertexShader": "Shaders/example_simple.vsh",
"fragmentShader": "Shaders/example_greyScale.fsh"
},
"textures": [
{
"path": "Images/grossinis_sister1.png",
"wrapS": "CLAMP_TO_EDGE",
"wrapT": "CLAMP_TO_EDGE",
"minFilter": "LINEAR",
"magFilter": "LINEAR",
"mipmap": "false"
}
]
}
]
}
]
}

View File

@ -1,37 +0,0 @@
{
"metadata" : {
"version" : 1,
"type" : "material"
},
"name" : "spaceship",
"techniques" : [
{
"name": "simple",
"passes": [
{
"renderState": {
"blend": "true",
"blendSrc": "ONE_MINUS_SRC_ALPHA",
"blendDst": "ONE_MINUS_SRC_ALPHA"
},
"shader" : {
"defines": "",
"vertexShader": "Shaders/example_3D_PositionTex.vsh",
"fragmentShader": "Shaders/example_3D_PositionTex.fsh",
"u_color": [1,1,1,1]
},
"textures": [
{
"path": "Sprite3DTest/boss.png",
"wrapS": "CLAMP_TO_EDGE",
"wrapT": "CLAMP_TO_EDGE",
"minFilter": "LINEAR",
"magFilter": "LINEAR",
"mipmap": "false"
}
]
}
]
}
]
}

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@ -0,0 +1,109 @@
#if (MAX_DIRECTIONAL_LIGHT_NUM > 0)
uniform vec3 u_DirLightSourceColor[MAX_DIRECTIONAL_LIGHT_NUM];
uniform vec3 u_DirLightSourceDirection[MAX_DIRECTIONAL_LIGHT_NUM];
#endif
#if (MAX_POINT_LIGHT_NUM > 0)
uniform vec3 u_PointLightSourceColor[MAX_POINT_LIGHT_NUM];
uniform float u_PointLightSourceRangeInverse[MAX_POINT_LIGHT_NUM];
#endif
#if (MAX_SPOT_LIGHT_NUM > 0)
uniform vec3 u_SpotLightSourceColor[MAX_SPOT_LIGHT_NUM];
uniform vec3 u_SpotLightSourceDirection[MAX_SPOT_LIGHT_NUM];
uniform float u_SpotLightSourceInnerAngleCos[MAX_SPOT_LIGHT_NUM];
uniform float u_SpotLightSourceOuterAngleCos[MAX_SPOT_LIGHT_NUM];
uniform float u_SpotLightSourceRangeInverse[MAX_SPOT_LIGHT_NUM];
#endif
uniform vec3 u_AmbientLightSourceColor;
#ifdef GL_ES
varying mediump vec2 TextureCoordOut;
#if MAX_POINT_LIGHT_NUM
varying mediump vec3 v_vertexToPointLightDirection[MAX_POINT_LIGHT_NUM];
#endif
#if MAX_SPOT_LIGHT_NUM
varying mediump vec3 v_vertexToSpotLightDirection[MAX_SPOT_LIGHT_NUM];
#endif
#if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0))
varying mediump vec3 v_normal;
#endif
#else
varying vec2 TextureCoordOut;
#if MAX_POINT_LIGHT_NUM
varying vec3 v_vertexToPointLightDirection[MAX_POINT_LIGHT_NUM];
#endif
#if MAX_SPOT_LIGHT_NUM
varying vec3 v_vertexToSpotLightDirection[MAX_SPOT_LIGHT_NUM];
#endif
#if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0))
varying vec3 v_normal;
#endif
#endif
uniform vec4 u_color;
vec3 computeLighting(vec3 normalVector, vec3 lightDirection, vec3 lightColor, float attenuation)
{
float diffuse = max(dot(normalVector, lightDirection), 0.0);
vec3 diffuseColor = lightColor * diffuse * attenuation;
return diffuseColor;
}
void main(void)
{
#if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0))
vec3 normal = normalize(v_normal);
#endif
vec4 combinedColor = vec4(u_AmbientLightSourceColor, 1.0);
// Directional light contribution
#if (MAX_DIRECTIONAL_LIGHT_NUM > 0)
for (int i = 0; i < MAX_DIRECTIONAL_LIGHT_NUM; ++i)
{
vec3 lightDirection = normalize(u_DirLightSourceDirection[i] * 2.0);
combinedColor.xyz += computeLighting(normal, -lightDirection, u_DirLightSourceColor[i], 1.0);
}
#endif
// Point light contribution
#if (MAX_POINT_LIGHT_NUM > 0)
for (int i = 0; i < MAX_POINT_LIGHT_NUM; ++i)
{
vec3 ldir = v_vertexToPointLightDirection[i] * u_PointLightSourceRangeInverse[i];
float attenuation = clamp(1.0 - dot(ldir, ldir), 0.0, 1.0);
combinedColor.xyz += computeLighting(normal, normalize(v_vertexToPointLightDirection[i]), u_PointLightSourceColor[i], attenuation);
}
#endif
// Spot light contribution
#if (MAX_SPOT_LIGHT_NUM > 0)
for (int i = 0; i < MAX_SPOT_LIGHT_NUM; ++i)
{
// Compute range attenuation
vec3 ldir = v_vertexToSpotLightDirection[i] * u_SpotLightSourceRangeInverse[i];
float attenuation = clamp(1.0 - dot(ldir, ldir), 0.0, 1.0);
vec3 vertexToSpotLightDirection = normalize(v_vertexToSpotLightDirection[i]);
vec3 spotLightDirection = normalize(u_SpotLightSourceDirection[i] * 2.0);
// "-lightDirection" is used because light direction points in opposite direction to spot direction.
float spotCurrentAngleCos = dot(spotLightDirection, -vertexToSpotLightDirection);
// Apply spot attenuation
attenuation *= smoothstep(u_SpotLightSourceOuterAngleCos[i], u_SpotLightSourceInnerAngleCos[i], spotCurrentAngleCos);
attenuation = clamp(attenuation, 0.0, 1.0);
combinedColor.xyz += computeLighting(normal, vertexToSpotLightDirection, u_SpotLightSourceColor[i], attenuation);
}
#endif
#if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0))
gl_FragColor = texture2D(CC_Texture0, TextureCoordOut) * u_color * combinedColor;
#else
gl_FragColor = texture2D(CC_Texture0, TextureCoordOut) * u_color;
#endif
}

