Move Light Uniforms into Meshcommand

This commit is contained in:
songchengjiang 2014-09-19 10:54:07 +08:00
parent 62777e9552
commit f052e45c04
5 changed files with 125 additions and 105 deletions

View File

@ -30,6 +30,11 @@
NS_CC_BEGIN
#define CC_MAX_DIRECTIONAL_LIGHT_NUM 1
#define CC_MAX_POINT_LIGHT_NUM 1
#define CC_MAX_SPOT_LIGHT_NUM 1
#define CC_MAX_AMBIENT_LIGHT_NUM 1
enum class LightType
{
DIRECTIONAL = 0,

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@ -44,11 +44,6 @@ THE SOFTWARE.
#include "CCPrecompiledShaders.h"
#endif
#define CC_MAX_DIRECTIONAL_LIGHT_NUM 1
#define CC_MAX_POINT_LIGHT_NUM 1
#define CC_MAX_SPOT_LIGHT_NUM 1
#define CC_MAX_AMBIENT_LIGHT_NUM 1
NS_CC_BEGIN
typedef struct _hashUniformEntry
@ -553,10 +548,6 @@ void GLProgram::updateUniforms()
_builtInUniforms[UNIFORM_SAMPLER2] = glGetUniformLocation(_program, UNIFORM_NAME_SAMPLER2);
_builtInUniforms[UNIFORM_SAMPLER3] = glGetUniformLocation(_program, UNIFORM_NAME_SAMPLER3);
_flags.usesLights = (0 < CC_MAX_DIRECTIONAL_LIGHT_NUM) ||
(0 < CC_MAX_POINT_LIGHT_NUM) ||
(0 < CC_MAX_SPOT_LIGHT_NUM) ||
(0 < CC_MAX_AMBIENT_LIGHT_NUM);
_flags.usesP = _builtInUniforms[UNIFORM_P_MATRIX] != -1;
_flags.usesMV = _builtInUniforms[UNIFORM_MV_MATRIX] != -1;
_flags.usesMVP = _builtInUniforms[UNIFORM_MVP_MATRIX] != -1;
@ -965,101 +956,6 @@ void GLProgram::setUniformsForBuiltins(const Mat4 &matrixMV)
if(_flags.usesRandom)
setUniformLocationWith4f(_builtInUniforms[GLProgram::UNIFORM_RANDOM01], CCRANDOM_0_1(), CCRANDOM_0_1(), CCRANDOM_0_1(), CCRANDOM_0_1());
if (_flags.usesLights)
{
Director *director = Director::getInstance();
auto scene = director->getRunningScene();
if (scene)
{
auto &lights = scene->getLights();
char str[64];
GLint enabledDirLightNum = 0;
GLint enabledPointLightNum = 0;
GLint enabledSpotLightNum = 0;
GLint enabledAmbientLightNum = 0;
for (unsigned int i = 0; i < lights.size(); ++i)
{
BaseLight3D *light = lights[i];
float intensity = light->isEnabled() == true? light->getIntensity() : 0.0f;
switch (light->getLightType())
{
case LightType::DIRECTIONAL:
{
CCASSERT(enabledDirLightNum < CC_MAX_DIRECTIONAL_LIGHT_NUM, "");
DirectionLight3D *dirLight = static_cast<DirectionLight3D *>(light);
Vec3 dir = dirLight->getDirectionInWorld();
dir.normalize();
const Color3B &col = dirLight->getDisplayedColor();
sprintf(str, "CC_DirLightSourceColor[%d]", enabledDirLightNum);
setUniformLocationWith3f(glGetUniformLocation(_program, str), col.r / 255.0f, col.g / 255.0f, col.b / 255.0f);
sprintf(str, "CC_DirLightSourceDirection[%d]", enabledDirLightNum);
setUniformLocationWith3f(glGetUniformLocation(_program, str), dir.x, dir.y, dir.z);
sprintf(str, "CC_DirLightSourceIntensity[%d]", enabledDirLightNum);
setUniformLocationWith1f(glGetUniformLocation(_program, str), intensity);
++enabledDirLightNum;
}
break;
case LightType::POINT:
{
CCASSERT(enabledPointLightNum < CC_MAX_POINT_LIGHT_NUM, "");
PointLight3D *pointLight = static_cast<PointLight3D *>(light);
Mat4 mat= pointLight->getNodeToWorldTransform();
const Color3B &col = pointLight->getDisplayedColor();
