mirror of https://github.com/axmolengine/axmol.git
Move Light Uniforms into Meshcommand
This commit is contained in:
parent
62777e9552
commit
f052e45c04
|
@ -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,
|
||||
|
|
|
@ -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()
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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;
|
||||
|
|
Loading…
Reference in New Issue