mirror of https://github.com/axmolengine/axmol.git
Move Light Uniforms into Meshcommand
This commit is contained in:
parent
62777e9552
commit
f052e45c04
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@ -30,6 +30,11 @@
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NS_CC_BEGIN
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#define CC_MAX_DIRECTIONAL_LIGHT_NUM 1
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#define CC_MAX_POINT_LIGHT_NUM 1
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#define CC_MAX_SPOT_LIGHT_NUM 1
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#define CC_MAX_AMBIENT_LIGHT_NUM 1
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enum class LightType
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{
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DIRECTIONAL = 0,
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@ -44,11 +44,6 @@ THE SOFTWARE.
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#include "CCPrecompiledShaders.h"
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#endif
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#define CC_MAX_DIRECTIONAL_LIGHT_NUM 1
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#define CC_MAX_POINT_LIGHT_NUM 1
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#define CC_MAX_SPOT_LIGHT_NUM 1
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#define CC_MAX_AMBIENT_LIGHT_NUM 1
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NS_CC_BEGIN
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typedef struct _hashUniformEntry
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@ -553,10 +548,6 @@ void GLProgram::updateUniforms()
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_builtInUniforms[UNIFORM_SAMPLER2] = glGetUniformLocation(_program, UNIFORM_NAME_SAMPLER2);
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_builtInUniforms[UNIFORM_SAMPLER3] = glGetUniformLocation(_program, UNIFORM_NAME_SAMPLER3);
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_flags.usesLights = (0 < CC_MAX_DIRECTIONAL_LIGHT_NUM) ||
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(0 < CC_MAX_POINT_LIGHT_NUM) ||
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(0 < CC_MAX_SPOT_LIGHT_NUM) ||
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(0 < CC_MAX_AMBIENT_LIGHT_NUM);
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_flags.usesP = _builtInUniforms[UNIFORM_P_MATRIX] != -1;
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_flags.usesMV = _builtInUniforms[UNIFORM_MV_MATRIX] != -1;
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_flags.usesMVP = _builtInUniforms[UNIFORM_MVP_MATRIX] != -1;
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@ -965,101 +956,6 @@ void GLProgram::setUniformsForBuiltins(const Mat4 &matrixMV)
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if(_flags.usesRandom)
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setUniformLocationWith4f(_builtInUniforms[GLProgram::UNIFORM_RANDOM01], CCRANDOM_0_1(), CCRANDOM_0_1(), CCRANDOM_0_1(), CCRANDOM_0_1());
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if (_flags.usesLights)
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{
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Director *director = Director::getInstance();
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auto scene = director->getRunningScene();
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if (scene)
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{
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auto &lights = scene->getLights();
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char str[64];
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GLint enabledDirLightNum = 0;
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GLint enabledPointLightNum = 0;
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GLint enabledSpotLightNum = 0;
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GLint enabledAmbientLightNum = 0;
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for (unsigned int i = 0; i < lights.size(); ++i)
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{
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BaseLight3D *light = lights[i];
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float intensity = light->isEnabled() == true? light->getIntensity() : 0.0f;
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switch (light->getLightType())
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{
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case LightType::DIRECTIONAL:
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{
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CCASSERT(enabledDirLightNum < CC_MAX_DIRECTIONAL_LIGHT_NUM, "");
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DirectionLight3D *dirLight = static_cast<DirectionLight3D *>(light);
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Vec3 dir = dirLight->getDirectionInWorld();
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dir.normalize();
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const Color3B &col = dirLight->getDisplayedColor();
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sprintf(str, "CC_DirLightSourceColor[%d]", enabledDirLightNum);
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setUniformLocationWith3f(glGetUniformLocation(_program, str), col.r / 255.0f, col.g / 255.0f, col.b / 255.0f);
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sprintf(str, "CC_DirLightSourceDirection[%d]", enabledDirLightNum);
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setUniformLocationWith3f(glGetUniformLocation(_program, str), dir.x, dir.y, dir.z);
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sprintf(str, "CC_DirLightSourceIntensity[%d]", enabledDirLightNum);
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setUniformLocationWith1f(glGetUniformLocation(_program, str), intensity);
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++enabledDirLightNum;
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}
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break;
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case LightType::POINT:
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{
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CCASSERT(enabledPointLightNum < CC_MAX_POINT_LIGHT_NUM, "");
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PointLight3D *pointLight = static_cast<PointLight3D *>(light);
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Mat4 mat= pointLight->getNodeToWorldTransform();
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const Color3B &col = pointLight->getDisplayedColor();
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sprintf(str, "CC_PointLightSourceColor[%d]", enabledPointLightNum);
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setUniformLocationWith3f(glGetUniformLocation(_program, str), col.r / 255.0f, col.g / 255.0f, col.b / 255.0f);
