mirror of https://github.com/axmolengine/axmol.git
Merge pull request #19517 from PatriceJiang/3d-material-test-cases
Enable material system test cases
This commit is contained in:
commit
cb9cf672a1
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@ -383,9 +383,21 @@ void Sprite::setVertexLayout()
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void Sprite::updateShaders(const char* vert, const char* frag)
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{
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auto programState = new (std::nothrow) backend::ProgramState(vert, frag);
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setProgramState(programState);
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CC_SAFE_RELEASE_NULL(programState);
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}
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void Sprite::setProgramState(backend::ProgramState *programState)
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{
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CCASSERT(programState, "argument should not be nullptr");
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auto& pipelineDescriptor = _trianglesCommand.getPipelineDescriptor();
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CC_SAFE_RELEASE(_programState);
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_programState = new (std::nothrow) backend::ProgramState(vert, frag);
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if (_programState != programState)
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{
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CC_SAFE_RELEASE(_programState);
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_programState = programState;
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CC_SAFE_RETAIN(programState);
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}
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pipelineDescriptor.programState = _programState;
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_mvpMatrixLocation = pipelineDescriptor.programState->getUniformLocation("u_MVPMatrix");
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@ -418,6 +418,16 @@ public:
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*/
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TextureAtlas* getTextureAtlas() const { return _textureAtlas; }
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/**
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* Set ProgramState
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*/
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void setProgramState(backend::ProgramState *programState);
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/**
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* Get current ProgramState
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*/
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inline backend::ProgramState *getProgramState() const { return _programState; }
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/**
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* Sets the weak reference of the TextureAtlas when the sprite is rendered using via SpriteBatchNode.
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*/
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@ -322,11 +322,18 @@ void Mesh::setMaterial(Material* material)
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_material = material;
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CC_SAFE_RETAIN(_material);
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}
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_meshCommands.clear();
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if (_material)
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{
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for (auto technique: _material->getTechniques())
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{
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//allocate MeshCommand vector for technique
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//allocate MeshCommand for each pass
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_meshCommands[technique->getName()] = std::vector<MeshCommand>(technique->getPasses().size());
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auto &list = _meshCommands[technique->getName()];
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int i = 0;
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for (auto pass: technique->getPasses())
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{
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#ifdef COCOS2D_DEBUG
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@ -341,8 +348,9 @@ void Mesh::setMaterial(Material* material)
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}
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#endif
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//TODO
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auto vertexAttribBinding = VertexAttribBinding::create(_meshIndexData, pass);
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auto vertexAttribBinding = VertexAttribBinding::create(_meshIndexData, pass, &list[i]);
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pass->setVertexAttribBinding(vertexAttribBinding);
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i += 1;
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}
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}
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}
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@ -413,8 +421,8 @@ void Mesh::draw(Renderer* renderer, float globalZOrder, const Mat4& transform, u
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setLightUniforms(pass, scene, color, lightMask);
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}
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}
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_material->draw(globalZ,
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auto &commands = _meshCommands[technique->getName()];
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_material->draw(commands.data(), globalZ,
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getVertexBuffer(),
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getIndexBuffer(),
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getPrimitiveType(),
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@ -247,18 +247,18 @@ protected:
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bool _force2DQueue; // add this mesh to 2D render queue
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std::string _name;
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//MeshCommand _meshCommand;
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MeshIndexData* _meshIndexData;
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//GLProgramState* _glProgramState;
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BlendFunc _blend;
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bool _blendDirty;
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Material* _material;
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AABB _aabb;
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std::function<void()> _visibleChanged;
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std::function<void()> _visibleChanged;
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std::unordered_map<std::string, std::vector<MeshCommand> > _meshCommands;
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///light parameters
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std::vector<Vec3> _dirLightUniformColorValues;
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std::vector<Vec3> _dirLightUniformDirValues;
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std::vector<Vec3> _dirLightUniformColorValues;
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std::vector<Vec3> _dirLightUniformDirValues;
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std::vector<Vec3> _pointLightUniformColorValues;
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std::vector<Vec3> _pointLightUniformPositionValues;
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@ -58,7 +58,7 @@ VertexAttribBinding::~VertexAttribBinding()
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}
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}
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VertexAttribBinding* VertexAttribBinding::create(MeshIndexData* meshIndexData, Pass* pass)
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VertexAttribBinding* VertexAttribBinding::create(MeshIndexData* meshIndexData, Pass* pass, MeshCommand *command)
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{
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CCASSERT(meshIndexData && pass && pass->getProgramState(), "Invalid MeshIndexData and/or programState");
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@ -71,12 +71,13 @@ VertexAttribBinding* VertexAttribBinding::create(MeshIndexData* meshIndexData, P
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if (b->_meshIndexData == meshIndexData && b->_programState == pass->getProgramState())
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{
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// Found a match!
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command->getPipelineDescriptor().vertexLayout = *b->_vertexLayout;
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return b;
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}
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}
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b = new (std::nothrow) VertexAttribBinding();
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if (b && b->init(meshIndexData, pass))
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if (b && b->init(meshIndexData, pass, command))
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{
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b->autorelease();
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__vertexAttribBindingCache.push_back(b);
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@ -85,14 +86,14 @@ VertexAttribBinding* VertexAttribBinding::create(MeshIndexData* meshIndexData, P
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return b;
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}
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bool VertexAttribBinding::init(MeshIndexData* meshIndexData, Pass* pass)
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bool VertexAttribBinding::init(MeshIndexData* meshIndexData, Pass* pass, MeshCommand *command)
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{
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CCASSERT(meshIndexData && pass && pass->getProgramState(), "Invalid arguments");
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auto programState = pass->getProgramState();
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_vertexLayout = pass->getVertexLayout();
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_vertexLayout = &command->getPipelineDescriptor().vertexLayout;
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// One-time initialization.
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//TODO arnold
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@ -72,7 +72,7 @@ public:
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*
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* @return A VertexAttribBinding for the requested parameters.
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*/
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static VertexAttribBinding* create(MeshIndexData* meshIndexData, Pass *pass);
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static VertexAttribBinding* create(MeshIndexData* meshIndexData, Pass *pass, MeshCommand *);
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/**
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* Binds this vertex array object.
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@ -107,7 +107,7 @@ private:
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*/
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VertexAttribBinding& operator=(const VertexAttribBinding&);
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bool init(MeshIndexData* meshIndexData, Pass *pass);
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bool init(MeshIndexData* meshIndexData, Pass *pass, MeshCommand *);
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void setVertexAttribPointer(const std::string& name, backend::VertexFormat type, GLboolean normalized, int offset, int flag);
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backend::AttributeBindInfo* getVertexAttribValue(const std::string &name);
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void parseAttributes();
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@ -71,6 +71,7 @@ public:
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/**Destructor.*/
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~CustomCommand();
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public:
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/**
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TODO: should remove it.
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@ -35,7 +35,9 @@
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#include "base/CCProperties.h"
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#include "base/CCDirector.h"
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#include "platform/CCFileUtils.h"
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#include "base/CCConsole.h"
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#include <sstream>
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32)
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#define strcasecmp _stricmp
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@ -43,6 +45,27 @@
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NS_CC_BEGIN
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namespace {
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std::string replaceDefines(const std::string &compileTimeDefines) {
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auto defineParts = Console::Utility::split(compileTimeDefines, ';');
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std::stringstream ss;
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for (auto &p : defineParts)
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{
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if (p.find("#define ") == std::string::npos)
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{
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ss << "#define " << p << std::endl;
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}
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else
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{
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ss << p << std::endl;
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}
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}
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return ss.str();
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}
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}
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// Helpers declaration
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static const char* getOptionalString(Properties* properties, const char* key, const char* defaultValue);
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static bool isValidUniform(const char* name);
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@ -118,13 +141,15 @@ bool Material::initWithProperties(Properties* materialProperties)
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return parseProperties(materialProperties);
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}
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void Material::draw(float globalZOrder, backend::Buffer* vertexBuffer, backend::Buffer* indexBuffer,
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void Material::draw(MeshCommand* meshCommands, float globalZOrder, backend::Buffer* vertexBuffer, backend::Buffer* indexBuffer,
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CustomCommand::PrimitiveType primitive, CustomCommand::IndexFormat indexFormat,
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unsigned int indexCount, const Mat4& modelView)
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{
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int i = 0;
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for (const auto& pass: _currentTechnique->_passes)
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{
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pass->draw(globalZOrder, vertexBuffer, indexBuffer,primitive, indexFormat, indexCount, modelView);
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pass->draw(&meshCommands[i], globalZOrder, vertexBuffer, indexBuffer,primitive, indexFormat, indexCount, modelView);
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i++;
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}
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}
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@ -194,6 +219,8 @@ bool Material::parsePass(Technique* technique, Properties* passProperties)
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auto pass = Pass::create(technique);
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technique->addPass(pass);
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pass->setName(passProperties->getId());
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// Pass can have 3 different namespaces:
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// - one or more "sampler"
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// - one "renderState"
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@ -339,7 +366,8 @@ bool Material::parseShader(Pass* pass, Properties* shaderProperties)
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auto vertShaderSrc = fu->getStringFromFile(vertShader);
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auto fragShaderSrc = fu->getStringFromFile(fragShader);
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std::string defs = compileTimeDefines;
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auto defs = replaceDefines(compileTimeDefines);
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vertShaderSrc = defs + "\n" + vertShaderSrc;
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fragShaderSrc = defs + "\n" + fragShaderSrc;
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@ -427,11 +455,8 @@ bool Material::parseUniform(backend::ProgramState* programState, Properties* pro
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case Properties::Type::STRING:
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default:
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{
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CCASSERT(false, "auto binding is nolonger supported");
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//TODO arnold
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// Assume this is a parameter auto-binding.
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//programState->setParameterAutoBinding(uniformName, properties->getString());
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programState->setParameterAutoBinding(uniformName, properties->getString());
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break;
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}
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}
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@ -96,7 +96,7 @@ public:
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*/
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static Material* createWithProperties(Properties* materialProperties);
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void draw(float globalZOrder, backend::Buffer* vertexBuffer, backend::Buffer* indexBuffer,
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void draw(MeshCommand* meshCommand, float globalZOrder, backend::Buffer* vertexBuffer, backend::Buffer* indexBuffer,
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CustomCommand::PrimitiveType primitive, CustomCommand::IndexFormat indexFormat,
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unsigned int indexCount, const Mat4& modelView);
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@ -62,6 +62,12 @@ void MeshCommand::init(float globalZOrder)
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CustomCommand::init(globalZOrder);
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}
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void MeshCommand::init(float globalZOrder, const Mat4 &transform)
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{
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CustomCommand::init(globalZOrder);
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_mv = transform;
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}
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MeshCommand::~MeshCommand()
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{
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#if CC_ENABLE_CACHE_TEXTURE_DATA
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@ -58,6 +58,7 @@ public:
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MeshCommand();
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virtual ~MeshCommand();
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MeshCommand(const MeshCommand &) = default;
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/**
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Init function. The render command will be in 2D mode.
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@ -65,6 +66,8 @@ public:
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*/
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void init(float globalZOrder);
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void init(float globalZOrder, const Mat4 &transform);
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#if CC_ENABLE_CACHE_TEXTURE_DATA
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void listenRendererRecreated(EventCustom* event);
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#endif
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@ -101,8 +101,7 @@ bool Pass::initWithProgramState(Technique* technique, backend::ProgramState *pro
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Pass::Pass()
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{
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_meshCommand.setBeforeCallback(CC_CALLBACK_0(Pass::onBeforeVisitCmd, this));
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_meshCommand.setAfterCallback(CC_CALLBACK_0(Pass::onAfterVisitCmd, this));
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}
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Pass::~Pass()
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@ -116,7 +115,6 @@ Pass* Pass::clone() const
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auto pass = new (std::nothrow) Pass();
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if (pass)
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{
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//RenderState::cloneInto(pass);
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pass->_renderState = _renderState;
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pass->setProgramState(_programState->clone());
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@ -143,7 +141,6 @@ void Pass::setProgramState(backend::ProgramState* programState)
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CC_SAFE_RELEASE(_programState);
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_programState = programState;
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CC_SAFE_RETAIN(_programState);
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_meshCommand.getPipelineDescriptor().programState = _programState;
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initUniformLocations();
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_hashDirty = true;
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}
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@ -181,53 +178,28 @@ void Pass::initUniformLocations()
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_locAmbientLigthColor = ps->getUniformLocation(s_ambientLightUniformColorName);
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}
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//uint32_t Pass::getHash() const
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//{
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// if (_hashDirty || _state->isDirty())
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// {
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// //FIXME: loose information?