sprintf(str, "CC_PointLightSourceColor[%d]", enabledPointLightNum);
setUniformLocationWith3f(glGetUniformLocation(_program, str), col.r / 255.0f, col.g / 255.0f, col.b / 255.0f);
sprintf(str, "CC_PointLightSourcePosition[%d]", enabledPointLightNum);
setUniformLocationWith3f(glGetUniformLocation(_program, str), mat.m[12], mat.m[13], mat.m[14]);
sprintf(str, "CC_PointLightSourceRangeInverse[%d]", enabledPointLightNum);
setUniformLocationWith1f(glGetUniformLocation(_program, str), 1.0f / pointLight->getRange());
sprintf(str, "CC_PointLightSourceIntensity[%d]", enabledPointLightNum);
setUniformLocationWith1f(glGetUniformLocation(_program, str), intensity);
++enabledPointLightNum;
}
break;
case LightType::SPOT:
{
CCASSERT(enabledSpotLightNum < CC_MAX_SPOT_LIGHT_NUM, "");
SpotLight3D *spotLight = static_cast<SpotLight3D *>(light);
Vec3 dir = spotLight->getDirectionInWorld();
dir.normalize();
Mat4 mat= light->getNodeToWorldTransform();
const Color3B &col = spotLight->getDisplayedColor();
sprintf(str, "CC_SpotLightSourceColor[%d]", enabledSpotLightNum);
setUniformLocationWith3f(glGetUniformLocation(_program, str), col.r / 255.0f, col.g / 255.0f, col.b / 255.0f);
sprintf(str, "CC_SpotLightSourcePosition[%d]", enabledSpotLightNum);
setUniformLocationWith3f(glGetUniformLocation(_program, str), mat.m[12], mat.m[13], mat.m[14]);
sprintf(str, "CC_SpotLightSourceDirection[%d]", enabledSpotLightNum);
setUniformLocationWith3f(glGetUniformLocation(_program, str), dir.x, dir.y, dir.z);
sprintf(str, "CC_SpotLightSourceInnerAngleCos[%d]", enabledSpotLightNum);
setUniformLocationWith1f(glGetUniformLocation(_program, str), spotLight->getCosInnerAngle());
sprintf(str, "CC_SpotLightSourceOuterAngleCos[%d]", enabledSpotLightNum);
setUniformLocationWith1f(glGetUniformLocation(_program, str), spotLight->getCosOuterAngle());
sprintf(str, "CC_SpotLightSourceRangeInverse[%d]", enabledSpotLightNum);
setUniformLocationWith1f(glGetUniformLocation(_program, str), 1.0f / spotLight->getRange());
sprintf(str, "CC_SpotLightSourceIntensity[%d]", enabledSpotLightNum);
setUniformLocationWith1f(glGetUniformLocation(_program, str), intensity);
++enabledSpotLightNum;
}
break;
case LightType::AMBIENT:
{
CCASSERT(enabledAmbientLightNum < CC_MAX_AMBIENT_LIGHT_NUM, "");
AmbientLight3D *ambLight = static_cast<AmbientLight3D *>(light);
const Color3B &col = ambLight->getDisplayedColor();
sprintf(str, "CC_AmbientLightSourceColor[%d]", enabledAmbientLightNum);
setUniformLocationWith3f(glGetUniformLocation(_program, str), col.r / 255.0f, col.g / 255.0f, col.b / 255.0f);
sprintf(str, "CC_AmbientLightSourceIntensity[%d]", enabledAmbientLightNum);
setUniformLocationWith1f(glGetUniformLocation(_program, str), intensity);
++enabledAmbientLightNum;
}
break;
default:
break;
}
}
}
}
}
void GLProgram::reset()

View File

@ -363,7 +363,6 @@ protected:
unsigned int usesMV:1;
unsigned int usesP:1;
unsigned int usesRandom:1;
unsigned int usesLights:1;
// handy way to initialize the bitfield
flag_struct() { memset(this, 0, sizeof(*this)); }
} _flags;