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sprintf(str, "CC_PointLightSourcePosition[%d]", enabledPointLightNum);
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setUniformLocationWith3f(glGetUniformLocation(_program, str), mat.m[12], mat.m[13], mat.m[14]);
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sprintf(str, "CC_PointLightSourceRangeInverse[%d]", enabledPointLightNum);
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setUniformLocationWith1f(glGetUniformLocation(_program, str), 1.0f / pointLight->getRange());
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sprintf(str, "CC_PointLightSourceIntensity[%d]", enabledPointLightNum);
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setUniformLocationWith1f(glGetUniformLocation(_program, str), intensity);
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++enabledPointLightNum;
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}
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break;
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case LightType::SPOT:
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{
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CCASSERT(enabledSpotLightNum < CC_MAX_SPOT_LIGHT_NUM, "");
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SpotLight3D *spotLight = static_cast<SpotLight3D *>(light);
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Vec3 dir = spotLight->getDirectionInWorld();
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dir.normalize();
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Mat4 mat= light->getNodeToWorldTransform();
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const Color3B &col = spotLight->getDisplayedColor();
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sprintf(str, "CC_SpotLightSourceColor[%d]", enabledSpotLightNum);
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setUniformLocationWith3f(glGetUniformLocation(_program, str), col.r / 255.0f, col.g / 255.0f, col.b / 255.0f);
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sprintf(str, "CC_SpotLightSourcePosition[%d]", enabledSpotLightNum);
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setUniformLocationWith3f(glGetUniformLocation(_program, str), mat.m[12], mat.m[13], mat.m[14]);
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sprintf(str, "CC_SpotLightSourceDirection[%d]", enabledSpotLightNum);
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setUniformLocationWith3f(glGetUniformLocation(_program, str), dir.x, dir.y, dir.z);
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sprintf(str, "CC_SpotLightSourceInnerAngleCos[%d]", enabledSpotLightNum);
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setUniformLocationWith1f(glGetUniformLocation(_program, str), spotLight->getCosInnerAngle());
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sprintf(str, "CC_SpotLightSourceOuterAngleCos[%d]", enabledSpotLightNum);
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setUniformLocationWith1f(glGetUniformLocation(_program, str), spotLight->getCosOuterAngle());
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sprintf(str, "CC_SpotLightSourceRangeInverse[%d]", enabledSpotLightNum);
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setUniformLocationWith1f(glGetUniformLocation(_program, str), 1.0f / spotLight->getRange());
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sprintf(str, "CC_SpotLightSourceIntensity[%d]", enabledSpotLightNum);
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setUniformLocationWith1f(glGetUniformLocation(_program, str), intensity);
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++enabledSpotLightNum;
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}
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break;
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case LightType::AMBIENT:
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{
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CCASSERT(enabledAmbientLightNum < CC_MAX_AMBIENT_LIGHT_NUM, "");
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AmbientLight3D *ambLight = static_cast<AmbientLight3D *>(light);
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const Color3B &col = ambLight->getDisplayedColor();
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sprintf(str, "CC_AmbientLightSourceColor[%d]", enabledAmbientLightNum);
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setUniformLocationWith3f(glGetUniformLocation(_program, str), col.r / 255.0f, col.g / 255.0f, col.b / 255.0f);
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sprintf(str, "CC_AmbientLightSourceIntensity[%d]", enabledAmbientLightNum);
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setUniformLocationWith1f(glGetUniformLocation(_program, str), intensity);
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++enabledAmbientLightNum;
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}
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break;
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default:
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break;
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}
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}
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}
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}
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}
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void GLProgram::reset()
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@ -363,7 +363,6 @@ protected:
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unsigned int usesMV:1;
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unsigned int usesP:1;
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unsigned int usesRandom:1;
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unsigned int usesLights:1;
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// handy way to initialize the bitfield
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flag_struct() { memset(this, 0, sizeof(*this)); }
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} _flags;
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@ -36,6 +36,7 @@
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#include "renderer/CCTextureAtlas.h"
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#include "renderer/CCTexture2D.h"
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#include "renderer/ccGLStateCache.h"
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#include "3d/CCLight3D.h"
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#include "xxhash.h"
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NS_CC_BEGIN
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@ -59,6 +60,7 @@ MeshCommand::MeshCommand()
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, _matrixPaletteSize(0)
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, _materialID(0)