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// uint32_t program = (uint32_t)(intptr_t)(_programState->getProgram());
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// uint32_t textureid = _texture ? _texture->getName() : -1;
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// uint32_t stateblockid = _state->getHash();
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//
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// _hash = program ^ textureid ^ stateblockid;
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//
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// _hashDirty = false;
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// }
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//
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// return _hash;
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//}
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//void Pass::bind(const Mat4& modelView)
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//{
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// bind(modelView, true);
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//}
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//void Pass::bind(const Mat4& modelView, bool bindAttributes)
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//{
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// // vertex attribs
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// if (bindAttributes && _vertexAttribBinding)
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// _vertexAttribBinding->bind();
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//
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// auto glprogramstate = _glProgramState ? _glProgramState : getTarget()->getGLProgramState();
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//
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// glprogramstate->applyGLProgram(modelView);
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// glprogramstate->applyUniforms();
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//
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// //set render state
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// RenderState::bind(this);
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//}
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void Pass::draw(float globalZOrder, backend::Buffer* vertexBuffer, backend::Buffer* indexBuffer,
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void Pass::draw(MeshCommand *meshCommand, float globalZOrder, backend::Buffer* vertexBuffer, backend::Buffer* indexBuffer,
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MeshCommand::PrimitiveType primitive, MeshCommand::IndexFormat indexFormat,
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unsigned int indexCount, const Mat4& modelView)
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{
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_meshCommand.init(globalZOrder);
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_meshCommand.setPrimitiveType(primitive);
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_meshCommand.setIndexBuffer(indexBuffer, indexFormat);
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_meshCommand.setVertexBuffer(vertexBuffer);
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_meshCommand.setIndexDrawInfo(0, indexCount);
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meshCommand->setBeforeCallback(CC_CALLBACK_0(Pass::onBeforeVisitCmd, this, meshCommand));
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meshCommand->setAfterCallback(CC_CALLBACK_0(Pass::onAfterVisitCmd, this, meshCommand));
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meshCommand->init(globalZOrder, modelView);
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meshCommand->setPrimitiveType(primitive);
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meshCommand->setIndexBuffer(indexBuffer, indexFormat);
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meshCommand->setVertexBuffer(vertexBuffer);
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meshCommand->setIndexDrawInfo(0, indexCount);
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meshCommand->getPipelineDescriptor().programState = _programState;
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auto *renderer = Director::getInstance()->getRenderer();
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renderer->addCommand(meshCommand);
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}
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void Pass::updateMVPUniform(const Mat4& modelView)
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{
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auto &matrixP = Director::getInstance()->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
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auto mvp = matrixP * modelView;
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_programState->setUniform(_locMVPMatrix, mvp.m, sizeof(mvp.m));
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@ -247,17 +219,11 @@ void Pass::draw(float globalZOrder, backend::Buffer* vertexBuffer, backend::Buff
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_programState->setUniform(_locNormalMatrix, normalMatrix.data(), sizeof(normalMatrix[0]) * normalMatrix.size());
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}
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auto *renderer = Director::getInstance()->getRenderer();
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renderer->addCommand(&_meshCommand);
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}
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void Pass::onBeforeVisitCmd()
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void Pass::onBeforeVisitCmd(MeshCommand *command)
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{
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auto *renderer = Director::getInstance()->getRenderer();
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//_oldDepthEnabledState = renderer->getDepthTest();
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auto &pipelineDescriptor = _meshCommand.getPipelineDescriptor();
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_rendererDepthTestEnabled = renderer->getDepthTest();
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_rendererDepthCmpFunc = renderer->getDepthCompareFunction();
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@ -265,15 +231,16 @@ void Pass::onBeforeVisitCmd()
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_rendererDepthWrite = renderer->getDepthWrite();
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_rendererWinding = renderer->getWinding();
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_renderState.bindPass(this);
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renderer->setDepthTest(true);
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_renderState.bindPass(this, command);
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updateMVPUniform(command->getMV());
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}
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void Pass::onAfterVisitCmd()
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void Pass::onAfterVisitCmd(MeshCommand *command)
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{
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auto *renderer = Director::getInstance()->getRenderer();
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_renderState.unbindPass(this);
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_renderState.unbindPass(this, command);
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renderer->setDepthTest(_rendererDepthTestEnabled);
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renderer->setDepthCompareFunction(_rendererDepthCmpFunc);
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renderer->setCullMode(_rendererCullMode);
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|
@ -295,14 +262,6 @@ void Pass::setTechnique(Technique *technique)
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_technique = technique; //weak reference
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}
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//void Pass::unbind()
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//{
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// RenderState::StateBlock::restore(0);
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//
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//// _vertexAttribBinding->unbind();
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//}
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void Pass::setVertexAttribBinding(VertexAttribBinding* binding)
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{
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if (_vertexAttribBinding != binding)
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|
@ -409,6 +368,4 @@ void Pass::setUniformAmbientLigthColor(const void *data, size_t dataLen)
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TRY_SET_UNIFORM(_locAmbientLigthColor);
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}
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||||
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||||
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NS_CC_END
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@ -66,23 +66,10 @@ public:
|
|||
/** Returns the ProgramState */
|
||||
backend::ProgramState* getProgramState() const;
|
||||
|
||||
backend::VertexLayout* getVertexLayout() { return &(_meshCommand.getPipelineDescriptor().vertexLayout); }
|
||||
|
||||
/** Binds the GLProgramState and the RenderState.
|
||||
This method must be called before call the actual draw call.
|
||||
*/
|
||||
//void bind(const Mat4& modelView);
|
||||
//void bind(const Mat4& modelView, bool bindAttributes);
|
||||
|
||||
void draw(float globalZOrder, backend::Buffer* vertexBuffer, backend::Buffer* indexBuffer,
|
||||
void draw(MeshCommand *meshCommand, float globalZOrder, backend::Buffer* vertexBuffer, backend::Buffer* indexBuffer,
|
||||
MeshCommand::PrimitiveType primitive, MeshCommand::IndexFormat indexFormat,
|
||||
unsigned int indexCount, const Mat4& modelView);
|
||||
|
||||
/** Unbinds the Pass.
|
||||
This method must be called AFTER calling the actual draw call
|
||||
*/
|
||||
//void unbind();
|
||||
|
||||
/**
|
||||
* Sets a vertex attribute binding for this pass.
|
||||
*
|
||||
|
@ -100,8 +87,8 @@ public:
|
|||
*/
|
||||
VertexAttribBinding* getVertexAttributeBinding() const;
|
||||
|
||||
//TODO arnold
|
||||
//uint32_t getHash() const;
|
||||
void setName(const std::string &name) { _name = name; }
|
||||
const std::string &getName() const { return _name; }
|
||||
|
||||
/**
|
||||
* Returns a clone (deep-copy) of this instance */
|
||||
|
@ -109,6 +96,7 @@ public:
|
|||
|
||||
void setTechnique(Technique *technique);
|
||||
|
||||
void updateMVPUniform(const Mat4& modelView);
|
||||
|
||||
void setUniformTexture(uint32_t slot, backend::Texture *); //u_texture
|
||||
void setUniformNormTexture(uint32_t slot, backend::Texture *); //u_texture
|
||||
|
@ -142,22 +130,18 @@ protected:
|
|||
void setProgramState(backend::ProgramState* programState);
|
||||
Node* getTarget() const;
|
||||
|
||||
VertexAttribBinding* _vertexAttribBinding = nullptr;
|
||||
MeshCommand _meshCommand;
|
||||
Technique * _technique = nullptr;
|
||||
bool _hashDirty = true;
|
||||
RenderState _renderState;
|
||||
|
||||
VertexAttribBinding* _vertexAttribBinding = nullptr;
|
||||
backend::ProgramState * _programState = nullptr;
|
||||
Technique * _technique = nullptr;
|
||||
bool _hashDirty = true;
|
||||
RenderState _renderState;
|
||||
std::string _name;
|
||||
|
||||
private:
|
||||
|
||||
|
||||
//bool _oldDepthEnabledState;
|
||||
void initUniformLocations();
|
||||
void onBeforeVisitCmd();
|
||||
void onAfterVisitCmd();
|
||||
|
||||
backend::ProgramState* _programState = nullptr;
|
||||
void onBeforeVisitCmd(MeshCommand *);
|
||||
void onAfterVisitCmd(MeshCommand *);
|
||||
|
||||
backend::UniformLocation _locMVPMatrix;
|
||||
backend::UniformLocation _locMVMatrix;
|
||||
|
|
|
@ -95,6 +95,8 @@ public:
|
|||
// Can use the result to change the descriptor content.
|
||||
inline PipelineDescriptor& getPipelineDescriptor() { return _pipelineDescriptor; }
|
||||
|
||||
const Mat4 & getMV() const { return _mv; }
|
||||
|
||||
protected:
|
||||
/**Constructor.*/
|
||||
RenderCommand();
|
||||
|
@ -124,6 +126,8 @@ protected:
|
|||
/** Depth from the model view matrix.*/
|
||||
float _depth = 0.f;
|
||||
|
||||
Mat4 _mv;
|
||||
|
||||
PipelineDescriptor _pipelineDescriptor;
|
||||
};
|
||||
|
||||
|
|
|
@ -46,13 +46,13 @@ std::string RenderState::getName() const
|
|||
}
|
||||
|
||||
|
||||
void RenderState::bindPass(Pass* pass)
|
||||
void RenderState::bindPass(Pass* pass, MeshCommand* command)
|
||||
{
|
||||
CC_ASSERT(pass);
|
||||
assert(pass->_technique && pass->_technique->_material);
|
||||
auto *technique = pass->_technique;
|
||||
auto *material = technique->_material;
|
||||
auto &pipelineDescriptor = pass->_meshCommand.getPipelineDescriptor();
|
||||
auto &pipelineDescriptor = command->getPipelineDescriptor();
|
||||
|
||||
//need reset all state
|
||||
//pipelineDescriptor.blendDescriptor.blendEnabled = true;
|
||||
|
@ -71,9 +71,9 @@ void RenderState::bindPass(Pass* pass)
|
|||
|
||||
}
|
||||
|
||||
void RenderState::unbindPass(Pass* pass)
|
||||
void RenderState::unbindPass(Pass* pass, MeshCommand* command)
|
||||
{
|
||||
auto &pipelineDescriptor = pass->_meshCommand.getPipelineDescriptor();
|
||||
auto &pipelineDescriptor = command->getPipelineDescriptor();
|
||||
RenderState::StateBlock::restore(0, &pipelineDescriptor);
|
||||
}
|
||||
|
||||
|
|
|
@ -37,11 +37,13 @@
|
|||
|
||||
#include "renderer/CCPipelineDescriptor.h"
|
||||
#include "renderer/backend/Types.h"
|
||||
#include "renderer/CCMeshCommand.h"
|
||||
|
||||
NS_CC_BEGIN
|
||||
|
||||
class Texture2D;
|
||||
class Pass;
|
||||
class MeshCommand;
|
||||
|
||||
using CullFaceSide = backend::CullMode;
|
||||
using FrontFace = backend::Winding;
|
||||
|
@ -64,10 +66,10 @@ public:
|
|||
* Binds the render state for this RenderState and any of its parents, top-down,
|
||||
* for the given pass.
|
||||
*/
|
||||
void bindPass(Pass* pass);
|
||||
void bindPass(Pass* pass, MeshCommand *);
|
||||
|
||||
|
||||
void unbindPass(Pass* pass);
|
||||
void unbindPass(Pass* pass, MeshCommand *);
|
||||
|
||||
/**
|
||||
* Defines a block of fixed-function render states that can be applied to a
|
||||
|
|
|
@ -69,6 +69,7 @@ set(COCOS_RENDERER_SRC
|
|||
renderer/backend/ShaderModule.cpp
|
||||
renderer/backend/StringUtils.cpp
|
||||
renderer/backend/Texture.cpp
|
||||
renderer/backend/Types.cpp
|
||||
renderer/backend/VertexLayout.cpp
|
||||
renderer/backend/ProgramCache.cpp
|
||||
renderer/backend/Program.cpp
|
||||
|
|
|
@ -3,6 +3,9 @@
|
|||
#include "renderer/backend/Program.h"
|
||||
#include "renderer/backend/Texture.h"
|
||||
#include "renderer/backend/Types.h"
|
||||
|
||||
#include <algorithm>
|
||||
|
||||
#ifdef CC_USE_METAL
|
||||
#include "glsl_optimizer.h"
|
||||
#endif
|
||||
|
@ -52,6 +55,8 @@ namespace {
|
|||
}
|
||||
}
|
||||
|
||||
//static field
|
||||
std::vector<ProgramState::AutoBindingResolver*> ProgramState::_customAutoBindingResolvers;
|
||||
|
||||
UniformBuffer::UniformBuffer(const backend::UniformInfo &_uniformInfo)
|
||||
: uniformInfo(_uniformInfo)
|
||||
|
@ -228,6 +233,11 @@ backend::UniformLocation ProgramState::getUniformLocation(const std::string& uni
|
|||
return _program->getUniformLocation(uniform);
|
||||
}
|
||||
|
||||
void ProgramState::setCallbackUniform(const backend::UniformLocation& uniformLocation,const UniformCallback& callback)
|
||||
{
|
||||
_callbackUniforms[uniformLocation] = callback;
|
||||
}
|
||||
|
||||
void ProgramState::setUniform(const backend::UniformLocation& uniformLocation, const void* data, uint32_t size)
|
||||
{
|
||||
switch (uniformLocation.shaderStage)
|
||||
|
@ -407,5 +417,32 @@ void ProgramState::setTextureArray(int location, const std::vector<uint32_t>& sl
|
|||
textureInfo[location] = std::move(info);
|
||||
}
|
||||
|
||||
void ProgramState::setParameterAutoBinding(const std::string &uniform, const std::string &autoBinding)
|
||||
{
|
||||
_autoBindings.emplace(uniform, autoBinding);
|
||||
applyAutoBinding(uniform, autoBinding);
|
||||
}
|
||||
|
||||
void ProgramState::applyAutoBinding(const std::string &uniformName, const std::string &autoBinding)
|
||||
{
|
||||
bool resolved = false;
|
||||
for (const auto resolver : _customAutoBindingResolvers)
|
||||
{
|
||||
resolved = resolver->resolveAutoBinding(this, uniformName, autoBinding);
|
||||
if (resolved) break;
|
||||
}
|
||||
}
|
||||
|
||||
ProgramState::AutoBindingResolver::AutoBindingResolver()
|
||||
{
|
||||
_customAutoBindingResolvers.emplace_back(this);
|
||||
}
|
||||
|
||||
ProgramState::AutoBindingResolver::~AutoBindingResolver()
|
||||
{
|
||||
auto &list = _customAutoBindingResolvers;
|
||||
list.erase(std::remove(list.begin(), list.end(), this), list.end());
|
||||
}
|
||||
|
||||
CC_BACKEND_END
|
||||
|
||||
|
|
|
@ -4,6 +4,7 @@
|
|||
#include <string>
|
||||
#include <unordered_map>
|
||||
#include <cstdint>
|
||||
#include <functional>
|
||||
#include "platform/CCPlatformMacros.h"
|
||||
#include "base/CCRef.h"
|
||||
#include "renderer/backend/Types.h"
|
||||
|
@ -48,6 +49,9 @@ struct TextureInfo
|
|||
class ProgramState : public Ref
|
||||
{
|
||||
public:
|
||||
|
||||
using UniformCallback = std::function<void(ProgramState*, const UniformLocation &)>;
|
||||
|
||||
ProgramState(const std::string& vertexShader, const std::string& fragmentShader);
|
||||
virtual ~ProgramState();
|
||||
|
||||
|
@ -66,12 +70,77 @@ public:
|
|||
inline std::vector<UniformBuffer>& getVertexUniformInfos() { return _vertexUniformInfos; }
|
||||
inline const std::vector<UniformBuffer>& getFragmentUniformInfos() const { return _fragmentUniformInfos; }
|
||||
|
||||
void setCallbackUniform(const backend::UniformLocation&, const UniformCallback &);
|
||||
|
||||
//set textures
|
||||
void setTexture(const backend::UniformLocation& uniformLocation, uint32_t slot, backend::Texture* texture);
|
||||
void setTextureArray(const backend::UniformLocation& uniformLocation, const std::vector<uint32_t>& slots, const std::vector<backend::Texture*> textures);
|
||||
|
||||
inline const std::unordered_map<int, TextureInfo>& getVertexTextureInfos() const { return _vertexTextureInfos; }
|
||||
inline const std::unordered_map<int, TextureInfo>& getFragmentTextureInfos() const { return _fragmentTextureInfos; }
|
||||
inline const std::unordered_map<UniformLocation, UniformCallback, UniformLocation>& getCallbackUniforms() const { return _callbackUniforms; }
|
||||
|
||||
/**
|
||||
* An abstract base class that can be extended to support custom material auto bindings.
