Improvements for Attributes and Uniform API

This commit is contained in:
Ricardo Quesada 2014-05-06 17:58:14 -07:00
parent 21dd6fef69
commit db759005e0
5 changed files with 165 additions and 356 deletions

View File

@ -34,6 +34,7 @@ THE SOFTWARE.
#include "2d/uthash.h"
#include "deprecated/CCString.h"
#include "CCGL.h"
#include <alloca.h>
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT) || (CC_TARGET_PLATFORM == CC_PLATFORM_WP8)
#include "CCPrecompiledShaders.h"
@ -89,10 +90,8 @@ GLProgram::GLProgram()
, _fragShader(0)
, _hashForUniforms(nullptr)
, _flags()
,_isTight(false)
{
memset(_uniforms, 0, sizeof(_uniforms));
_programData = new GLProgramData();
}
GLProgram::~GLProgram()
@ -117,8 +116,6 @@ GLProgram::~GLProgram()
free(current_element->value);
free(current_element);
}
CC_SAFE_DELETE(_programData);
}
bool GLProgram::initWithByteArrays(const GLchar* vShaderByteArray, const GLchar* fShaderByteArray)
@ -210,94 +207,9 @@ bool GLProgram::initWithFilenames(const std::string &vShaderFilename, const std:
return initWithByteArrays(vertexSource.c_str(), fragmentSource.c_str());
}
void GLProgram::setUniformsForUserDef()
void GLProgram::parseVertexAttribs()
{
Director* director = Director::getInstance();
CCASSERT(nullptr != director, "Director is null when seting matrix stack");
Matrix matrixMV;
matrixMV = director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
Matrix matrixP = Director::getInstance()->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
// Set Uniform value
}
void GLProgram::setAttribForUserDef()
{
for(ssize_t i = 0, count = _programData->getAttribCount(); i < count; ++i)
{
GLProgramData::VertexAttrib* attrib = _programData->getVertexAttribByIndex(i);
if(i == 0)
{
glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_POSITION);
}
else if(attrib->_type == GL_FLOAT_VEC4)
{
glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_COLOR);
}
else if(attrib->_type == GL_FLOAT_VEC2)
{
glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_TEX_COORDS);
}
}
}
// have some questions.
void GLProgram::setVertexAttrib(const GLvoid* vertex, bool isTight)
{
static GLint vertexsize = 0;
if(vertexsize == 0)
{
for(ssize_t i = 0, count = _programData->getAttribCount(); i < count; ++i)
{
GLProgramData::VertexAttrib* _attrib = _programData->getVertexAttribByIndex(i);
if(_attrib->_type == GL_UNSIGNED_BYTE)
vertexsize += _attrib->_size ;
else
vertexsize += _attrib->_size * 4;
}
}
if(isTight)
vertexsize = 0;
size_t offset = 0;
for(ssize_t i = 0, count = _programData->getAttribCount(); i < count; ++i)
{
GLProgramData::VertexAttrib* _attrib = _programData->getVertexAttribByIndex(i);
std::string name = _attrib->_name;
GLint size = _attrib->_size;
GLenum type = _attrib->_type;
bool normalized = GL_FALSE;
glVertexAttribPointer(i, size, type, normalized, vertexsize, (size_t*)(vertex)+ offset);
if(_attrib->_type != GL_UNSIGNED_BYTE)
offset += size * 4 ;
else
offset += size;
}
}
void GLProgram::autoParse()
{
// Link program
GLint status = GL_TRUE;
glLinkProgram(_program);
// Delete shaders after linking
if (_vertShader)
{
glDeleteShader(_vertShader);
}
if (_fragShader)
{
glDeleteShader(_fragShader);
}
_vertShader = _fragShader = 0;
_attributesDictionary.clear();
// Query and store vertex attribute meta-data from the program.