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, _vao(0)
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, _useLights(false)
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{
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_type = RenderCommand::Type::MESH_COMMAND;
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WP8)
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@ -92,6 +94,11 @@ void MeshCommand::init(float globalOrder,
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_indexFormat = indexFormat;
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_indexCount = indexCount;
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_mv.set(mv);
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_useLights = (0 < CC_MAX_DIRECTIONAL_LIGHT_NUM) ||
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(0 < CC_MAX_POINT_LIGHT_NUM) ||
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(0 < CC_MAX_SPOT_LIGHT_NUM) ||
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(0 < CC_MAX_AMBIENT_LIGHT_NUM);
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}
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void MeshCommand::setCullFaceEnabled(bool enable)
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@ -223,6 +230,11 @@ void MeshCommand::batchDraw()
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_glProgramState->applyGLProgram(_mv);
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_glProgramState->applyUniforms();
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if (_useLights)
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{
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applyLightUniforms();
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}
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// Draw
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glDrawElements(_primitive, (GLsizei)_indexCount, _indexFormat, 0);
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@ -262,6 +274,11 @@ void MeshCommand::execute()
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_glProgramState->apply(_mv);
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if (_useLights)
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{
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applyLightUniforms();
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}
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer);
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// Draw
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@ -306,11 +323,110 @@ void MeshCommand::releaseVAO()
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}
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}
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void MeshCommand::applyLightUniforms()
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{
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Director *director = Director::getInstance();
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auto scene = director->getRunningScene();
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if (scene)
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{
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GLProgram *glProgram = _glProgramState->getGLProgram();
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GLint programID = glProgram->getProgram();
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auto &lights = scene->getLights();
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char str[64];
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GLint enabledDirLightNum = 0;
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GLint enabledPointLightNum = 0;
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GLint enabledSpotLightNum = 0;
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GLint enabledAmbientLightNum = 0;
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for (unsigned int i = 0; i < lights.size(); ++i)
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{
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BaseLight3D *light = lights[i];
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float intensity = light->isEnabled() == true? light->getIntensity() : 0.0f;
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switch (light->getLightType())
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{
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case LightType::DIRECTIONAL:
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{
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CCASSERT(enabledDirLightNum < CC_MAX_DIRECTIONAL_LIGHT_NUM, "");
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DirectionLight3D *dirLight = static_cast<DirectionLight3D *>(light);
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Vec3 dir = dirLight->getDirectionInWorld();
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dir.normalize();
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const Color3B &col = dirLight->getDisplayedColor();
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sprintf(str, "CC_DirLightSourceColor[%d]", enabledDirLightNum);
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glProgram->setUniformLocationWith3f(glGetUniformLocation(programID, str), col.r / 255.0f, col.g / 255.0f, col.b / 255.0f);
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sprintf(str, "CC_DirLightSourceDirection[%d]", enabledDirLightNum);
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glProgram->setUniformLocationWith3f(glGetUniformLocation(programID, str), dir.x, dir.y, dir.z);
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sprintf(str, "CC_DirLightSourceIntensity[%d]", enabledDirLightNum);
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glProgram->setUniformLocationWith1f(glGetUniformLocation(programID, str), intensity);
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++enabledDirLightNum;
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}
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break;
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case LightType::POINT:
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{
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CCASSERT(enabledPointLightNum < CC_MAX_POINT_LIGHT_NUM, "");
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PointLight3D *pointLight = static_cast<PointLight3D *>(light);
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Mat4 mat= pointLight->getNodeToWorldTransform();
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const Color3B &col = pointLight->getDisplayedColor();
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sprintf(str, "CC_PointLightSourceColor[%d]", enabledPointLightNum);
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glProgram->setUniformLocationWith3f(glGetUniformLocation(programID, str), col.r / 255.0f, col.g / 255.0f, col.b / 255.0f);