|
||||
*
|
||||
* Implementing a custom auto binding resolver allows the set of built-in parameter auto
|
||||
* bindings to be extended or overridden. Any parameter auto binding that is set on a
|
||||
* material will be forwarded to any custom auto binding resolvers, in the order in which
|
||||
* they are registered. If a registered resolver returns true (specifying that it handles
|
||||
* the specified autoBinding), no further code will be executed for that autoBinding.
|
||||
* This allows auto binding resolvers to not only implement new/custom binding strings,
|
||||
* but it also lets them override existing/built-in ones. For this reason, you should
|
||||
* ensure that you ONLY return true if you explicitly handle a custom auto binding; return
|
||||
* false otherwise.
|
||||
*
|
||||
* Note that the custom resolver is called only once for a GLProgramState object when its
|
||||
* node binding is initially set. This occurs when a material is initially bound to a
|
||||
* Node. The resolver is NOT called each frame or each time the GLProgramState is bound.
|
||||
*
|
||||
* If no registered resolvers explicitly handle an auto binding, the binding will attempt
|
||||
* to be resolved using the internal/built-in resolver, which is able to handle any
|
||||
* auto bindings found in the GLProgramState::AutoBinding enumeration.
|
||||
*
|
||||
* When an instance of a class that extends AutoBindingResolver is created, it is automatically
|
||||
* registered as a custom auto binding handler. Likewise, it is automatically unregistered
|
||||
* on destruction.
|
||||
*
|
||||
* @script{ignore}
|
||||
*/
|
||||
class CC_DLL AutoBindingResolver {
|
||||
public:
|
||||
AutoBindingResolver();
|
||||
virtual ~AutoBindingResolver();
|
||||
/**
|
||||
* Called when an unrecognized uniform variable is encountered
|
||||
* during material loading.
|
||||
*
|
||||
* Implementations of this method should do a string comparison on the passed
|
||||
* in name parameter and decide whether or not they should handle the
|
||||
* parameter. If the parameter is not handled, false should be returned so
|
||||
* that other auto binding resolvers get a chance to handle the parameter.
|
||||
* Otherwise, the parameter should be set or bound and true should be returned.
|
||||
*
|
||||
* @param programState The ProgramState
|
||||
* @param uniformName Name of the uniform
|
||||
* @param autoBinding Name of the auto binding to be resolved.
|
||||
*
|
||||
* @return True if the auto binding is handled and the associated parameter is
|
||||
* bound, false otherwise.
|
||||
*/
|
||||
virtual bool resolveAutoBinding(ProgramState *, const std::string &uniformName, const std::string &autoBinding) = 0;
|
||||
};
|
||||
/**
|
||||
* Sets a uniform auto-binding.
|
||||
*
|
||||
* This method parses the passed in autoBinding string and attempts to convert it
|
||||
* to an enumeration value. If it matches to one of the predefined strings, it will create a
|
||||
* callback to get the correct value at runtime.
|
||||
*
|
||||
* @param uniformName The name of the material parameter to store an auto-binding for.
|
||||
* @param autoBinding A string matching one of the built-in AutoBinding enum constants.
|
||||
*/
|
||||
void setParameterAutoBinding(const std::string &uniformName, const std::string &autoBinding);
|
||||
|
||||
protected:
|
||||
|
||||
|
@ -88,13 +157,25 @@ protected:
|
|||
//float3 etc in Metal has both sizeof and alignment same as float4, convert it before fill into uniform buffer
|
||||
void convertUniformData(const backend::UniformInfo& uniformInfo, const void* srcData, uint32_t srcSize, std::vector<char>& uniformData);
|
||||
#endif
|
||||
/**
|
||||
* Applies the specified custom auto-binding.
|
||||
*
|
||||
* @param uniformName Name of the shader uniform.
|
||||
* @param autoBinding Name of the auto binding.
|
||||
*/
|
||||
void applyAutoBinding(const std::string &, const std::string &);
|
||||
|
||||
backend::Program* _program = nullptr;
|
||||
std::vector<UniformBuffer> _vertexUniformInfos;
|
||||
std::vector<UniformBuffer> _fragmentUniformInfos;
|
||||
backend::Program* _program = nullptr;
|
||||
std::vector<UniformBuffer> _vertexUniformInfos;
|
||||
std::vector<UniformBuffer> _fragmentUniformInfos;
|
||||
std::unordered_map<UniformLocation, UniformCallback, UniformLocation> _callbackUniforms;
|
||||
|
||||
std::unordered_map<int, TextureInfo> _vertexTextureInfos;
|
||||
std::unordered_map<int, TextureInfo> _fragmentTextureInfos;
|
||||
std::unordered_map<int, TextureInfo> _vertexTextureInfos;
|
||||
std::unordered_map<int, TextureInfo> _fragmentTextureInfos;
|
||||
|
||||
std::unordered_map<std::string, std::string> _autoBindings;
|
||||
|
||||
static std::vector<AutoBindingResolver*> _customAutoBindingResolvers;
|
||||
};
|
||||
|
||||
CC_BACKEND_END
|
||||
|
|
|
@ -0,0 +1,16 @@
|
|||
#include "Types.h"
|
||||
|
||||
|
||||
CC_BACKEND_BEGIN
|
||||
|
||||
|
||||
bool UniformLocation::operator==(const UniformLocation &other) const
|
||||
{
|
||||
return shaderStage == other.shaderStage && location == other.location;
|
||||
}
|
||||
|
||||
std::size_t UniformLocation::operator()(const UniformLocation &uniform) const {
|
||||
return (((size_t) shaderStage) & 0xF)|((size_t)(location << 4));
|
||||
}
|
||||
|
||||
CC_BACKEND_END
|
|
@ -247,10 +247,15 @@ struct UniformLocation
|
|||
{
|
||||
int location = -1;
|
||||
ShaderStage shaderStage = ShaderStage::VERTEX;
|
||||
UniformLocation() = default;
|
||||
operator bool() { return location >= 0; }
|
||||
void reset() { location = -1; }
|
||||
|
||||
bool operator == (const UniformLocation &other) const;
|
||||
std::size_t operator()(const UniformLocation &uniform) const;
|
||||
};
|
||||
|
||||
|
||||
struct AttributeBindInfo
|
||||
{
|
||||
std::string attributeName;
|
||||
|
|
|
@ -385,6 +385,13 @@ void CommandBufferMTL::setUniformBuffer() const
|
|||
{
|
||||
if (_programState)
|
||||
{
|
||||
auto &callbackUniforms = _programState->getCallbackUniforms();
|
||||
|
||||
for(auto &cb : callbackUniforms)
|
||||
{
|
||||
cb.second(_programState, cb.first);
|
||||
}
|
||||
|
||||
// Uniform buffer is bound to index 1.