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@ -0,0 +1,12 @@
#ifdef GL_ES
varying mediump vec2 TextureCoordOut;
#else
varying vec2 TextureCoordOut;
#endif
uniform vec4 u_color;
void main(void)
{
gl_FragColor = texture2D(CC_Texture0, TextureCoordOut) * u_color;
}

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@ -0,0 +1,48 @@
#if (MAX_POINT_LIGHT_NUM > 0)
uniform vec3 u_PointLightSourcePosition[MAX_POINT_LIGHT_NUM];
#endif
#if (MAX_SPOT_LIGHT_NUM > 0)
uniform vec3 u_SpotLightSourcePosition[MAX_SPOT_LIGHT_NUM];
#endif
attribute vec4 a_position;
attribute vec2 a_texCoord;
attribute vec3 a_normal;
varying vec2 TextureCoordOut;
#if MAX_POINT_LIGHT_NUM
varying vec3 v_vertexToPointLightDirection[MAX_POINT_LIGHT_NUM];
#endif
#if MAX_SPOT_LIGHT_NUM
varying vec3 v_vertexToSpotLightDirection[MAX_SPOT_LIGHT_NUM];
#endif
#if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0))
varying vec3 v_normal;
#endif
void main(void)
{
vec4 ePosition = CC_MVMatrix * a_position;
#if (MAX_POINT_LIGHT_NUM > 0)
for (int i = 0; i < MAX_POINT_LIGHT_NUM; ++i)
{
v_vertexToPointLightDirection[i] = u_PointLightSourcePosition[i].xyz - ePosition.xyz;
}
#endif
#if (MAX_SPOT_LIGHT_NUM > 0)
for (int i = 0; i < MAX_SPOT_LIGHT_NUM; ++i)
{
v_vertexToSpotLightDirection[i] = u_SpotLightSourcePosition[i] - ePosition.xyz;
}
#endif
#if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0))
v_normal = CC_NormalMatrix * a_normal;
#endif
TextureCoordOut = a_texCoord;
TextureCoordOut.y = 1.0 - TextureCoordOut.y;
gl_Position = CC_PMatrix * ePosition;
}

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@ -0,0 +1,69 @@
attribute vec3 a_position;
attribute vec4 a_blendWeight;
attribute vec4 a_blendIndex;
attribute vec2 a_texCoord;
const int SKINNING_JOINT_COUNT = 60;
// Uniforms
uniform vec4 u_matrixPalette[SKINNING_JOINT_COUNT * 3];
// Varyings
varying vec2 TextureCoordOut;
vec4 getPosition()
{
float blendWeight = a_blendWeight[0];
int matrixIndex = int (a_blendIndex[0]) * 3;
vec4 matrixPalette1 = u_matrixPalette[matrixIndex] * blendWeight;
vec4 matrixPalette2 = u_matrixPalette[matrixIndex + 1] * blendWeight;
vec4 matrixPalette3 = u_matrixPalette[matrixIndex + 2] * blendWeight;
blendWeight = a_blendWeight[1];
if (blendWeight > 0.0)
{
matrixIndex = int(a_blendIndex[1]) * 3;
matrixPalette1 += u_matrixPalette[matrixIndex] * blendWeight;
matrixPalette2 += u_matrixPalette[matrixIndex + 1] * blendWeight;
matrixPalette3 += u_matrixPalette[matrixIndex + 2] * blendWeight;
blendWeight = a_blendWeight[2];
if (blendWeight > 0.0)
{
matrixIndex = int(a_blendIndex[2]) * 3;
matrixPalette1 += u_matrixPalette[matrixIndex] * blendWeight;
matrixPalette2 += u_matrixPalette[matrixIndex + 1] * blendWeight;
matrixPalette3 += u_matrixPalette[matrixIndex + 2] * blendWeight;
blendWeight = a_blendWeight[3];
if (blendWeight > 0.0)
{
matrixIndex = int(a_blendIndex[3]) * 3;
matrixPalette1 += u_matrixPalette[matrixIndex] * blendWeight;
matrixPalette2 += u_matrixPalette[matrixIndex + 1] * blendWeight;
matrixPalette3 += u_matrixPalette[matrixIndex + 2] * blendWeight;
}
}
}
vec4 _skinnedPosition;
vec4 postion = vec4(a_position, 1.0);
_skinnedPosition.x = dot(postion, matrixPalette1);
_skinnedPosition.y = dot(postion, matrixPalette2);
_skinnedPosition.z = dot(postion, matrixPalette3);
_skinnedPosition.w = postion.w;
return _skinnedPosition;
}
void main()
{
vec4 position = getPosition();
gl_Position = CC_MVPMatrix * position;
TextureCoordOut = a_texCoord;
TextureCoordOut.y = 1.0 - TextureCoordOut.y;
}

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@ -0,0 +1,11 @@
attribute vec4 a_position;
attribute vec2 a_texCoord;
varying vec2 TextureCoordOut;
void main(void)
{
gl_Position = CC_MVPMatrix * a_position;
TextureCoordOut = a_texCoord;
TextureCoordOut.y = 1.0 - TextureCoordOut.y;
}