GLint activeAttributes;
@ -305,105 +217,53 @@ void GLProgram::autoParse()
glGetProgramiv(_program, GL_ACTIVE_ATTRIBUTES, &activeAttributes);
if(activeAttributes > 0)
{
VertexAttrib attribute;
glGetProgramiv(_program, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &length);
if(length > 0)
{
GLchar* attribName = new GLchar[length + 1];
GLint attribSize;
GLenum attribType;
GLint attribLocation;
GLint vertexsize = 0;
GLchar* attribName = (GLchar*) alloca(length + 1);
for(int i = 0; i < activeAttributes; ++i)
{
// Query attribute info.
glGetActiveAttrib(_program, i, length, NULL, &attribSize, &attribType, attribName);
glGetActiveAttrib(_program, i, length, NULL, &attribute.size, &attribute.type, attribName);
attribName[length] = '\0';
attribute.name = std::string(attribName);
// Query the pre-assigned attribute location
attribLocation = glGetAttribLocation(_program, attribName);
std::string name = attribName;
attribute.index = glGetAttribLocation(_program, attribName);
GLuint size;
switch (attribType) {
case GL_FLOAT:
size = 1;
attribType = GL_FLOAT;
break;
case GL_FLOAT_VEC2:
attribType = GL_FLOAT;
size = 2;
break;
case GL_FLOAT_VEC3:
attribType = GL_FLOAT;
size = 3;
break;
case GL_FLOAT_VEC4:
attribType = GL_FLOAT;
size = 4;
break;
case GL_FLOAT_MAT4:
attribType = GL_FLOAT;
size = 16;
break;
case GL_INT:
size = 1;
attribType = GL_INT;
break;
case GL_INT_VEC2:
size = 2;
attribType = GL_INT;
break;
case GL_INT_VEC3:
size = 3;
attribType = GL_INT;
break;
case GL_INT_VEC4:
size = 4;
attribType = GL_INT;
break;
default:
size = 1;
break;
}
GLProgramData::_VertexAttrib* attrib = new GLProgramData::_VertexAttrib();
attrib->_name = name;
attrib->_size = size;
attrib->_type = attribType;
attrib->_index = i;
//vertexsize +=size;
_programData->addVertexAttrib(name, attrib);
//_user_vertAttributes[attribName] = attribLocation;
// bindAttribLocation(attribName,attribLocation);
_attributesDictionary[attribute.name] = attribute;
}
CC_SAFE_DELETE_ARRAY(attribName);
}
}
}
void GLProgram::parseUniforms()
{
_uniformsDictionary.clear();
// Query and store uniforms from the program.
GLint activeUniforms;
glGetProgramiv(_program, GL_ACTIVE_UNIFORMS, &activeUniforms);
if(activeUniforms > 0)
{
GLint length;
glGetProgramiv(_program, GL_ACTIVE_UNIFORM_MAX_LENGTH, &length);
if(length > 0)
{
GLchar* uniformName = new char[length + 1];
GLint uniformSize;
GLenum uniformType;
GLint uniformLocation;
Uniform uniform;
GLchar* uniformName = (GLchar*)alloca(length + 1);
unsigned int sampleIndex = 0;
for(int i = 0; i < activeUniforms; ++i)
{
// Query uniform info.