|
||||
const auto& vertexUniformBuffer = _renderPipelineMTL->getVertexUniformBuffer();
|
||||
const auto& vertexUniformInfo = _programState->getVertexUniformInfos();
|
||||
|
|
|
@ -331,10 +331,11 @@ void CommandBufferGL::bindVertexBuffer(ProgramGL *program) const
|
|||
{
|
||||
if (! vertexBuffer)
|
||||
continue;
|
||||
if (i >= attributeInfos.size())
|
||||
break;
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer->getHandler());
|
||||
|
||||
|
||||
const auto& attributeInfo = attributeInfos[i];
|
||||
const auto &layouts = vertexLayouts->at(i);
|
||||
for (const auto& attribute : attributeInfo)
|
||||
|
@ -357,7 +358,14 @@ void CommandBufferGL::setUniforms(ProgramGL* program) const
|
|||
{
|
||||
if (_programState)
|
||||
{
|
||||
auto& callbacks = _programState->getCallbackUniforms();
|
||||
auto& uniformInfos = _programState->getVertexUniformInfos();
|
||||
|
||||
for (auto &cb : callbacks)
|
||||
{
|
||||
cb.second(_programState, cb.first);
|
||||
}
|
||||
|
||||
int i = 0;
|
||||
for(auto& iter : uniformInfos)
|
||||
{
|
||||
|
|
|
@ -73663,6 +73663,56 @@ int lua_cocos2dx_Sprite_setFlippedX(lua_State* tolua_S)
|
|||
|
||||
return 0;
|
||||
}
|
||||
int lua_cocos2dx_Sprite_setProgramState(lua_State* tolua_S)
|
||||
{
|
||||
int argc = 0;
|
||||
cocos2d::Sprite* cobj = nullptr;
|
||||
bool ok = true;
|
||||
|
||||
#if COCOS2D_DEBUG >= 1
|
||||
tolua_Error tolua_err;
|
||||
#endif
|
||||
|
||||
|
||||
#if COCOS2D_DEBUG >= 1
|
||||
if (!tolua_isusertype(tolua_S,1,"cc.Sprite",0,&tolua_err)) goto tolua_lerror;
|
||||
#endif
|
||||
|
||||
cobj = (cocos2d::Sprite*)tolua_tousertype(tolua_S,1,0);
|
||||
|
||||
#if COCOS2D_DEBUG >= 1
|
||||
if (!cobj)
|
||||
{
|
||||
tolua_error(tolua_S,"invalid 'cobj' in function 'lua_cocos2dx_Sprite_setProgramState'", nullptr);
|
||||
return 0;
|
||||
}
|
||||
#endif
|
||||
|
||||
argc = lua_gettop(tolua_S)-1;
|
||||
if (argc == 1)
|
||||
{
|
||||
cocos2d::backend::ProgramState* arg0;
|
||||
|
||||
ok &= luaval_to_object<cocos2d::backend::ProgramState>(tolua_S, 2, "cc.ProgramState",&arg0, "cc.Sprite:setProgramState");
|
||||
if(!ok)
|
||||
{
|
||||
tolua_error(tolua_S,"invalid arguments in function 'lua_cocos2dx_Sprite_setProgramState'", nullptr);
|
||||
return 0;
|
||||
}
|
||||
cobj->setProgramState(arg0);
|
||||
lua_settop(tolua_S, 1);
|
||||
return 1;
|
||||
}
|
||||
luaL_error(tolua_S, "%s has wrong number of arguments: %d, was expecting %d \n", "cc.Sprite:setProgramState",argc, 1);
|
||||
return 0;
|
||||
|
||||
#if COCOS2D_DEBUG >= 1
|
||||
tolua_lerror:
|
||||
tolua_error(tolua_S,"#ferror in function 'lua_cocos2dx_Sprite_setProgramState'.",&tolua_err);
|
||||
#endif
|
||||
|
||||
return 0;
|
||||
}
|
||||
int lua_cocos2dx_Sprite_getResourceType(lua_State* tolua_S)
|
||||
{
|
||||
int argc = 0;
|
||||
|
@ -74696,6 +74746,53 @@ int lua_cocos2dx_Sprite_isDirty(lua_State* tolua_S)
|
|||
|
||||
return 0;
|
||||
}
|
||||
int lua_cocos2dx_Sprite_getProgramState(lua_State* tolua_S)
|
||||
{
|
||||
int argc = 0;
|
||||
cocos2d::Sprite* cobj = nullptr;
|
||||
bool ok = true;
|
||||
|
||||
#if COCOS2D_DEBUG >= 1
|
||||
tolua_Error tolua_err;
|
||||
#endif
|
||||
|
||||
|
||||
#if COCOS2D_DEBUG >= 1
|
||||
if (!tolua_isusertype(tolua_S,1,"cc.Sprite",0,&tolua_err)) goto tolua_lerror;
|
||||
#endif
|
||||
|
||||
cobj = (cocos2d::Sprite*)tolua_tousertype(tolua_S,1,0);
|
||||
|
||||
#if COCOS2D_DEBUG >= 1
|
||||
if (!cobj)
|
||||
{
|
||||
tolua_error(tolua_S,"invalid 'cobj' in function 'lua_cocos2dx_Sprite_getProgramState'", nullptr);
|
||||
return 0;
|
||||
}
|
||||
#endif
|
||||
|
||||
argc = lua_gettop(tolua_S)-1;
|
||||
if (argc == 0)
|
||||
{
|
||||
if(!ok)
|
||||
{
|
||||
tolua_error(tolua_S,"invalid arguments in function 'lua_cocos2dx_Sprite_getProgramState'", nullptr);
|
||||
return 0;
|
||||
}
|
||||
cocos2d::backend::ProgramState* ret = cobj->getProgramState();
|
||||
object_to_luaval<cocos2d::backend::ProgramState>(tolua_S, "cc.ProgramState",(cocos2d::backend::ProgramState*)ret);
|
||||
return 1;
|
||||
}
|
||||
luaL_error(tolua_S, "%s has wrong number of arguments: %d, was expecting %d \n", "cc.Sprite:getProgramState",argc, 0);
|
||||
return 0;
|
||||
|
||||
#if COCOS2D_DEBUG >= 1
|
||||
tolua_lerror:
|
||||
tolua_error(tolua_S,"#ferror in function 'lua_cocos2dx_Sprite_getProgramState'.",&tolua_err);
|
||||
#endif
|
||||
|
||||
return 0;
|
||||
}
|
||||
int lua_cocos2dx_Sprite_getCenterRectNormalized(lua_State* tolua_S)
|
||||
{
|
||||
int argc = 0;
|
||||
|
@ -75616,6 +75713,7 @@ int lua_register_cocos2dx_Sprite(lua_State* tolua_S)
|
|||
tolua_function(tolua_S,"getTexture",lua_cocos2dx_Sprite_getTexture);
|
||||
tolua_function(tolua_S,"setFlippedY",lua_cocos2dx_Sprite_setFlippedY);
|
||||
tolua_function(tolua_S,"setFlippedX",lua_cocos2dx_Sprite_setFlippedX);
|
||||
tolua_function(tolua_S,"setProgramState",lua_cocos2dx_Sprite_setProgramState);
|
||||
tolua_function(tolua_S,"getResourceType",lua_cocos2dx_Sprite_getResourceType);
|
||||
tolua_function(tolua_S,"setDisplayFrameWithAnimationName",lua_cocos2dx_Sprite_setDisplayFrameWithAnimationName);
|
||||
tolua_function(tolua_S,"getBatchNode",lua_cocos2dx_Sprite_getBatchNode);
|
||||
|
@ -75637,6 +75735,7 @@ int lua_register_cocos2dx_Sprite(lua_State* tolua_S)
|
|||
tolua_function(tolua_S,"removeAllChildrenWithCleanup",lua_cocos2dx_Sprite_removeAllChildrenWithCleanup);
|
||||
tolua_function(tolua_S,"getResourceName",lua_cocos2dx_Sprite_getResourceName);
|
||||
tolua_function(tolua_S,"isDirty",lua_cocos2dx_Sprite_isDirty);
|
||||
tolua_function(tolua_S,"getProgramState",lua_cocos2dx_Sprite_getProgramState);
|
||||
tolua_function(tolua_S,"getCenterRectNormalized",lua_cocos2dx_Sprite_getCenterRectNormalized);
|
||||
tolua_function(tolua_S,"setAtlasIndex",lua_cocos2dx_Sprite_setAtlasIndex);
|
||||
tolua_function(tolua_S,"initWithTexture",lua_cocos2dx_Sprite_initWithTexture);
|
||||
|
@ -87665,21 +87764,24 @@ int lua_cocos2dx_RenderState_unbindPass(lua_State* tolua_S)
|
|||
#endif
|
||||
|
||||
argc = lua_gettop(tolua_S)-1;
|
||||
if (argc == 1)
|
||||
if (argc == 2)
|
||||
{
|
||||
cocos2d::Pass* arg0;
|
||||
cocos2d::MeshCommand* arg1;
|
||||
|
||||
ok &= luaval_to_object<cocos2d::Pass>(tolua_S, 2, "cc.Pass",&arg0, "cc.RenderState:unbindPass");
|
||||
|
||||
ok &= luaval_to_object<cocos2d::MeshCommand>(tolua_S, 3, "cc.MeshCommand",&arg1, "cc.RenderState:unbindPass");
|
||||
if(!ok)
|
||||
{
|
||||
tolua_error(tolua_S,"invalid arguments in function 'lua_cocos2dx_RenderState_unbindPass'", nullptr);
|
||||
return 0;
|
||||
}
|
||||
cobj->unbindPass(arg0);
|
||||
cobj->unbindPass(arg0, arg1);
|
||||
lua_settop(tolua_S, 1);
|
||||
return 1;
|
||||
}
|
||||
luaL_error(tolua_S, "%s has wrong number of arguments: %d, was expecting %d \n", "cc.RenderState:unbindPass",argc, 1);
|
||||
luaL_error(tolua_S, "%s has wrong number of arguments: %d, was expecting %d \n", "cc.RenderState:unbindPass",argc, 2);
|
||||
return 0;
|
||||
|
||||
#if COCOS2D_DEBUG >= 1
|
||||
|
@ -87715,21 +87817,24 @@ int lua_cocos2dx_RenderState_bindPass(lua_State* tolua_S)
|
|||
#endif
|
||||
|
||||
argc = lua_gettop(tolua_S)-1;
|
||||
if (argc == 1)
|
||||
if (argc == 2)
|
||||
{
|
||||
cocos2d::Pass* arg0;
|
||||
cocos2d::MeshCommand* arg1;
|
||||
|
||||
ok &= luaval_to_object<cocos2d::Pass>(tolua_S, 2, "cc.Pass",&arg0, "cc.RenderState:bindPass");
|
||||
|
||||
ok &= luaval_to_object<cocos2d::MeshCommand>(tolua_S, 3, "cc.MeshCommand",&arg1, "cc.RenderState:bindPass");
|
||||
if(!ok)
|
||||
{
|
||||
tolua_error(tolua_S,"invalid arguments in function 'lua_cocos2dx_RenderState_bindPass'", nullptr);
|
||||
return 0;
|
||||
}
|
||||
cobj->bindPass(arg0);
|
||||
cobj->bindPass(arg0, arg1);
|
||||
lua_settop(tolua_S, 1);
|
||||
return 1;
|
||||
}
|
||||
luaL_error(tolua_S, "%s has wrong number of arguments: %d, was expecting %d \n", "cc.RenderState:bindPass",argc, 1);
|
||||
luaL_error(tolua_S, "%s has wrong number of arguments: %d, was expecting %d \n", "cc.RenderState:bindPass",argc, 2);
|
||||
return 0;
|
||||
|
||||
#if COCOS2D_DEBUG >= 1
|
||||
|
@ -88274,39 +88379,42 @@ int lua_cocos2dx_Material_draw(lua_State* tolua_S)
|
|||
#endif
|
||||
|
||||
argc = lua_gettop(tolua_S)-1;
|
||||
if (argc == 7)
|
||||
if (argc == 8)
|
||||
{
|
||||
double arg0;
|
||||
cocos2d::backend::Buffer* arg1;
|
||||
cocos2d::MeshCommand* arg0;
|
||||
double arg1;
|
||||
cocos2d::backend::Buffer* arg2;
|
||||
cocos2d::backend::PrimitiveType arg3;
|
||||
cocos2d::backend::IndexFormat arg4;
|
||||
unsigned int arg5;
|
||||
cocos2d::Mat4 arg6;
|
||||
cocos2d::backend::Buffer* arg3;
|
||||
cocos2d::backend::PrimitiveType arg4;
|
||||
cocos2d::backend::IndexFormat arg5;
|
||||
unsigned int arg6;
|
||||
cocos2d::Mat4 arg7;
|
||||
|
||||
ok &= luaval_to_number(tolua_S, 2,&arg0, "cc.Material:draw");
|
||||
ok &= luaval_to_object<cocos2d::MeshCommand>(tolua_S, 2, "cc.MeshCommand",&arg0, "cc.Material:draw");
|
||||
|
||||
ok &= luaval_to_object<cocos2d::backend::Buffer>(tolua_S, 3, "cc.Buffer",&arg1, "cc.Material:draw");
|
||||
ok &= luaval_to_number(tolua_S, 3,&arg1, "cc.Material:draw");
|
||||
|
||||
ok &= luaval_to_object<cocos2d::backend::Buffer>(tolua_S, 4, "cc.Buffer",&arg2, "cc.Material:draw");
|
||||
|
||||
ok &= luaval_to_int32(tolua_S, 5,(int *)&arg3, "cc.Material:draw");
|
||||
ok &= luaval_to_object<cocos2d::backend::Buffer>(tolua_S, 5, "cc.Buffer",&arg3, "cc.Material:draw");
|
||||
|
||||
ok &= luaval_to_int32(tolua_S, 6,(int *)&arg4, "cc.Material:draw");
|
||||
|
||||
ok &= luaval_to_uint32(tolua_S, 7,&arg5, "cc.Material:draw");
|
||||
ok &= luaval_to_int32(tolua_S, 7,(int *)&arg5, "cc.Material:draw");
|
||||
|
||||
ok &= luaval_to_mat4(tolua_S, 8, &arg6, "cc.Material:draw");
|
||||
ok &= luaval_to_uint32(tolua_S, 8,&arg6, "cc.Material:draw");
|
||||
|
||||
ok &= luaval_to_mat4(tolua_S, 9, &arg7, "cc.Material:draw");
|
||||
if(!ok)
|
||||
{
|
||||
tolua_error(tolua_S,"invalid arguments in function 'lua_cocos2dx_Material_draw'", nullptr);
|
||||
return 0;
|
||||
}
|
||||
cobj->draw(arg0, arg1, arg2, arg3, arg4, arg5, arg6);
|
||||
cobj->draw(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7);
|
||||
lua_settop(tolua_S, 1);
|
||||
return 1;
|
||||
}
|
||||
luaL_error(tolua_S, "%s has wrong number of arguments: %d, was expecting %d \n", "cc.Material:draw",argc, 7);
|
||||
luaL_error(tolua_S, "%s has wrong number of arguments: %d, was expecting %d \n", "cc.Material:draw",argc, 8);
|
||||
return 0;
|
||||
|
||||
#if COCOS2D_DEBUG >= 1
|
||||
|
@ -89148,7 +89256,7 @@ int lua_cocos2dx_Pass_getVertexAttributeBinding(lua_State* tolua_S)
|
|||
|
||||
return 0;
|
||||
}
|
||||
int lua_cocos2dx_Pass_setUniformPointLightRangeInverse(lua_State* tolua_S)
|
||||
int lua_cocos2dx_Pass_setUniformSpotLightOuterAngleCos(lua_State* tolua_S)
|
||||
{
|
||||
int argc = 0;
|
||||
cocos2d::Pass* cobj = nullptr;