View File

@ -36,6 +36,7 @@
#include "renderer/CCTextureAtlas.h"
#include "renderer/CCTexture2D.h"
#include "renderer/ccGLStateCache.h"
#include "3d/CCLight3D.h"
#include "xxhash.h"
NS_CC_BEGIN
@ -59,6 +60,7 @@ MeshCommand::MeshCommand()
, _matrixPaletteSize(0)
, _materialID(0)
, _vao(0)
, _useLights(false)
{
_type = RenderCommand::Type::MESH_COMMAND;
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WP8)
@ -92,6 +94,11 @@ void MeshCommand::init(float globalOrder,
_indexFormat = indexFormat;
_indexCount = indexCount;
_mv.set(mv);
_useLights = (0 < CC_MAX_DIRECTIONAL_LIGHT_NUM) ||
(0 < CC_MAX_POINT_LIGHT_NUM) ||
(0 < CC_MAX_SPOT_LIGHT_NUM) ||
(0 < CC_MAX_AMBIENT_LIGHT_NUM);
}
void MeshCommand::setCullFaceEnabled(bool enable)
@ -222,6 +229,11 @@ void MeshCommand::batchDraw()
_glProgramState->applyGLProgram(_mv);
_glProgramState->applyUniforms();
if (_useLights)
{
applyLightUniforms();
}
// Draw
glDrawElements(_primitive, (GLsizei)_indexCount, _indexFormat, 0);
@ -262,6 +274,11 @@ void MeshCommand::execute()
_glProgramState->apply(_mv);
if (_useLights)
{
applyLightUniforms();
}
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer);
// Draw
@ -306,11 +323,110 @@ void MeshCommand::releaseVAO()
}
}
void MeshCommand::applyLightUniforms()
{
Director *director = Director::getInstance();
auto scene = director->getRunningScene();
if (scene)
{
GLProgram *glProgram = _glProgramState->getGLProgram();
GLint programID = glProgram->getProgram();
auto &lights = scene->getLights();
char str[64];
GLint enabledDirLightNum = 0;
GLint enabledPointLightNum = 0;
GLint enabledSpotLightNum = 0;
GLint enabledAmbientLightNum = 0;
for (unsigned int i = 0; i < lights.size(); ++i)
{
BaseLight3D *light = lights[i];
float intensity = light->isEnabled() == true? light->getIntensity() : 0.0f;
switch (light->getLightType())
{
case LightType::DIRECTIONAL:
{
CCASSERT(enabledDirLightNum < CC_MAX_DIRECTIONAL_LIGHT_NUM, "");
DirectionLight3D *dirLight = static_cast<DirectionLight3D *>(light);
Vec3 dir = dirLight->getDirectionInWorld();
dir.normalize();
const Color3B &col = dirLight->getDisplayedColor();
sprintf(str, "CC_DirLightSourceColor[%d]", enabledDirLightNum);
glProgram->setUniformLocationWith3f(glGetUniformLocation(programID, str), col.r / 255.0f, col.g / 255.0f, col.b / 255.0f);
sprintf(str, "CC_DirLightSourceDirection[%d]", enabledDirLightNum);
glProgram->setUniformLocationWith3f(glGetUniformLocation(programID, str), dir.x, dir.y, dir.z);
sprintf(str, "CC_DirLightSourceIntensity[%d]", enabledDirLightNum);
glProgram->setUniformLocationWith1f(glGetUniformLocation(programID, str), intensity);
++enabledDirLightNum;
}
break;
case LightType::POINT:
{
CCASSERT(enabledPointLightNum < CC_MAX_POINT_LIGHT_NUM, "");
PointLight3D *pointLight = static_cast<PointLight3D *>(light);
Mat4 mat= pointLight->getNodeToWorldTransform();
const Color3B &col = pointLight->getDisplayedColor();
sprintf(str, "CC_PointLightSourceColor[%d]", enabledPointLightNum);
glProgram->setUniformLocationWith3f(glGetUniformLocation(programID, str), col.r / 255.0f, col.g / 255.0f, col.b / 255.0f);
sprintf(str, "CC_PointLightSourcePosition[%d]", enabledPointLightNum);
