/**************************************************************************** Copyright (c) 2015-2016 Chukong Technologies Inc. Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd. http://www.cocos2d-x.org Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. Ideas taken from: - GamePlay3D: http://gameplay3d.org/ - OGRE3D: http://www.ogre3d.org/ - Qt3D: http://qt-project.org/ ****************************************************************************/ #pragma once #include #include "platform/CCPlatformMacros.h" #include "renderer/CCRenderState.h" #include "renderer/CCMeshCommand.h" #include "renderer/CCGroupCommand.h" #include "renderer/CCCallbackCommand.h" NS_CC_BEGIN class Technique; class Node; class VertexAttribBinding; class MeshIndexData; class RenderState; namespace backend { class ProgramState; class Buffer; } class CC_DLL Pass : public Ref { friend class Material; friend class Technique; friend class RenderState; public: /** Creates a Pass with a GLProgramState. */ static Pass* createWithProgramState(Technique* parent, backend::ProgramState* programState); static Pass* create(Technique* parent); /** 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, 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. * * When a mesh binding is set, the VertexAttribBinding will be automatically * bound when the bind() method is called for the pass. * * @param binding The VertexAttribBinding to set (or NULL to remove an existing binding). */ void setVertexAttribBinding(VertexAttribBinding* binding); /** * Returns the vertex attribute binding for this pass. * * @return The vertex attribute binding for this pass. */ VertexAttribBinding* getVertexAttributeBinding() const; //TODO arnold //uint32_t getHash() const; /** * Returns a clone (deep-copy) of this instance */ Pass* clone() const; void setTechnique(Technique *technique); void setUniformTexture(uint32_t slot, backend::Texture *); //u_texture void setUniformNormTexture(uint32_t slot, backend::Texture *); //u_texture void setUniformColor(const void *, size_t); //ucolor void setUniformMatrixPalette(const void *, size_t); //u_matrixPalette void setUniformDirLightColor(const void *, size_t); void setUniformDirLightDir(const void *, size_t); void setUniformPointLightColor(const void *, size_t); void setUniformPointLightPosition(const void *, size_t); void setUniformPointLightRangeInverse(const void *, size_t); void setUniformSpotLightColor(const void *, size_t); void setUniformSpotLightPosition(const void *, size_t); void setUniformSpotLightDir(const void *, size_t); void setUniformSpotLightInnerAngleCos(const void *, size_t); void setUniformSpotLightOuterAngleCos(const void *, size_t); void setUniformSpotLightRangeInverse(const void *, size_t); void setUniformAmbientLigthColor(const void *, size_t); protected: Pass(); ~Pass(); bool init(Technique* parent); bool initWithProgramState(Technique* parent, backend::ProgramState *glProgramState); void setProgramState(backend::ProgramState* programState); Node* getTarget() const; VertexAttribBinding* _vertexAttribBinding = nullptr; MeshCommand _meshCommand; Technique * _technique = nullptr; bool _hashDirty = true; RenderState _renderState; private: //bool _oldDepthEnabledState; void initUniformLocations(); void onBeforeVisitCmd(); void onAfterVisitCmd(); backend::ProgramState* _programState = nullptr; backend::UniformLocation _locMVPMatrix; backend::UniformLocation _locMVMatrix; backend::UniformLocation _locPMatrix; backend::UniformLocation _locNormalMatrix; backend::UniformLocation _locTexture; //u_texture backend::UniformLocation _locNormalTexture; //u_normalTex backend::UniformLocation _locColor; //ucolor backend::UniformLocation _locMatrixPalette; //u_matrixPalette backend::UniformLocation _locDirLightColor; backend::UniformLocation _locDirLightDir; backend::UniformLocation _locPointLightColor; backend::UniformLocation _locPointLightPosition; backend::UniformLocation _locPointLightRangeInverse; backend::UniformLocation _locSpotLightColor; backend::UniformLocation _locSpotLightPosition; backend::UniformLocation _locSpotLightDir; backend::UniformLocation _locSpotLightInnerAngleCos; backend::UniformLocation _locSpotLightOuterAngleCos; backend::UniformLocation _locSpotLightRangeInverse; backend::UniformLocation _locAmbientLigthColor; //renderer state cache variables bool _rendererDepthTestEnabled = true; backend::CompareFunction _rendererDepthCmpFunc = backend::CompareFunction::LESS; backend::CullMode _rendererCullMode = backend::CullMode::BACK; backend::Winding _rendererWinding = backend::Winding::COUNTER_CLOCK_WISE; bool _rendererDepthWrite = false; }; NS_CC_END