|
||||
|
@ -89168,7 +89276,7 @@ int lua_cocos2dx_Pass_setUniformPointLightRangeInverse(lua_State* tolua_S)
|
|||
#if COCOS2D_DEBUG >= 1
|
||||
if (!cobj)
|
||||
{
|
||||
tolua_error(tolua_S,"invalid 'cobj' in function 'lua_cocos2dx_Pass_setUniformPointLightRangeInverse'", nullptr);
|
||||
tolua_error(tolua_S,"invalid 'cobj' in function 'lua_cocos2dx_Pass_setUniformSpotLightOuterAngleCos'", nullptr);
|
||||
return 0;
|
||||
}
|
||||
#endif
|
||||
|
@ -89182,22 +89290,22 @@ int lua_cocos2dx_Pass_setUniformPointLightRangeInverse(lua_State* tolua_S)
|
|||
#pragma warning NO CONVERSION TO NATIVE FOR void*
|
||||
ok = false;
|
||||
|
||||
ok &= luaval_to_uint32(tolua_S, 3,&arg1, "cc.Pass:setUniformPointLightRangeInverse");
|
||||
ok &= luaval_to_uint32(tolua_S, 3,&arg1, "cc.Pass:setUniformSpotLightOuterAngleCos");
|
||||
if(!ok)
|
||||
{
|
||||
tolua_error(tolua_S,"invalid arguments in function 'lua_cocos2dx_Pass_setUniformPointLightRangeInverse'", nullptr);
|
||||
tolua_error(tolua_S,"invalid arguments in function 'lua_cocos2dx_Pass_setUniformSpotLightOuterAngleCos'", nullptr);
|
||||
return 0;
|
||||
}
|
||||
cobj->setUniformPointLightRangeInverse(arg0, arg1);
|
||||
cobj->setUniformSpotLightOuterAngleCos(arg0, arg1);
|
||||
lua_settop(tolua_S, 1);
|
||||
return 1;
|
||||
}
|
||||
luaL_error(tolua_S, "%s has wrong number of arguments: %d, was expecting %d \n", "cc.Pass:setUniformPointLightRangeInverse",argc, 2);
|
||||
luaL_error(tolua_S, "%s has wrong number of arguments: %d, was expecting %d \n", "cc.Pass:setUniformSpotLightOuterAngleCos",argc, 2);
|
||||
return 0;
|
||||
|
||||
#if COCOS2D_DEBUG >= 1
|
||||
tolua_lerror:
|
||||
tolua_error(tolua_S,"#ferror in function 'lua_cocos2dx_Pass_setUniformPointLightRangeInverse'.",&tolua_err);
|
||||
tolua_error(tolua_S,"#ferror in function 'lua_cocos2dx_Pass_setUniformSpotLightOuterAngleCos'.",&tolua_err);
|
||||
#endif
|
||||
|
||||
return 0;
|
||||
|
@ -89310,6 +89418,103 @@ int lua_cocos2dx_Pass_setUniformMatrixPalette(lua_State* tolua_S)
|
|||
|
||||
return 0;
|
||||
}
|
||||
int lua_cocos2dx_Pass_setName(lua_State* tolua_S)
|
||||
{
|
||||
int argc = 0;
|
||||
cocos2d::Pass* cobj = nullptr;
|
||||
bool ok = true;
|
||||
|
||||
#if COCOS2D_DEBUG >= 1
|
||||
tolua_Error tolua_err;
|
||||
#endif
|
||||
|
||||
|
||||
#if COCOS2D_DEBUG >= 1
|
||||
if (!tolua_isusertype(tolua_S,1,"cc.Pass",0,&tolua_err)) goto tolua_lerror;
|
||||
#endif
|
||||
|
||||
cobj = (cocos2d::Pass*)tolua_tousertype(tolua_S,1,0);
|
||||
|
||||
#if COCOS2D_DEBUG >= 1
|
||||
if (!cobj)
|
||||
{
|
||||
tolua_error(tolua_S,"invalid 'cobj' in function 'lua_cocos2dx_Pass_setName'", nullptr);
|
||||
return 0;
|
||||
}
|
||||
#endif
|
||||
|
||||
argc = lua_gettop(tolua_S)-1;
|
||||
if (argc == 1)
|
||||
{
|
||||
std::string arg0;
|
||||
|
||||
ok &= luaval_to_std_string(tolua_S, 2,&arg0, "cc.Pass:setName");
|
||||
if(!ok)
|
||||
{
|
||||
tolua_error(tolua_S,"invalid arguments in function 'lua_cocos2dx_Pass_setName'", nullptr);
|
||||
return 0;
|
||||
}
|
||||
cobj->setName(arg0);
|
||||
lua_settop(tolua_S, 1);
|
||||
return 1;
|
||||
}
|
||||
luaL_error(tolua_S, "%s has wrong number of arguments: %d, was expecting %d \n", "cc.Pass:setName",argc, 1);
|
||||
return 0;
|
||||
|
||||
#if COCOS2D_DEBUG >= 1
|
||||
tolua_lerror:
|
||||
tolua_error(tolua_S,"#ferror in function 'lua_cocos2dx_Pass_setName'.",&tolua_err);
|
||||
#endif
|
||||
|
||||
return 0;
|
||||
}
|
||||
int lua_cocos2dx_Pass_getName(lua_State* tolua_S)
|
||||
{
|
||||
int argc = 0;
|
||||
cocos2d::Pass* cobj = nullptr;
|
||||
bool ok = true;
|
||||
|
||||
#if COCOS2D_DEBUG >= 1
|
||||
tolua_Error tolua_err;
|
||||
#endif
|
||||
|
||||
|
||||
#if COCOS2D_DEBUG >= 1
|
||||
if (!tolua_isusertype(tolua_S,1,"cc.Pass",0,&tolua_err)) goto tolua_lerror;
|
||||
#endif
|
||||
|
||||
cobj = (cocos2d::Pass*)tolua_tousertype(tolua_S,1,0);
|
||||
|
||||
#if COCOS2D_DEBUG >= 1
|
||||
if (!cobj)
|
||||
{
|
||||
tolua_error(tolua_S,"invalid 'cobj' in function 'lua_cocos2dx_Pass_getName'", nullptr);
|
||||
return 0;
|
||||
}
|
||||
#endif
|
||||
|
||||
argc = lua_gettop(tolua_S)-1;
|
||||
if (argc == 0)
|
||||
{
|
||||
if(!ok)
|
||||
{
|
||||
tolua_error(tolua_S,"invalid arguments in function 'lua_cocos2dx_Pass_getName'", nullptr);
|
||||
return 0;
|
||||
}
|
||||
const std::string& ret = cobj->getName();
|
||||
lua_pushlstring(tolua_S,ret.c_str(),ret.length());
|
||||
return 1;
|
||||
}
|
||||
luaL_error(tolua_S, "%s has wrong number of arguments: %d, was expecting %d \n", "cc.Pass:getName",argc, 0);
|
||||
return 0;
|
||||
|
||||
#if COCOS2D_DEBUG >= 1
|
||||
tolua_lerror:
|
||||
tolua_error(tolua_S,"#ferror in function 'lua_cocos2dx_Pass_getName'.",&tolua_err);
|
||||
#endif
|
||||
|
||||
return 0;
|
||||
}
|
||||
int lua_cocos2dx_Pass_setUniformSpotLightRangeInverse(lua_State* tolua_S)
|
||||
{
|
||||
int argc = 0;
|
||||
|
@ -89364,6 +89569,53 @@ int lua_cocos2dx_Pass_setUniformSpotLightRangeInverse(lua_State* tolua_S)
|
|||
|
||||
return 0;
|
||||
}
|
||||
int lua_cocos2dx_Pass_clone(lua_State* tolua_S)
|
||||
{
|
||||
int argc = 0;
|
||||
cocos2d::Pass* cobj = nullptr;
|
||||
bool ok = true;
|
||||
|
||||
#if COCOS2D_DEBUG >= 1
|
||||
tolua_Error tolua_err;
|
||||
#endif
|
||||
|
||||
|
||||
#if COCOS2D_DEBUG >= 1
|
||||
if (!tolua_isusertype(tolua_S,1,"cc.Pass",0,&tolua_err)) goto tolua_lerror;
|
||||
#endif
|
||||
|
||||
cobj = (cocos2d::Pass*)tolua_tousertype(tolua_S,1,0);
|
||||
|
||||
#if COCOS2D_DEBUG >= 1
|
||||
if (!cobj)
|
||||
{
|
||||
tolua_error(tolua_S,"invalid 'cobj' in function 'lua_cocos2dx_Pass_clone'", nullptr);
|
||||
return 0;
|
||||
}
|
||||
#endif
|
||||
|
||||
argc = lua_gettop(tolua_S)-1;
|
||||
if (argc == 0)
|
||||
{
|
||||
if(!ok)
|
||||
{
|
||||
tolua_error(tolua_S,"invalid arguments in function 'lua_cocos2dx_Pass_clone'", nullptr);
|
||||
return 0;
|
||||
}
|
||||
cocos2d::Pass* ret = cobj->clone();
|
||||
object_to_luaval<cocos2d::Pass>(tolua_S, "cc.Pass",(cocos2d::Pass*)ret);
|
||||
return 1;
|
||||
}
|
||||
luaL_error(tolua_S, "%s has wrong number of arguments: %d, was expecting %d \n", "cc.Pass:clone",argc, 0);
|
||||
return 0;
|
||||
|
||||
#if COCOS2D_DEBUG >= 1
|
||||
tolua_lerror:
|
||||
tolua_error(tolua_S,"#ferror in function 'lua_cocos2dx_Pass_clone'.",&tolua_err);
|
||||
#endif
|
||||
|
||||
return 0;
|
||||
}
|
||||
int lua_cocos2dx_Pass_draw(lua_State* tolua_S)
|
||||
{
|
||||
int argc = 0;
|
||||
|
@ -89390,39 +89642,42 @@ int lua_cocos2dx_Pass_draw(lua_State* tolua_S)
|
|||
#endif
|
||||
|
||||
argc = lua_gettop(tolua_S)-1;
|
||||
if (argc == 7)
|
||||
if (argc == 8)
|
||||
{
|
||||
double arg0;
|
||||
cocos2d::backend::Buffer* arg1;
|
||||
cocos2d::MeshCommand* arg0;
|
||||
double arg1;
|
||||
cocos2d::backend::Buffer* arg2;
|
||||
cocos2d::backend::PrimitiveType arg3;
|
||||
cocos2d::backend::IndexFormat arg4;
|
||||
unsigned int arg5;
|
||||
cocos2d::Mat4 arg6;
|
||||
cocos2d::backend::Buffer* arg3;
|
||||
cocos2d::backend::PrimitiveType arg4;
|
||||
cocos2d::backend::IndexFormat arg5;
|
||||
unsigned int arg6;
|
||||
cocos2d::Mat4 arg7;
|
||||
|
||||
ok &= luaval_to_number(tolua_S, 2,&arg0, "cc.Pass:draw");
|
||||
ok &= luaval_to_object<cocos2d::MeshCommand>(tolua_S, 2, "cc.MeshCommand",&arg0, "cc.Pass:draw");
|
||||
|
||||
ok &= luaval_to_object<cocos2d::backend::Buffer>(tolua_S, 3, "cc.Buffer",&arg1, "cc.Pass:draw");
|
||||
ok &= luaval_to_number(tolua_S, 3,&arg1, "cc.Pass:draw");
|
||||
|
||||
ok &= luaval_to_object<cocos2d::backend::Buffer>(tolua_S, 4, "cc.Buffer",&arg2, "cc.Pass:draw");
|
||||
|
||||
ok &= luaval_to_int32(tolua_S, 5,(int *)&arg3, "cc.Pass:draw");
|
||||
ok &= luaval_to_object<cocos2d::backend::Buffer>(tolua_S, 5, "cc.Buffer",&arg3, "cc.Pass:draw");
|
||||
|
||||
ok &= luaval_to_int32(tolua_S, 6,(int *)&arg4, "cc.Pass:draw");
|
||||
|
||||
ok &= luaval_to_uint32(tolua_S, 7,&arg5, "cc.Pass:draw");
|
||||
ok &= luaval_to_int32(tolua_S, 7,(int *)&arg5, "cc.Pass:draw");
|
||||
|
||||
ok &= luaval_to_mat4(tolua_S, 8, &arg6, "cc.Pass:draw");
|
||||
ok &= luaval_to_uint32(tolua_S, 8,&arg6, "cc.Pass:draw");
|
||||
|
||||
ok &= luaval_to_mat4(tolua_S, 9, &arg7, "cc.Pass:draw");
|
||||
if(!ok)
|
||||
{
|
||||
tolua_error(tolua_S,"invalid arguments in function 'lua_cocos2dx_Pass_draw'", nullptr);
|
||||
return 0;
|
||||
}
|
||||
cobj->draw(arg0, arg1, arg2, arg3, arg4, arg5, arg6);
|
||||
cobj->draw(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7);
|
||||
lua_settop(tolua_S, 1);
|
||||
return 1;
|
||||
}
|
||||
luaL_error(tolua_S, "%s has wrong number of arguments: %d, was expecting %d \n", "cc.Pass:draw",argc, 7);
|
||||
luaL_error(tolua_S, "%s has wrong number of arguments: %d, was expecting %d \n", "cc.Pass:draw",argc, 8);
|
||||
return 0;
|
||||
|
||||
#if COCOS2D_DEBUG >= 1
|
||||
|
@ -89432,7 +89687,7 @@ int lua_cocos2dx_Pass_draw(lua_State* tolua_S)
|
|||
|
||||
return 0;
|
||||
}
|
||||
int lua_cocos2dx_Pass_getVertexLayout(lua_State* tolua_S)
|
||||
int lua_cocos2dx_Pass_setUniformPointLightRangeInverse(lua_State* tolua_S)
|
||||
{
|
||||
int argc = 0;
|
||||
cocos2d::Pass* cobj = nullptr;
|
||||
|
@ -89452,29 +89707,36 @@ int lua_cocos2dx_Pass_getVertexLayout(lua_State* tolua_S)
|
|||
#if COCOS2D_DEBUG >= 1
|
||||
if (!cobj)
|
||||
{
|
||||
tolua_error(tolua_S,"invalid 'cobj' in function 'lua_cocos2dx_Pass_getVertexLayout'", nullptr);
|
||||
tolua_error(tolua_S,"invalid 'cobj' in function 'lua_cocos2dx_Pass_setUniformPointLightRangeInverse'", nullptr);
|
||||
return 0;
|
||||
}
|
||||
#endif
|
||||
|
||||
argc = lua_gettop(tolua_S)-1;
|
||||
if (argc == 0)
|
||||
if (argc == 2)
|
||||
{
|
||||
const void* arg0;
|
||||
unsigned int arg1;
|
||||
|
||||
#pragma warning NO CONVERSION TO NATIVE FOR void*
|
||||
ok = false;
|
||||
|
||||
ok &= luaval_to_uint32(tolua_S, 3,&arg1, "cc.Pass:setUniformPointLightRangeInverse");
|
||||
if(!ok)
|
||||
{
|
||||
tolua_error(tolua_S,"invalid arguments in function 'lua_cocos2dx_Pass_getVertexLayout'", nullptr);
|
||||
tolua_error(tolua_S,"invalid arguments in function 'lua_cocos2dx_Pass_setUniformPointLightRangeInverse'", nullptr);
|
||||
return 0;
|
||||
}
|
||||
cocos2d::backend::VertexLayout* ret = cobj->getVertexLayout();
|
||||
object_to_luaval<cocos2d::backend::VertexLayout>(tolua_S, "cc.VertexLayout",(cocos2d::backend::VertexLayout*)ret);
|
||||
cobj->setUniformPointLightRangeInverse(arg0, arg1);
|
||||
lua_settop(tolua_S, 1);
|
||||
return 1;
|
||||
}
|
||||
luaL_error(tolua_S, "%s has wrong number of arguments: %d, was expecting %d \n", "cc.Pass:getVertexLayout",argc, 0);
|
||||
luaL_error(tolua_S, "%s has wrong number of arguments: %d, was expecting %d \n", "cc.Pass:setUniformPointLightRangeInverse",argc, 2);
|
||||
return 0;
|
||||
|
||||
#if COCOS2D_DEBUG >= 1
|
||||
tolua_lerror:
|
||||