glGetActiveUniform(_program, i, length, NULL, &uniformSize, &uniformType, uniformName);
glGetActiveUniform(_program, i, length, NULL, &uniform.size, &uniform.type, uniformName);
uniformName[length] = '\0';
if(uniformSize > 1 && length > 3)
// remove possible array '[]' from uniform name
if(uniform.size > 1 && length > 3)
{
char* c = strrchr(uniformName, '[');
if(c)
@ -411,47 +271,30 @@ void GLProgram::autoParse()
*c = '\0';
}
}
uniform.name = std::string(uniformName);
uniform.location = glGetUniformLocation(_program, uniformName);
uniform.value.init(this, &uniform);
uniformLocation = glGetUniformLocation(_program, uniformName);
//_user_uniforms[uniformName] = uniformLocation;
std::string name = uniformName;
GLProgramData::_Uniform* uniform = new GLProgramData::_Uniform();
uniform->_location = uniformLocation;
uniform->_name = uniformName;
uniform->_size = uniformSize;
uniform->_type = uniformType;
UniformValue* uniformvalue = new UniformValue();
uniform->_uniformvalue = uniformvalue;
uniformvalue->init(this, uniform);
_programData->addUniform(name, uniform);
_uniformsDictionary[uniform.name] = uniform;
}
CC_SAFE_DELETE_ARRAY(uniformName);
}
}
for(unsigned int i = 0, count = _programData->getAttribCount(); i < count; ++i)
{
GLProgramData::VertexAttrib* _attrib = _programData->getVertexAttribByIndex(i);
std::string name = _attrib->_name;
GLint attribLocation = getAttribLocation(name.c_str());
bindAttribLocation( name.c_str(),attribLocation);
}
}
UniformValue* GLProgram::getUniformValue(const std::string &name)
{
GLProgramData::Uniform* uniform = _programData->getUniformByName(name);
return uniform->_uniformvalue;
const auto itr = _uniformsDictionary.find(name);
if( itr != _uniformsDictionary.end())
return &itr->second.value;
return nullptr;
}
GLProgramData::VertexAttrib* GLProgram::getAttrib(const std::string &name)
VertexAttrib* GLProgram::getVertexAttrib(const std::string &name)
{
GLProgramData::VertexAttrib* attrib = _programData->getVertexAttribByName(name);
return attrib;
const auto itr = _attributesDictionary.find(name);
if( itr != _attributesDictionary.end())
return &itr->second;
return nullptr;
}
std::string GLProgram::getDescription() const
@ -516,19 +359,19 @@ bool GLProgram::compileShader(GLuint * shader, GLenum type, const GLchar* source
return (status == GL_TRUE);
}
GLint GLProgram::getAttribLocation(const char* attributeName) const
GLint GLProgram::getAttribLocation(const std::string &attributeName) const
{
return glGetAttribLocation(_program, attributeName);
return glGetAttribLocation(_program, attributeName.c_str());
}
GLint GLProgram::getUniformLocation(const char* attributeName) const
GLint GLProgram::getUniformLocation(const std::string &attributeName) const
{
return glGetUniformLocation(_program, attributeName);
return glGetUniformLocation(_program, attributeName.c_str());
}
void GLProgram::bindAttribLocation(const char* attributeName, GLuint index) const
void GLProgram::bindAttribLocation(const std::string &attributeName, GLuint index) const
{
glBindAttribLocation(_program, index, attributeName);
glBindAttribLocation(_program, index, attributeName.c_str());
}
void GLProgram::updateUniforms()
@ -608,6 +451,9 @@ bool GLProgram::link()
}
#endif
parseVertexAttribs();
parseUniforms();
return (status == GL_TRUE);
}
@ -970,11 +816,11 @@ void GLProgramData::addUniform(const std::string &name, Uniform* uniform)
_uniforms[name] = uniform;
}
GLProgramData::Uniform* GLProgramData::getUniformByLocation(GLint location)
Uniform* GLProgramData::getUniformByLocation(GLint location)
{
for (const auto &itr : _uniforms)
{
if (itr.second->_location == location)
if (itr.second->location == location)
{
return itr.second;
}
@ -982,7 +828,7 @@ GLProgramData::Uniform* GLProgramData::getUniformByLocation(GLint location)
return nullptr;
}