glProgram->setUniformLocationWith3f(glGetUniformLocation(programID, str), mat.m[12], mat.m[13], mat.m[14]);
sprintf(str, "CC_PointLightSourceRangeInverse[%d]", enabledPointLightNum);
glProgram->setUniformLocationWith1f(glGetUniformLocation(programID, str), 1.0f / pointLight->getRange());
sprintf(str, "CC_PointLightSourceIntensity[%d]", enabledPointLightNum);
glProgram->setUniformLocationWith1f(glGetUniformLocation(programID, str), intensity);
++enabledPointLightNum;
}
break;
case LightType::SPOT:
{
CCASSERT(enabledSpotLightNum < CC_MAX_SPOT_LIGHT_NUM, "");
SpotLight3D *spotLight = static_cast<SpotLight3D *>(light);
Vec3 dir = spotLight->getDirectionInWorld();
dir.normalize();
Mat4 mat= light->getNodeToWorldTransform();
const Color3B &col = spotLight->getDisplayedColor();
sprintf(str, "CC_SpotLightSourceColor[%d]", enabledSpotLightNum);
glProgram->setUniformLocationWith3f(glGetUniformLocation(programID, str), col.r / 255.0f, col.g / 255.0f, col.b / 255.0f);
sprintf(str, "CC_SpotLightSourcePosition[%d]", enabledSpotLightNum);
glProgram->setUniformLocationWith3f(glGetUniformLocation(programID, str), mat.m[12], mat.m[13], mat.m[14]);
sprintf(str, "CC_SpotLightSourceDirection[%d]", enabledSpotLightNum);
glProgram->setUniformLocationWith3f(glGetUniformLocation(programID, str), dir.x, dir.y, dir.z);
sprintf(str, "CC_SpotLightSourceInnerAngleCos[%d]", enabledSpotLightNum);
glProgram->setUniformLocationWith1f(glGetUniformLocation(programID, str), spotLight->getCosInnerAngle());
sprintf(str, "CC_SpotLightSourceOuterAngleCos[%d]", enabledSpotLightNum);
glProgram->setUniformLocationWith1f(glGetUniformLocation(programID, str), spotLight->getCosOuterAngle());
sprintf(str, "CC_SpotLightSourceRangeInverse[%d]", enabledSpotLightNum);
glProgram->setUniformLocationWith1f(glGetUniformLocation(programID, str), 1.0f / spotLight->getRange());
sprintf(str, "CC_SpotLightSourceIntensity[%d]", enabledSpotLightNum);
glProgram->setUniformLocationWith1f(glGetUniformLocation(programID, str), intensity);
++enabledSpotLightNum;
}
break;
case LightType::AMBIENT:
{
CCASSERT(enabledAmbientLightNum < CC_MAX_AMBIENT_LIGHT_NUM, "");
AmbientLight3D *ambLight = static_cast<AmbientLight3D *>(light);
const Color3B &col = ambLight->getDisplayedColor();
sprintf(str, "CC_AmbientLightSourceColor[%d]", enabledAmbientLightNum);
glProgram->setUniformLocationWith3f(glGetUniformLocation(programID, str), col.r / 255.0f, col.g / 255.0f, col.b / 255.0f);
sprintf(str, "CC_AmbientLightSourceIntensity[%d]", enabledAmbientLightNum);
glProgram->setUniformLocationWith1f(glGetUniformLocation(programID, str), intensity);
++enabledAmbientLightNum;
}
break;
default:
break;
}
}
}
}
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WP8)
void MeshCommand::listenRendererRecreated(EventCustom* event)
{
_vao = 0;
}
#endif
NS_CC_END

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@ -84,6 +84,8 @@ protected:
// apply renderstate
void applyRenderState();
void applyLightUniforms();
//restore to all false
void restoreRenderState();
@ -120,6 +122,8 @@ protected:
// ModelView transform
Mat4 _mv;
bool _useLights;
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WP8)
EventListenerCustom* _rendererRecreatedListener;