tolua_error(tolua_S,"#ferror in function 'lua_cocos2dx_Pass_getVertexLayout'.",&tolua_err);
|
||||
tolua_error(tolua_S,"#ferror in function 'lua_cocos2dx_Pass_setUniformPointLightRangeInverse'.",&tolua_err);
|
||||
#endif
|
||||
|
||||
return 0;
|
||||
|
@ -89532,7 +89794,7 @@ int lua_cocos2dx_Pass_setUniformNormTexture(lua_State* tolua_S)
|
|||
|
||||
return 0;
|
||||
}
|
||||
int lua_cocos2dx_Pass_clone(lua_State* tolua_S)
|
||||
int lua_cocos2dx_Pass_updateMVPUniform(lua_State* tolua_S)
|
||||
{
|
||||
int argc = 0;
|
||||
cocos2d::Pass* cobj = nullptr;
|
||||
|
@ -89552,29 +89814,32 @@ int lua_cocos2dx_Pass_clone(lua_State* tolua_S)
|
|||
#if COCOS2D_DEBUG >= 1
|
||||
if (!cobj)
|
||||
{
|
||||
tolua_error(tolua_S,"invalid 'cobj' in function 'lua_cocos2dx_Pass_clone'", nullptr);
|
||||
tolua_error(tolua_S,"invalid 'cobj' in function 'lua_cocos2dx_Pass_updateMVPUniform'", nullptr);
|
||||
return 0;
|
||||
}
|
||||
#endif
|
||||
|
||||
argc = lua_gettop(tolua_S)-1;
|
||||
if (argc == 0)
|
||||
if (argc == 1)
|
||||
{
|
||||
cocos2d::Mat4 arg0;
|
||||
|
||||
ok &= luaval_to_mat4(tolua_S, 2, &arg0, "cc.Pass:updateMVPUniform");
|
||||
if(!ok)
|
||||
{
|
||||
tolua_error(tolua_S,"invalid arguments in function 'lua_cocos2dx_Pass_clone'", nullptr);
|
||||
tolua_error(tolua_S,"invalid arguments in function 'lua_cocos2dx_Pass_updateMVPUniform'", nullptr);
|
||||
return 0;
|
||||
}
|
||||
cocos2d::Pass* ret = cobj->clone();
|
||||
object_to_luaval<cocos2d::Pass>(tolua_S, "cc.Pass",(cocos2d::Pass*)ret);
|
||||
cobj->updateMVPUniform(arg0);
|
||||
lua_settop(tolua_S, 1);
|
||||
return 1;
|
||||
}
|
||||
luaL_error(tolua_S, "%s has wrong number of arguments: %d, was expecting %d \n", "cc.Pass:clone",argc, 0);
|
||||
luaL_error(tolua_S, "%s has wrong number of arguments: %d, was expecting %d \n", "cc.Pass:updateMVPUniform",argc, 1);
|
||||
return 0;
|
||||
|
||||
#if COCOS2D_DEBUG >= 1
|
||||
tolua_lerror:
|
||||
tolua_error(tolua_S,"#ferror in function 'lua_cocos2dx_Pass_clone'.",&tolua_err);
|
||||
tolua_error(tolua_S,"#ferror in function 'lua_cocos2dx_Pass_updateMVPUniform'.",&tolua_err);
|
||||
#endif
|
||||
|
||||
return 0;
|
||||
|
@ -89999,60 +90264,6 @@ int lua_cocos2dx_Pass_setUniformTexture(lua_State* tolua_S)
|
|||
|
||||
return 0;
|
||||
}
|
||||
int lua_cocos2dx_Pass_setUniformSpotLightOuterAngleCos(lua_State* tolua_S)
|
||||
{
|
||||
int argc = 0;
|
||||
cocos2d::Pass* cobj = nullptr;
|
||||
bool ok = true;
|
||||
|
||||
#if COCOS2D_DEBUG >= 1
|
||||
tolua_Error tolua_err;
|
||||
#endif
|
||||
|
||||
|
||||
#if COCOS2D_DEBUG >= 1
|
||||
if (!tolua_isusertype(tolua_S,1,"cc.Pass",0,&tolua_err)) goto tolua_lerror;
|
||||
#endif
|
||||
|
||||
cobj = (cocos2d::Pass*)tolua_tousertype(tolua_S,1,0);
|
||||
|
||||
#if COCOS2D_DEBUG >= 1
|
||||
if (!cobj)
|
||||
{
|
||||
tolua_error(tolua_S,"invalid 'cobj' in function 'lua_cocos2dx_Pass_setUniformSpotLightOuterAngleCos'", nullptr);
|
||||
return 0;
|
||||
}
|
||||
#endif
|
||||
|
||||
argc = lua_gettop(tolua_S)-1;
|
||||
if (argc == 2)
|
||||
{
|
||||
const void* arg0;
|
||||
unsigned int arg1;
|
||||
|
||||
#pragma warning NO CONVERSION TO NATIVE FOR void*
|
||||
ok = false;
|
||||
|
||||
ok &= luaval_to_uint32(tolua_S, 3,&arg1, "cc.Pass:setUniformSpotLightOuterAngleCos");
|
||||
if(!ok)
|
||||
{
|
||||
tolua_error(tolua_S,"invalid arguments in function 'lua_cocos2dx_Pass_setUniformSpotLightOuterAngleCos'", nullptr);
|
||||
return 0;
|
||||
}
|
||||
cobj->setUniformSpotLightOuterAngleCos(arg0, arg1);
|
||||
lua_settop(tolua_S, 1);
|
||||
return 1;
|
||||
}
|
||||
luaL_error(tolua_S, "%s has wrong number of arguments: %d, was expecting %d \n", "cc.Pass:setUniformSpotLightOuterAngleCos",argc, 2);
|
||||
return 0;
|
||||
|
||||
#if COCOS2D_DEBUG >= 1
|
||||
tolua_lerror:
|
||||
tolua_error(tolua_S,"#ferror in function 'lua_cocos2dx_Pass_setUniformSpotLightOuterAngleCos'.",&tolua_err);
|
||||
#endif
|
||||
|
||||
return 0;
|
||||
}
|
||||
int lua_cocos2dx_Pass_setUniformColor(lua_State* tolua_S)
|
||||
{
|
||||
int argc = 0;
|
||||
|
@ -90251,14 +90462,17 @@ int lua_register_cocos2dx_Pass(lua_State* tolua_S)
|
|||
tolua_function(tolua_S,"setUniformSpotLightInnerAngleCos",lua_cocos2dx_Pass_setUniformSpotLightInnerAngleCos);
|
||||
tolua_function(tolua_S,"setTechnique",lua_cocos2dx_Pass_setTechnique);
|
||||
tolua_function(tolua_S,"getVertexAttributeBinding",lua_cocos2dx_Pass_getVertexAttributeBinding);
|
||||
tolua_function(tolua_S,"setUniformPointLightRangeInverse",lua_cocos2dx_Pass_setUniformPointLightRangeInverse);
|
||||
tolua_function(tolua_S,"setUniformSpotLightOuterAngleCos",lua_cocos2dx_Pass_setUniformSpotLightOuterAngleCos);
|
||||
tolua_function(tolua_S,"setUniformSpotLightDir",lua_cocos2dx_Pass_setUniformSpotLightDir);
|
||||
tolua_function(tolua_S,"setUniformMatrixPalette",lua_cocos2dx_Pass_setUniformMatrixPalette);
|
||||
tolua_function(tolua_S,"setName",lua_cocos2dx_Pass_setName);
|
||||
tolua_function(tolua_S,"getName",lua_cocos2dx_Pass_getName);
|
||||
tolua_function(tolua_S,"setUniformSpotLightRangeInverse",lua_cocos2dx_Pass_setUniformSpotLightRangeInverse);
|
||||
tolua_function(tolua_S,"draw",lua_cocos2dx_Pass_draw);
|
||||
tolua_function(tolua_S,"getVertexLayout",lua_cocos2dx_Pass_getVertexLayout);
|
||||
tolua_function(tolua_S,"setUniformNormTexture",lua_cocos2dx_Pass_setUniformNormTexture);
|
||||
tolua_function(tolua_S,"clone",lua_cocos2dx_Pass_clone);
|
||||
tolua_function(tolua_S,"draw",lua_cocos2dx_Pass_draw);
|
||||
tolua_function(tolua_S,"setUniformPointLightRangeInverse",lua_cocos2dx_Pass_setUniformPointLightRangeInverse);
|
||||
tolua_function(tolua_S,"setUniformNormTexture",lua_cocos2dx_Pass_setUniformNormTexture);
|
||||
tolua_function(tolua_S,"updateMVPUniform",lua_cocos2dx_Pass_updateMVPUniform);
|
||||
tolua_function(tolua_S,"setUniformDirLightDir",lua_cocos2dx_Pass_setUniformDirLightDir);
|
||||
tolua_function(tolua_S,"getProgramState",lua_cocos2dx_Pass_getProgramState);
|
||||
tolua_function(tolua_S,"setUniformSpotLightColor",lua_cocos2dx_Pass_setUniformSpotLightColor);
|
||||
|
@ -90267,7 +90481,6 @@ int lua_register_cocos2dx_Pass(lua_State* tolua_S)
|
|||
tolua_function(tolua_S,"setUniformSpotLightPosition",lua_cocos2dx_Pass_setUniformSpotLightPosition);
|
||||
tolua_function(tolua_S,"setVertexAttribBinding",lua_cocos2dx_Pass_setVertexAttribBinding);
|
||||
tolua_function(tolua_S,"setUniformTexture",lua_cocos2dx_Pass_setUniformTexture);
|
||||
tolua_function(tolua_S,"setUniformSpotLightOuterAngleCos",lua_cocos2dx_Pass_setUniformSpotLightOuterAngleCos);
|
||||
tolua_function(tolua_S,"setUniformColor",lua_cocos2dx_Pass_setUniformColor);
|
||||
tolua_function(tolua_S,"setUniformPointLightColor",lua_cocos2dx_Pass_setUniformPointLightColor);
|
||||
tolua_function(tolua_S,"createWithProgramState", lua_cocos2dx_Pass_createWithProgramState);
|
||||
|
|
|
@ -2223,6 +2223,10 @@ int register_all_cocos2dx(lua_State* tolua_S);
|
|||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -263,7 +263,7 @@ list(APPEND GAME_SOURCE
|
|||
# Classes/LabelTest/LabelTestNew.cpp
|
||||
Classes/LayerTest/LayerTest.cpp
|
||||
# Classes/LightTest/LightTest.cpp
|
||||
# Classes/MaterialSystemTest/MaterialSystemTest.cpp
|
||||
Classes/MaterialSystemTest/MaterialSystemTest.cpp
|
||||
Classes/MenuTest/MenuTest.cpp
|
||||
Classes/MotionStreakTest/MotionStreakTest.cpp
|
||||
Classes/MultiTouchTest/MultiTouchTest.cpp
|
||||
|
|
|
@ -49,8 +49,6 @@ MaterialSystemTest::MaterialSystemTest()
|
|||
ADD_TEST_CASE(Material_MultipleSprite3D);
|
||||
ADD_TEST_CASE(Material_Sprite3DTest);
|
||||
ADD_TEST_CASE(Material_parsePerformance);
|
||||
ADD_TEST_CASE(Material_invalidate);
|
||||
ADD_TEST_CASE(Material_renderState);
|
||||
}
|
||||
|
||||
std::string MaterialSystemBaseTest::title() const
|
||||
|
@ -126,22 +124,37 @@ void Material_2DEffects::onEnter()
|
|||
auto spriteBlur = Sprite::create("Images/grossini.png");
|
||||
spriteBlur->setPositionNormalized(Vec2(0.2f, 0.5f));
|
||||
this->addChild(spriteBlur);
|
||||
spriteBlur->setGLProgramState(mat1->getTechniqueByName("blur")->getPassByIndex(0)->getGLProgramState());
|
||||
spriteBlur->setProgramState(mat1->getTechniqueByName("blur")->getPassByIndex(0)->getProgramState());
|
||||
|
||||
auto spriteOutline = Sprite::create("Images/grossini.png");
|
||||
spriteOutline->setPositionNormalized(Vec2(0.4f, 0.5f));
|
||||
this->addChild(spriteOutline);
|
||||
spriteOutline->setGLProgramState(mat1->getTechniqueByName("outline")->getPassByIndex(0)->getGLProgramState());
|
||||
spriteOutline->setProgramState(mat1->getTechniqueByName("outline")->getPassByIndex(0)->getProgramState());
|
||||
|
||||
auto spriteNoise = Sprite::create("Images/grossini.png");
|
||||
spriteNoise->setPositionNormalized(Vec2(0.6f, 0.5f));
|
||||
this->addChild(spriteNoise);
|
||||
spriteNoise->setGLProgramState(mat1->getTechniqueByName("noise")->getPassByIndex(0)->getGLProgramState());
|
||||
spriteNoise->setProgramState(mat1->getTechniqueByName("noise")->getPassByIndex(0)->getProgramState());
|
||||
|
||||
auto spriteEdgeDetect = Sprite::create("Images/grossini.png");
|
||||
spriteEdgeDetect->setPositionNormalized(Vec2(0.8f, 0.5f));
|
||||
this->addChild(spriteEdgeDetect);
|
||||
spriteEdgeDetect->setGLProgramState(mat1->getTechniqueByName("edge_detect")->getPassByIndex(0)->getGLProgramState());
|
||||
spriteEdgeDetect->setProgramState(mat1->getTechniqueByName("edge_detect")->getPassByIndex(0)->getProgramState());
|
||||
|
||||
timeUniforms.clear();
|
||||
|
||||
#define FETCH_CCTIME_LOCATION(sprite) do { \
|
||||
auto programState = sprite->getProgramState(); \
|
||||
auto location = programState->getUniformLocation("CC_Time"); \
|
||||
timeUniforms.emplace_back(programState, location); \
|
||||
}while(0)
|
||||
|
||||
FETCH_CCTIME_LOCATION(spriteBlur);
|
||||
FETCH_CCTIME_LOCATION(spriteOutline);
|
||||
FETCH_CCTIME_LOCATION(spriteNoise);
|
||||
FETCH_CCTIME_LOCATION(spriteEdgeDetect);
|
||||
|
||||
schedule(CC_SCHEDULE_SELECTOR(Material_2DEffects::updateCCTimeUniforms));
|
||||
|
||||
// properties is not a "Ref" object
|
||||
CC_SAFE_DELETE(properties);
|
||||
|
@ -152,6 +165,16 @@ std::string Material_2DEffects::subtitle() const
|
|||
return "Testing effects on Sprite";
|
||||
}
|
||||
|
||||
void Material_2DEffects::updateCCTimeUniforms(float)
|
||||
{
|
||||
float time = Director::getInstance()->getTotalFrames() * Director::getInstance()->getAnimationInterval();
|
||||
Vec4 random(time / 10.0f, time, time * 2.0f, time * 4.0f);
|
||||
for (auto &loc : timeUniforms)
|
||||
{
|
||||
loc.programState->setUniform(loc.location, &random, sizeof(random));
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
// MARK: Material_AutoBindings
|
||||
//
|
||||
|
@ -159,42 +182,45 @@ std::string Material_2DEffects::subtitle() const
|
|||
/*
|
||||
* Custom material auto-binding resolver for terrain.