GLProgramData::Uniform* GLProgramData::getUniformByName(const std::string& name)
Uniform* GLProgramData::getUniformByName(const std::string& name)
{
const auto& itr = _uniforms.find(name);
if(itr != _uniforms.end())
@ -1005,12 +851,12 @@ void GLProgramData::addVertexAttrib(const std::string &name, VertexAttrib* attri
_vertAttributes[name] = attrib;
}
GLProgramData::VertexAttrib* GLProgramData::getVertexAttribByIndex(unsigned int index)
VertexAttrib* GLProgramData::getVertexAttribByIndex(unsigned int index)
{
//unsigned int i = 0;
for (const auto& itr : _vertAttributes )
{
if (itr.second->_index == index)
if (itr.second->index == index)
{
return itr.second;
}
@ -1018,7 +864,7 @@ GLProgramData::VertexAttrib* GLProgramData::getVertexAttribByIndex(unsigned int
return nullptr;
}
GLProgramData::VertexAttrib* GLProgramData::getVertexAttribByName(const std::string& name)
VertexAttrib* GLProgramData::getVertexAttribByName(const std::string& name)
{
const auto &itr = _vertAttributes.find(name);
if(itr != _vertAttributes.end())
@ -1026,9 +872,9 @@ GLProgramData::VertexAttrib* GLProgramData::getVertexAttribByName(const std::str
return nullptr;
}
std::vector<GLProgramData::VertexAttrib*> GLProgramData::getVertexAttributes(const std::string* attrNames, int count)
std::vector<VertexAttrib*> GLProgramData::getVertexAttributes(const std::string* attrNames, int count)
{
std::vector<GLProgramData::VertexAttrib*> attribs;
std::vector<VertexAttrib*> attribs;
for (auto i = 0; i < count; i++) {
auto it = _vertAttributes.find(attrNames[i]);
CCASSERT(it != _vertAttributes.end(), "attribute not find");
@ -1054,112 +900,86 @@ UniformValue::~UniformValue()
{
}
bool UniformValue::init(GLProgram* program, GLProgramData::Uniform* uniform)
bool UniformValue::init(GLProgram* program, Uniform* uniform)
{
_program = program;
_uniform = uniform;
return program && program && uniform->_location != -1;
return program && program && uniform->location != -1;
}
bool UniformValue::setValue(float value)
{
CCASSERT (_uniform && _uniform->_type == GL_FLOAT, "");
_program->setUniformLocationWith1f(_uniform->_location, value);
CCASSERT (_uniform && _uniform->type == GL_FLOAT, "");
_program->setUniformLocationWith1f(_uniform->location, value);
return true;
}
bool UniformValue::setValue(int value)
{
CCASSERT (_uniform && (_uniform->_type == GL_INT || _uniform->_type == GL_SAMPLER_2D), "");
_program->setUniformLocationWith1i(_uniform->_location, value);
CCASSERT (_uniform && (_uniform->type == GL_INT || _uniform->type == GL_SAMPLER_2D), "");
_program->setUniformLocationWith1i(_uniform->location, value);
return true;
}
bool UniformValue::setValue(const Vector2& value)
{
CCASSERT (_uniform && _uniform->_type == GL_FLOAT_VEC2, "");
_program->setUniformLocationWith2f(_uniform->_location, value.x, value.y);
CCASSERT (_uniform && _uniform->type == GL_FLOAT_VEC2, "");
_program->setUniformLocationWith2f(_uniform->location, value.x, value.y);
return true;
}
bool UniformValue::setValue(const Vector3& value)
{
CCASSERT (_uniform && _uniform->_type == GL_FLOAT_VEC3, "");
_program->setUniformLocationWith3f(_uniform->_location, value.x, value.y, value.z);
CCASSERT (_uniform && _uniform->type == GL_FLOAT_VEC3, "");
_program->setUniformLocationWith3f(_uniform->location, value.x, value.y, value.z);
return true;
}
bool UniformValue::setValue(const Vector4& value)
{
CCASSERT (_uniform && _uniform->_type == GL_FLOAT_VEC4, "");
_program->setUniformLocationWith4f(_uniform->_location, value.x, value.y, value.z, value.w);
CCASSERT (_uniform && _uniform->type == GL_FLOAT_VEC4, "");
_program->setUniformLocationWith4f(_uniform->location, value.x, value.y, value.z, value.w);
return true;
}
bool UniformValue::setValue(const Matrix& value)
{
CCASSERT(_uniform && _uniform->_type == GL_FLOAT_MAT4, "");
_program->setUniformLocationWithMatrix4fv(_uniform->_location, value.m, 1);
CCASSERT(_uniform && _uniform->type == GL_FLOAT_MAT4, "");
_program->setUniformLocationWithMatrix4fv(_uniform->location, value.m, 1);
return true;
}
bool UniformValue::setValue(const Vector2* value, int count)
{
CCASSERT (_uniform && _uniform->_type == GL_FLOAT_VEC2 && _uniform->_size == count, "");
GLfloat* array = new GLfloat[count * 2];
for (auto i = 0; i < count; i++) {
array[2*i] = value[i].x;
array[2*i + 1] = value[i].y;
}
_program->setUniformLocationWith2fv(_uniform->_location, array, count);
delete[] array;
CCASSERT (_uniform && _uniform->type == GL_FLOAT_VEC2 && _uniform->size == count, "");
_program->setUniformLocationWith2fv(_uniform->location, (GLfloat*)value, count);
return true;
}
bool UniformValue::setValue(const Vector3* value, int count)
{
CCASSERT (_uniform && _uniform->_type == GL_FLOAT_VEC3 && _uniform->_size == count, "");
GLfloat* array = new GLfloat[count * 3];
for (auto i = 0; i < count; i++) {
array[3*i] = value[i].x;
array[3*i + 1] = value[i].y;
array[3*i + 2] = value[i].z;
}
_program->setUniformLocationWith3fv(_uniform->_location, array, count);
delete[] array;
CCASSERT (_uniform && _uniform->type == GL_FLOAT_VEC3 && _uniform->size == count, "");
_program->setUniformLocationWith3fv(_uniform->location, (GLfloat*)value, count);
return true;
}
bool UniformValue::setValue(const Vector4* value, int count)
{
CCASSERT (_uniform && _uniform->_type == GL_FLOAT_VEC4 && _uniform->_size == count, "");
GLfloat* array = new GLfloat[count * 4];
for (auto i = 0; i < count; i++) {
array[4*i] = value[i].x;
array[4*i + 1] = value[i].y;
array[4*i + 2] = value[i].z;
array[4*i + 3] = value[i].w;
}
_program->setUniformLocationWith4fv(_uniform->_location, array, count);
delete[] array;
CCASSERT (_uniform && _uniform->type == GL_FLOAT_VEC4 && _uniform->size == count, "");
_program->setUniformLocationWith4fv(_uniform->location, (GLfloat*)value, count);
return true;
}
bool UniformValue::setValue(const Matrix* value, int count)
{
CCASSERT (_uniform && _uniform->_type == GL_FLOAT_MAT4 && _uniform->_size == count, "");
GLfloat* array = new GLfloat[count * 16];
for (auto i = 0; i < count; i++) {
memcpy(&array[i * 16], value[i].m, 16 * sizeof(GLfloat));
}
_program->setUniformLocationWithMatrix4fv(_uniform->_location, array, count);
delete[] array;
CCASSERT (_uniform && _uniform->type == GL_FLOAT_MAT4 && _uniform->size == count, "");
_program->setUniformLocationWithMatrix4fv(_uniform->location, (GLfloat*)value, count);
return true;
}

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@ -49,12 +49,64 @@ USING_NS_CC_MATH;
struct _hashUniformEntry;
class GLProgramData;
class UniformValue;
struct VertexAttrib;
class GLProgram;
struct _Uniform;
typedef void (*GLInfoFunction)(GLuint program, GLenum pname, GLint* params);
typedef void (*GLLogFunction) (GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog);
class UniformValue
{
public:
UniformValue();
~UniformValue();
bool init(GLProgram* program, struct _Uniform* uniform);
bool setValue(float value);
bool setValue(int value);
bool setValue(const Vector2& value);
bool setValue(const Vector3& value);
bool setValue(const Vector4& value);
bool setValue(const Matrix& value);
bool setValue(const Vector2* value, int count);
bool setValue(const Vector3* value, int count);
bool setValue(const Vector4* value, int count);
bool setValue(const Matrix* value, int count);
protected:
GLProgram* _program; // weak ref
struct _Uniform* _uniform; // weak ref
};
typedef struct _VertexAttrib
{
GLuint index;
GLint size;
GLenum type;
GLboolean normalized;
std::string name;
} VertexAttrib;
typedef struct _Uniform
{
GLint location;
GLint size;
std::string name;
GLenum type;
UniformValue value;
} Uniform;
/** GLProgramData
Class store user defined vertexAttributes and uniforms
@ -64,23 +116,6 @@ class GLProgramData