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sprintf(str, "CC_PointLightSourcePosition[%d]", enabledPointLightNum);
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glProgram->setUniformLocationWith3f(glGetUniformLocation(programID, str), mat.m[12], mat.m[13], mat.m[14]);
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sprintf(str, "CC_PointLightSourceRangeInverse[%d]", enabledPointLightNum);
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glProgram->setUniformLocationWith1f(glGetUniformLocation(programID, str), 1.0f / pointLight->getRange());
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sprintf(str, "CC_PointLightSourceIntensity[%d]", enabledPointLightNum);
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glProgram->setUniformLocationWith1f(glGetUniformLocation(programID, str), intensity);
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++enabledPointLightNum;
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}
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break;
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case LightType::SPOT:
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{
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CCASSERT(enabledSpotLightNum < CC_MAX_SPOT_LIGHT_NUM, "");
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SpotLight3D *spotLight = static_cast<SpotLight3D *>(light);
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Vec3 dir = spotLight->getDirectionInWorld();
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dir.normalize();
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Mat4 mat= light->getNodeToWorldTransform();
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const Color3B &col = spotLight->getDisplayedColor();
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sprintf(str, "CC_SpotLightSourceColor[%d]", enabledSpotLightNum);
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glProgram->setUniformLocationWith3f(glGetUniformLocation(programID, str), col.r / 255.0f, col.g / 255.0f, col.b / 255.0f);
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sprintf(str, "CC_SpotLightSourcePosition[%d]", enabledSpotLightNum);
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glProgram->setUniformLocationWith3f(glGetUniformLocation(programID, str), mat.m[12], mat.m[13], mat.m[14]);
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sprintf(str, "CC_SpotLightSourceDirection[%d]", enabledSpotLightNum);
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glProgram->setUniformLocationWith3f(glGetUniformLocation(programID, str), dir.x, dir.y, dir.z);
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sprintf(str, "CC_SpotLightSourceInnerAngleCos[%d]", enabledSpotLightNum);
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glProgram->setUniformLocationWith1f(glGetUniformLocation(programID, str), spotLight->getCosInnerAngle());
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sprintf(str, "CC_SpotLightSourceOuterAngleCos[%d]", enabledSpotLightNum);
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glProgram->setUniformLocationWith1f(glGetUniformLocation(programID, str), spotLight->getCosOuterAngle());
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sprintf(str, "CC_SpotLightSourceRangeInverse[%d]", enabledSpotLightNum);
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glProgram->setUniformLocationWith1f(glGetUniformLocation(programID, str), 1.0f / spotLight->getRange());
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sprintf(str, "CC_SpotLightSourceIntensity[%d]", enabledSpotLightNum);
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glProgram->setUniformLocationWith1f(glGetUniformLocation(programID, str), intensity);
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++enabledSpotLightNum;
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}
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break;
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case LightType::AMBIENT:
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{
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CCASSERT(enabledAmbientLightNum < CC_MAX_AMBIENT_LIGHT_NUM, "");
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AmbientLight3D *ambLight = static_cast<AmbientLight3D *>(light);
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const Color3B &col = ambLight->getDisplayedColor();
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sprintf(str, "CC_AmbientLightSourceColor[%d]", enabledAmbientLightNum);
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glProgram->setUniformLocationWith3f(glGetUniformLocation(programID, str), col.r / 255.0f, col.g / 255.0f, col.b / 255.0f);
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sprintf(str, "CC_AmbientLightSourceIntensity[%d]", enabledAmbientLightNum);
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glProgram->setUniformLocationWith1f(glGetUniformLocation(programID, str), intensity);
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++enabledAmbientLightNum;
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}
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break;
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default:
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break;
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}
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}
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}
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}
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WP8)
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void MeshCommand::listenRendererRecreated(EventCustom* event)
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{
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_vao = 0;
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}
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#endif
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NS_CC_END
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@ -85,6 +85,8 @@ protected:
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// apply renderstate
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void applyRenderState();
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void applyLightUniforms();
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//restore to all false
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void restoreRenderState();
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@ -121,6 +123,8 @@ protected:
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// ModelView transform
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Mat4 _mv;
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bool _useLights;
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WP8)
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EventListenerCustom* _rendererRecreatedListener;
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#endif
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