|
||||
*/
|
||||
class EffectAutoBindingResolver : public GLProgramState::AutoBindingResolver
|
||||
class EffectAutoBindingResolver : public backend::ProgramState::AutoBindingResolver
|
||||
{
|
||||
bool resolveAutoBinding(GLProgramState* glProgramState, Node* node, const std::string& uniform, const std::string& autoBinding);
|
||||
virtual bool resolveAutoBinding(backend::ProgramState* programState,/* Node* node,*/ const std::string& uniform, const std::string& autoBinding) override;
|
||||
|
||||
void callbackRadius(GLProgram* glProgram, Uniform* uniform);
|
||||
void callbackColor(GLProgram* glProgram, Uniform* uniform);
|
||||
void callbackRadius(backend::ProgramState* programState, backend::UniformLocation uniform);
|
||||
void callbackColor(backend::ProgramState* programState, backend::UniformLocation uniform);
|
||||
};
|
||||
|
||||
bool EffectAutoBindingResolver::resolveAutoBinding(GLProgramState* glProgramState, Node* node, const std::string& uniform, const std::string& autoBinding)
|
||||
bool EffectAutoBindingResolver::resolveAutoBinding(backend::ProgramState* programState, /*Node* node,*/ const std::string& uniform, const std::string& autoBinding)
|
||||
{
|
||||
if (autoBinding.compare("DYNAMIC_RADIUS")==0)
|
||||
{
|
||||
glProgramState->setUniformCallback(uniform, CC_CALLBACK_2(EffectAutoBindingResolver::callbackRadius, this));
|
||||
auto loc = programState->getUniformLocation(uniform);
|
||||
programState->setCallbackUniform(loc, CC_CALLBACK_2(EffectAutoBindingResolver::callbackRadius, this));
|
||||
return true;
|
||||
}
|
||||
else if (autoBinding.compare("OUTLINE_COLOR")==0)
|
||||
{
|
||||
glProgramState->setUniformCallback(uniform, CC_CALLBACK_2(EffectAutoBindingResolver::callbackColor, this));
|
||||
auto loc = programState->getUniformLocation(uniform);
|
||||
programState->setCallbackUniform(loc, CC_CALLBACK_2(EffectAutoBindingResolver::callbackColor, this));
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
void EffectAutoBindingResolver::callbackRadius(GLProgram* glProgram, Uniform* uniform)
|
||||
void EffectAutoBindingResolver::callbackRadius(backend::ProgramState *programState, backend::UniformLocation uniform)
|
||||
{
|
||||
float f = CCRANDOM_0_1() * 10;
|
||||
glProgram->setUniformLocationWith1f(uniform->location, f);
|
||||
programState->setUniform(uniform, &f, sizeof(f));
|
||||
}
|
||||
|
||||
void EffectAutoBindingResolver::callbackColor(GLProgram* glProgram, Uniform* uniform)
|
||||
void EffectAutoBindingResolver::callbackColor(backend::ProgramState *programState, backend::UniformLocation uniform)
|
||||
{
|
||||
float r = CCRANDOM_0_1();
|
||||
float g = CCRANDOM_0_1();
|
||||
float b = CCRANDOM_0_1();
|
||||
Vec3 color(r, g, b);
|
||||
|
||||
glProgram->setUniformLocationWith3f(uniform->location, r, g, b);
|
||||
programState->setUniform(uniform, &color, sizeof(color));
|
||||
}
|
||||
|
||||
Material_AutoBindings::Material_AutoBindings()
|
||||
|
@ -223,23 +249,27 @@ void Material_AutoBindings::onEnter()
|
|||
auto spriteBlur = Sprite::create("Images/grossini.png");
|
||||
spriteBlur->setPositionNormalized(Vec2(0.2f, 0.5f));
|
||||
this->addChild(spriteBlur);
|
||||
spriteBlur->setGLProgramState(mat1->getTechniqueByName("blur")->getPassByIndex(0)->getGLProgramState());
|
||||
spriteBlur->setProgramState(mat1->getTechniqueByName("blur")->getPassByIndex(0)->getProgramState());
|
||||
|
||||
auto spriteOutline = Sprite::create("Images/grossini.png");
|
||||
spriteOutline->setPositionNormalized(Vec2(0.4f, 0.5f));
|
||||
this->addChild(spriteOutline);
|
||||
spriteOutline->setGLProgramState(mat1->getTechniqueByName("outline")->getPassByIndex(0)->getGLProgramState());
|
||||
spriteOutline->setProgramState(mat1->getTechniqueByName("outline")->getPassByIndex(0)->getProgramState());
|
||||
|
||||
auto spriteNoise = Sprite::create("Images/grossini.png");
|
||||
spriteNoise->setPositionNormalized(Vec2(0.6f, 0.5f));
|
||||
this->addChild(spriteNoise);
|
||||
spriteNoise->setGLProgramState(mat1->getTechniqueByName("noise")->getPassByIndex(0)->getGLProgramState());
|
||||
spriteNoise->setProgramState(mat1->getTechniqueByName("noise")->getPassByIndex(0)->getProgramState());
|
||||
|
||||
auto spriteEdgeDetect = Sprite::create("Images/grossini.png");
|
||||
spriteEdgeDetect->setPositionNormalized(Vec2(0.8f, 0.5f));
|
||||
this->addChild(spriteEdgeDetect);
|
||||
spriteEdgeDetect->setGLProgramState(mat1->getTechniqueByName("edge_detect")->getPassByIndex(0)->getGLProgramState());
|
||||
spriteEdgeDetect->setProgramState(mat1->getTechniqueByName("edge_detect")->getPassByIndex(0)->getProgramState());
|
||||
|
||||
_noiseProgramState = spriteNoise->getProgramState();
|
||||
_locationTime = _noiseProgramState->getUniformLocation("CC_Time");
|
||||
|
||||
schedule(CC_SCHEDULE_SELECTOR(Material_AutoBindings::updateUniformTime));
|
||||
// properties is not a "Ref" object
|
||||
CC_SAFE_DELETE(properties);
|
||||
}
|
||||
|
@ -249,6 +279,13 @@ std::string Material_AutoBindings::subtitle() const
|
|||
return "Testing auto-bindings uniforms";
|
||||
}
|
||||
|
||||
void Material_AutoBindings::updateUniformTime(float dt)
|
||||
{
|
||||
float time = Director::getInstance()->getTotalFrames() * Director::getInstance()->getAnimationInterval();
|
||||
Vec4 random(time / 10.0f, time, time * 2.0f, time * 4.0f);
|
||||
_noiseProgramState->setUniform(_locationTime, &random, sizeof(random));
|
||||
}
|
||||
|
||||
//
|
||||
//
|
||||
//
|
||||
|
@ -304,9 +341,7 @@ void Material_setTechnique::changeMaterial(float dt)
|
|||
break;
|
||||
}
|
||||
|
||||
_techniqueState++;
|
||||
if (_techniqueState>2)
|
||||
_techniqueState = 0;
|
||||
_techniqueState = (_techniqueState + 1) % 3;
|
||||
}
|
||||
|
||||
//
|
||||
|
@ -446,131 +481,6 @@ std::string Material_parsePerformance::subtitle() const
|
|||
return "Testing parsing performance";
|
||||
}
|
||||
|
||||
//
|
||||
//
|
||||
//
|
||||
void Material_invalidate::onEnter()
|
||||
{
|
||||
MaterialSystemBaseTest::onEnter();
|
||||
|
||||
// ORC
|
||||
auto sprite = Sprite3D::create("Sprite3DTest/orc.c3b");
|
||||
sprite->setScale(5);
|
||||
sprite->setRotation3D(Vec3(0,180,0));
|
||||
addChild(sprite);
|
||||
sprite->setPositionNormalized(Vec2(0.3f,0.3f));
|
||||
|
||||
auto rotate = RotateBy::create(5, Vec3(0,360,0));
|
||||
auto repeat = RepeatForever::create(rotate);
|
||||
sprite->runAction(repeat);
|
||||
|
||||
// SPINE
|
||||
auto skeletonNode = spine::SkeletonAnimation::createWithJsonFile("spine/goblins-pro.json", "spine/goblins.atlas", 1.5f);
|
||||
skeletonNode->setAnimation(0, "walk", true);
|
||||
skeletonNode->setSkin("goblin");
|
||||
|
||||
skeletonNode->setScale(0.25);
|
||||
skeletonNode->setPositionNormalized(Vec2(0.6f,0.3f));
|
||||
this->addChild(skeletonNode);
|
||||
}
|
||||
|
||||
std::string Material_invalidate::subtitle() const
|
||||
{
|
||||
return "Testing RenderState::StateBlock::invalidate()";
|
||||
}
|
||||
|
||||
void Material_invalidate::draw(cocos2d::Renderer *renderer, const cocos2d::Mat4 &transform, uint32_t flags)
|
||||
{
|
||||
_customCommand.init(_globalZOrder, transform, flags);
|
||||
_customCommand.func = []() {
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
CHECK_GL_ERROR_DEBUG();
|
||||
|
||||
glDepthMask(false);
|
||||
CHECK_GL_ERROR_DEBUG();
|
||||
|
||||
glEnable(GL_CULL_FACE);
|
||||
CHECK_GL_ERROR_DEBUG();
|
||||
|
||||
glCullFace((GLenum)GL_FRONT);
|
||||
CHECK_GL_ERROR_DEBUG();
|
||||
|
||||
glFrontFace((GLenum)GL_CW);
|
||||
CHECK_GL_ERROR_DEBUG();
|
||||
|
||||
glDisable(GL_BLEND);
|
||||
CHECK_GL_ERROR_DEBUG();
|
||||
|
||||
// a non-optimal way is to pass all bits, but that would be very inefficient
|
||||
// RenderState::StateBlock::invalidate(RenderState::StateBlock::RS_ALL_ONES);
|
||||
|
||||
RenderState::StateBlock::invalidate(RenderState::StateBlock::RS_DEPTH_TEST |
|
||||
RenderState::StateBlock::RS_DEPTH_WRITE |
|
||||
RenderState::StateBlock::RS_CULL_FACE |
|
||||
RenderState::StateBlock::RS_CULL_FACE_SIDE |
|
||||
RenderState::StateBlock::RS_FRONT_FACE |
|
||||
RenderState::StateBlock::RS_BLEND);
|
||||
};
|
||||
|
||||
renderer->addCommand(&_customCommand);
|
||||
}
|
||||
|
||||
//
|
||||
//
|
||||
//
|
||||
void Material_renderState::onEnter()
|
||||
{
|
||||
MaterialSystemBaseTest::onEnter();
|
||||
|
||||
// ORC
|
||||
auto sprite = Sprite3D::create("Sprite3DTest/orc.c3b");
|
||||
sprite->setScale(5);
|
||||
sprite->setRotation3D(Vec3(0,180,0));
|
||||
addChild(sprite);
|
||||
sprite->setPositionNormalized(Vec2(0.3f,0.3f));
|
||||
|
||||
auto rotate = RotateBy::create(5, Vec3(0,360,0));
|
||||
auto repeat = RepeatForever::create(rotate);
|
||||
sprite->runAction(repeat);
|
||||
|
||||
// SPINE
|
||||
auto skeletonNode = spine::SkeletonAnimation::createWithJsonFile("spine/goblins-pro.json", "spine/goblins.atlas", 1.5f);
|
||||
skeletonNode->setAnimation(0, "walk", true);
|
||||
skeletonNode->setSkin("goblin");
|
||||
|
||||
skeletonNode->setScale(0.25);
|
||||
skeletonNode->setPositionNormalized(Vec2(0.6f,0.3f));
|
||||
this->addChild(skeletonNode);
|
||||
|
||||
_stateBlock.setDepthTest(false);
|
||||
_stateBlock.setDepthWrite(false);
|
||||
_stateBlock.setCullFace(true);
|
||||
_stateBlock.setCullFaceSide(RenderState::CULL_FACE_SIDE_FRONT);
|
||||
_stateBlock.setFrontFace(RenderState::FRONT_FACE_CW);
|
||||
_stateBlock.setBlend(false);
|
||||
}
|
||||
|
||||
std::string Material_renderState::subtitle() const
|
||||
{
|
||||
return "You should see a Spine animation on the right";
|
||||
}
|
||||
|
||||
void Material_renderState::draw(cocos2d::Renderer *renderer, const cocos2d::Mat4 &transform, uint32_t flags)
|
||||
{
|
||||
_customCommand.init(_globalZOrder, transform, flags);
|
||||
_customCommand.func = [this]() {
|
||||
|
||||
this->_stateBlock.bind();
|
||||
|
||||
// should do something...