friend class GLProgram;
public:
typedef struct _VertexAttrib
{
GLuint _index;
GLint _size;
GLenum _type;
GLboolean _normalized;
std::string _name;
} VertexAttrib;
typedef struct _Uniform
{
GLint _location;
GLint _size;
std::string _name;
GLenum _type;
UniformValue* _uniformvalue;
} Uniform;
GLProgramData();
~GLProgramData();
@ -89,7 +124,7 @@ public:
Uniform* getUniformByName(const std::string& name);
VertexAttrib* getVertexAttribByIndex(unsigned int index);
VertexAttrib* getVertexAttribByName(const std::string& name);
std::vector<GLProgramData::VertexAttrib*> getVertexAttributes(const std::string* attrNames, int count);
std::vector<VertexAttrib*> getVertexAttributes(const std::string* attrNames, int count);
ssize_t getUniformCount();
ssize_t getAttribCount();
GLint getVertexSize() {return _vertexsize;}
@ -202,27 +237,18 @@ public:
*/
bool initWithFilenames(const std::string& vShaderFilename, const std::string& fShaderFilename);
//void bindAttirbForUserdef();
void setUniformsForUserDef();
void setAttribForUserDef();
void setVertexAttrib(const GLvoid* vertex, bool isTight);
void autoParse();
//void bindUniformValue(std::string uniformName, int value);
UniformValue* getUniformValue(const std::string &name);
GLProgramData::VertexAttrib* getAttrib(const std::string& name);
void bindAllAttrib();
UniformValue* getUniformValue(const std::string& name);
VertexAttrib* getVertexAttrib(const std::string& name);
/** It will add a new attribute to the shader by calling glBindAttribLocation */
void bindAttribLocation(const char* attributeName, GLuint index) const;
void bindAttribLocation(const std::string& attributeName, GLuint index) const;
/** calls glGetAttribLocation */
GLint getAttribLocation(const char* attributeName) const;
GLint getAttribLocation(const std::string& attributeName) const;
/** calls glGetUniformLocation() */
GLint getUniformLocation(const char* attributeName) const;
GLint getUniformLocation(const std::string& attributeName) const;
/** links the glProgram */
bool link();
@ -313,6 +339,11 @@ public:
void setUniformsForBuiltins();
void setUniformsForBuiltins(const Matrix &modelView);
void setUniformByName(const std::string& uniformName, const UniformValue &value);
// Attribute
/** returns the vertexShader error log */
std::string getVertexShaderLog() const;
@ -328,8 +359,6 @@ public:
inline const GLuint getProgram() const { return _program; }
GLProgramData* getProgramData() { return _programData; }
// DEPRECATED
CC_DEPRECATED_ATTRIBUTE bool initWithVertexShaderByteArray(const GLchar* vShaderByteArray, const GLchar* fShaderByteArray)
{ return initWithByteArrays(vShaderByteArray, fShaderByteArray); }
@ -337,26 +366,23 @@ public:
{ return initWithFilenames(vShaderByteArray, fShaderByteArray); }
CC_DEPRECATED_ATTRIBUTE void addAttribute(const char* attributeName, GLuint index) const { return bindAttribLocation(attributeName, index); }
private:
protected:
bool updateUniformLocation(GLint location, const GLvoid* data, unsigned int bytes);
virtual std::string getDescription() const;
void parseVertexAttribs();
void parseUniforms();
bool compileShader(GLuint * shader, GLenum type, const GLchar* source);
std::string logForOpenGLObject(GLuint object, GLInfoFunction infoFunc, GLLogFunction logFunc) const;
protected:
GLuint _program;
private:
GLuint _vertShader;
GLuint _fragShader;
GLint _uniforms[UNIFORM_MAX];
struct _hashUniformEntry* _hashForUniforms;
bool _hasShaderCompiler;
bool _isTight;
GLProgramData* _programData;
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT) || (CC_TARGET_PLATFORM == CC_PLATFORM_WP8)
std::string _shaderId;
@ -372,49 +398,14 @@ private:
// handy way to initialize the bitfield
flag_struct() { memset(this, 0, sizeof(*this)); }
} _flags;
public:
static const GLuint _maxMaterialIDNumber;
std::unordered_map<std::string, Uniform> _uniformsDictionary;
std::unordered_map<std::string, VertexAttrib> _attributesDictionary;
};
// end of shaders group
/// @}
class UniformValue
{
public:
UniformValue();
~UniformValue();
bool init(GLProgram* program, GLProgramData::Uniform* uniform);
bool setValue(float value);
bool setValue(int value);
bool setValue(const Vector2& value);
bool setValue(const Vector3& value);
bool setValue(const Vector4& value);
bool setValue(const Matrix& value);
bool setValue(const Vector2* value, int count);
bool setValue(const Vector3* value, int count);
bool setValue(const Vector4* value, int count);
bool setValue(const Matrix* value, int count);
protected:
GLProgram* _program;
GLProgramData::Uniform* _uniform;
};
NS_CC_END
#endif /* __CCGLPROGRAM_H__ */

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@ -89,12 +89,12 @@ VertexAttribBind::VertexAttribBind(const std::vector<VertexAttribType>& elems)
setVertexAttribElems(&elems[0], elems.size());
}
VertexAttribBind::VertexAttribBind(const std::vector<GLProgramData::VertexAttrib*>& attribs)
VertexAttribBind::VertexAttribBind(const std::vector<VertexAttrib*>& attribs)
{
std::vector<VertexAttribType> elems;
for (auto it = attribs.begin(); it != attribs.end(); it++) {
VertexAttribType type((*it)->_type, (*it)->_size);
type._location = (*it)->_index;
VertexAttribType type((*it)->type, (*it)->size);
type._location = (*it)->index;
elems.push_back(type);
}
setVertexAttribElems(&elems[0], elems.size());

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@ -63,7 +63,7 @@ public:
VertexAttribBind(const std::vector<VertexAttribType>& elems);
VertexAttribBind(const std::vector<GLProgramData::VertexAttrib*>& attribs);
VertexAttribBind(const std::vector<VertexAttrib*>& attribs);
virtual ~VertexAttribBind();

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@ -746,7 +746,6 @@ void UniformSprite::initShader()
{
auto shader = new GLProgram();
shader->initWithFilenames(_vertSourceFile, _fragSourceFile);
shader->autoParse();
//shader->link();
shader->updateUniforms();
@ -754,7 +753,7 @@ void UniformSprite::initShader()
this->setShaderProgram(shader);
std::string attribname ="a_position";
shader->getAttrib(attribname)->_size = 2;
shader->getAttrib(attribname)->size = 2;
shader->release();
}
@ -791,7 +790,7 @@ void UniformSprite::onDraw(const Matrix &transform, bool transformUpdated)
float w = 256, h = 256;
GLfloat vertices[12] = {0,0, w,0, w,h, 0,0, 0,h, w,h};
program->setVertexAttrib(vertices, true);
// program->setVertexAttrib(vertices, true);
// Draw Call Test
glDrawArrays(GL_TRIANGLES, 0, 6);
@ -855,23 +854,22 @@ void AttribSprite::initShader()
auto shader = new GLProgram();
shader->initWithFilenames(_vertSourceFile, _fragSourceFile);
shader->autoParse();
shader->updateUniforms();
this->setShaderProgram(shader);
shader->release();
std::string attribname ="a_position";
shader->getAttrib(attribname)->_size = 3;
shader->getAttrib(attribname)->_index = 0;
shader->getAttrib(attribname)->size = 3;
shader->getAttrib(attribname)->index = 0;
attribname ="a_color";
shader->getAttrib(attribname)->_type = GL_UNSIGNED_BYTE;
shader->getAttrib(attribname)->_normalized = GL_TRUE;
shader->getAttrib(attribname)->_index = 1;
shader->getAttrib(attribname)->type = GL_UNSIGNED_BYTE;
shader->getAttrib(attribname)->normalized = GL_TRUE;
shader->getAttrib(attribname)->index = 1;
attribname ="a_texCoord";
shader->getAttrib(attribname)->_index = 2;
shader->getAttrib(attribname)->index = 2;
}
@ -923,7 +921,7 @@ void AttribSprite::onDraw(const Matrix &transform, bool transformUpdated)
diff = offsetof( V3F_C4B_T2F, colors);
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, kQuadSize, (void*)(offset + diff));
*/
program->setVertexAttrib((void*)offset, false);
// program->setVertexAttrib((void*)offset, false);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1, 4);