|
||||
// and after that, restore
|
||||
|
||||
this->_stateBlock.restore(0);
|
||||
};
|
||||
|
||||
renderer->addCommand(&_customCommand);
|
||||
}
|
||||
|
||||
// MARK: Helper functions
|
||||
|
||||
static void printProperties(Properties* properties, int indent)
|
||||
|
|
|
@ -26,6 +26,10 @@
|
|||
#pragma once
|
||||
|
||||
#include "../BaseTest.h"
|
||||
#include "renderer/backend/Types.h"
|
||||
#include "renderer/backend/ProgramState.h"
|
||||
|
||||
#include <vector>
|
||||
|
||||
DEFINE_TEST_SUITE(MaterialSystemTest);
|
||||
|
||||
|
@ -42,6 +46,7 @@ public:
|
|||
|
||||
virtual void onEnter() override;
|
||||
virtual std::string subtitle() const override;
|
||||
|
||||
};
|
||||
|
||||
class Material_MultipleSprite3D : public MaterialSystemBaseTest
|
||||
|
@ -60,6 +65,17 @@ public:
|
|||
|
||||
virtual void onEnter() override;
|
||||
virtual std::string subtitle() const override;
|
||||
void updateCCTimeUniforms(float);
|
||||
|
||||
private:
|
||||
struct Locations {
|
||||
Locations(cocos2d::backend::ProgramState *ps, cocos2d::backend::UniformLocation loc)
|
||||
: programState(ps), location(loc) {}
|
||||
|
||||
cocos2d::backend::ProgramState *programState = nullptr;
|
||||
cocos2d::backend::UniformLocation location;
|
||||
};
|
||||
std::vector<Locations> timeUniforms;
|
||||
};
|
||||
|
||||
class EffectAutoBindingResolver;
|
||||
|
@ -74,8 +90,12 @@ public:
|
|||
virtual void onEnter() override;
|
||||
virtual std::string subtitle() const override;
|
||||
|
||||
void updateUniformTime(float);
|
||||
|
||||
private:
|
||||
EffectAutoBindingResolver *_resolver;
|
||||
cocos2d::backend::UniformLocation _locationTime;
|
||||
EffectAutoBindingResolver *_resolver = nullptr;
|
||||
cocos2d::backend::ProgramState *_noiseProgramState = nullptr;
|
||||
};
|
||||
|
||||
class Material_setTechnique : public MaterialSystemBaseTest
|
||||
|
@ -114,31 +134,5 @@ protected:
|
|||
unsigned int _maxParsingCoumt;
|
||||
};
|
||||
|
||||
class Material_invalidate : public MaterialSystemBaseTest
|
||||
{
|
||||
public:
|
||||
CREATE_FUNC(Material_invalidate);
|
||||
|
||||
virtual void onEnter() override;
|
||||
virtual std::string subtitle() const override;
|
||||
|
||||
virtual void draw(cocos2d::Renderer *renderer, const cocos2d::Mat4 &transform, uint32_t flags) override;
|
||||
|
||||
cocos2d::CustomCommand _customCommand;
|
||||
};
|
||||
|
||||
class Material_renderState : public MaterialSystemBaseTest
|
||||
{
|
||||
public:
|
||||
CREATE_FUNC(Material_renderState);
|
||||
|
||||
virtual void onEnter() override;
|
||||
virtual std::string subtitle() const override;
|
||||
|
||||
virtual void draw(cocos2d::Renderer *renderer, const cocos2d::Mat4 &transform, uint32_t flags) override;
|
||||
|
||||
cocos2d::RenderState::StateBlock _stateBlock;
|
||||
cocos2d::CustomCommand _customCommand;
|
||||
};
|
||||
|
||||
|
||||
|
|
|
@ -77,7 +77,7 @@ public:
|
|||
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
|
||||
addTest("JNIHelper", []() { return new JNITests(); });
|
||||
#endif
|
||||
// addTest("Material System", [](){return new MaterialSystemTest(); });
|
||||
addTest("Material System", [](){return new MaterialSystemTest(); });
|
||||
// addTest("Navigation Mesh", [](){return new NavMeshTests(); });
|
||||
addTest("Node: BillBoard Test", [](){ return new BillBoardTests(); });
|
||||
// addTest("Node: Camera 3D Test", [](){ return new Camera3DTests(); });
|
||||
|
|
|
@ -9,6 +9,8 @@ uniform vec2 resolution;
|
|||
uniform float blurRadius;
|
||||
uniform float sampleNum;
|
||||
|
||||
uniform sampler2D u_texture;
|
||||
|
||||
vec4 blur(vec2);
|
||||
|
||||
void main(void)
|
||||
|
@ -34,7 +36,7 @@ vec4 blur(vec2 p)
|
|||
for(float y = -r; y < r; y += sampleStep)
|
||||
{
|
||||
float weight = (r - abs(x)) * (r - abs(y));
|
||||
col += texture2D(CC_Texture0, p + vec2(x * unit.x, y * unit.y)) * weight;
|
||||
col += texture2D(u_texture, p + vec2(x * unit.x, y * unit.y)) * weight;
|
||||
count += weight;
|
||||
}
|
||||
}
|
||||
|
@ -42,5 +44,5 @@ vec4 blur(vec2 p)
|
|||
return col / count;
|
||||
}
|
||||
|
||||
return texture2D(CC_Texture0, p);
|
||||
return texture2D(u_texture, p);
|
||||
}
|
||||
|
|
|
@ -6,11 +6,12 @@ varying vec4 v_fragmentColor;
|
|||
varying vec2 v_texCoord;
|
||||
|
||||
uniform vec2 resolution;
|
||||
uniform sampler2D u_texture;
|
||||
|
||||
float lookup(vec2 p, float dx, float dy)
|
||||
{
|
||||
vec2 uv = p.xy + vec2(dx , dy ) / resolution.xy;
|
||||
vec4 c = texture2D(CC_Texture0, uv.xy);
|
||||
vec4 c = texture2D(u_texture, uv.xy);
|
||||
return 0.2126*c.r + 0.7152*c.g + 0.0722*c.b;
|
||||
}
|
||||
|
||||
|
|
|
@ -8,6 +8,8 @@ varying vec4 v_fragmentColor;
|
|||
varying vec2 v_texCoord;
|
||||
|
||||
uniform vec2 resolution;
|
||||
uniform sampler2D u_texture;
|
||||
uniform vec4 CC_Time;
|
||||
|
||||
const float intensity = 0.05;
|
||||
vec3 noise(vec2 uv)
|
||||
|
@ -21,6 +23,6 @@ vec3 noise(vec2 uv)
|
|||
void main(void)
|
||||
{
|
||||
gl_FragColor.xyz = intensity * noise(gl_FragCoord.xy / sin(resolution.xy * CC_Time[1] * 0.01)) + (1. - intensity) *
|
||||
texture2D(CC_Texture0,v_texCoord.xy).xyz;
|
||||
texture2D(u_texture,v_texCoord.xy).xyz;
|
||||
gl_FragColor.w = 1.;
|
||||
}
|
|
@ -10,18 +10,20 @@ uniform vec3 u_outlineColor;
|
|||
uniform float u_threshold;
|
||||
uniform float u_radius;
|
||||
|
||||
uniform sampler2D u_texture;
|
||||
|
||||
void main()
|
||||
{
|
||||
float radius = u_radius;
|
||||
vec4 accum = vec4(0.0);
|
||||
vec4 normal = vec4(0.0);
|
||||
|
||||
normal = texture2D(CC_Texture0, vec2(v_texCoord.x, v_texCoord.y));
|
||||
normal = texture2D(u_texture, vec2(v_texCoord.x, v_texCoord.y));
|
||||
|
||||
accum += texture2D(CC_Texture0, vec2(v_texCoord.x - radius, v_texCoord.y - radius));
|
||||
accum += texture2D(CC_Texture0, vec2(v_texCoord.x + radius, v_texCoord.y - radius));
|
||||
accum += texture2D(CC_Texture0, vec2(v_texCoord.x + radius, v_texCoord.y + radius));
|
||||
accum += texture2D(CC_Texture0, vec2(v_texCoord.x - radius, v_texCoord.y + radius));
|
||||
accum += texture2D(u_texture, vec2(v_texCoord.x - radius, v_texCoord.y - radius));
|
||||
accum += texture2D(u_texture, vec2(v_texCoord.x + radius, v_texCoord.y - radius));
|
||||
accum += texture2D(u_texture, vec2(v_texCoord.x + radius, v_texCoord.y + radius));
|
||||
accum += texture2D(u_texture, vec2(v_texCoord.x - radius, v_texCoord.y + radius));
|
||||
|
||||
accum *= u_threshold;
|
||||
accum.rgb = u_outlineColor * accum.a;
|
||||
|
|
|
@ -10,9 +10,11 @@ varying vec4 v_fragmentColor;
|
|||
varying vec2 v_texCoord;
|
||||
#endif
|
||||
|
||||
uniform mat4 u_MVPMatrix;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = CC_PMatrix * a_position;
|
||||
gl_Position = u_MVPMatrix * a_position;
|
||||
v_fragmentColor = a_color;
|
||||
v_texCoord = a_texCoord;
|
||||
}
|
||||
|
|
|
@ -20,9 +20,12 @@ varying vec3 v_vertexToSpotLightDirection[MAX_SPOT_LIGHT_NUM];
|
|||
varying vec3 v_normal;
|
||||
#endif
|
||||
|
||||
uniform mat4 u_MVMatrix;
|
||||
uniform mat4 u_PMatrix;
|
||||
uniform mat3 u_NormalMatrix;
|
||||
void main(void)
|
||||
{
|
||||
vec4 ePosition = CC_MVMatrix * a_position;
|
||||
vec4 ePosition = u_MVMatrix * a_position;
|
||||
#if (MAX_POINT_LIGHT_NUM > 0)
|
||||
for (int i = 0; i < MAX_POINT_LIGHT_NUM; ++i)
|
||||
{
|
||||
|
@ -38,11 +41,11 @@ void main(void)
|
|||
#endif
|
||||
|
||||
#if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0))
|
||||
v_normal = CC_NormalMatrix * a_normal;
|
||||
v_normal = u_NormalMatrix * a_normal;
|
||||
#endif
|
||||
|
||||
TextureCoordOut = a_texCoord;
|
||||
TextureCoordOut.y = 1.0 - TextureCoordOut.y;
|
||||
gl_Position = CC_PMatrix * ePosition;
|
||||
gl_Position = u_PMatrix * ePosition;
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue