#pragma once #include "base/ccMacros.h" #include "math/CCMath.h" #include #include NS_AX_BEGIN namespace shaderinfos { enum class VertexKey : int { /**Index 0 will be used as Position.*/ VERTEX_ATTRIB_POSITION = 0, /**Index 1 will be used as Color.*/ VERTEX_ATTRIB_COLOR = 1, /**Index 2 will be used as Tex coord unit 0.*/ VERTEX_ATTRIB_TEX_COORD = 2, /**Index 3 will be used as Tex coord unit 1.*/ VERTEX_ATTRIB_TEX_COORD1 = 3, /**Index 4 will be used as Tex coord unit 2.*/ VERTEX_ATTRIB_TEX_COORD2 = 4, /**Index 5 will be used as Tex coord unit 3.*/ VERTEX_ATTRIB_TEX_COORD3 = 5, /**Index 6 will be used as Normal.*/ VERTEX_ATTRIB_NORMAL = 6, /**Index 7 will be used as Blend weight for hardware skin.*/ VERTEX_ATTRIB_BLEND_WEIGHT = 7, /**Index 8 will be used as Blend index.*/ VERTEX_ATTRIB_BLEND_INDEX = 8, /**Index 9 will be used as tangent.*/ VERTEX_ATTRIB_TANGENT = 9, /**Index 10 will be used as Binormal.*/ VERTEX_ATTRIB_BINORMAL = 10, VERTEX_ATTRIB_MAX = 11, // backward compatibility VERTEX_ATTRIB_TEX_COORDS = VERTEX_ATTRIB_TEX_COORD, VERTEX_ATTRIB_ERROR = -1 }; /**Preallocated uniform handle.*/ enum class Uniformkey { /**Ambient color.*/ UNIFORM_AMBIENT_COLOR, /**Projection matrix.*/ UNIFORM_P_MATRIX, /**MultiView Projection matrix.*/ UNIFORM_MULTIVIEW_P_MATRIX, /**Model view matrix.*/ UNIFORM_MV_MATRIX, /**Model view projection matrix.*/ UNIFORM_MVP_MATRIX, /**MultiView Model view projection matrix.*/ UNIFORM_MULTIVIEW_MVP_MATRIX, /**Normal matrix.*/ UNIFORM_NORMAL_MATRIX, /**Time.*/ UNIFORM_TIME, /**sin(Time).*/ UNIFORM_SIN_TIME, /**cos(Time).*/ UNIFORM_COS_TIME, /**Random number.*/ UNIFORM_RANDOM01, /** @{ * Sampler 0-3, used for texture. */ UNIFORM_SAMPLER0, UNIFORM_SAMPLER1, UNIFORM_SAMPLER2, UNIFORM_SAMPLER3, /**@}*/ UNIFORM_MAX, }; namespace shader { extern const char* SHADER_NAME_ETC1AS_POSITION_TEXTURE_COLOR; extern const char* SHADER_NAME_ETC1AS_POSITION_TEXTURE_COLOR_NO_MVP; extern const char* SHADER_NAME_ETC1AS_POSITION_TEXTURE_GRAY; extern const char* SHADER_NAME_ETC1AS_POSITION_TEXTURE_GRAY_NO_MVP; /**Built in shader for 2d. Support Position, Texture and Color vertex attribute.*/ extern const char* SHADER_NAME_POSITION_TEXTURE_COLOR; /**Built in shader for 2d. Support Position, Texture and Color vertex attribute, but without multiply vertex by MVP * matrix.*/ extern const char* SHADER_NAME_POSITION_TEXTURE_COLOR_NO_MVP; /**Built in shader for 2d. Support Position, Texture vertex attribute, but include alpha test.*/ extern const char* SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST; /**Built in shader for 2d. Support Position, Texture and Color vertex attribute, include alpha test and without multiply * vertex by MVP matrix.*/ extern const char* SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST_NO_MV; /**Built in shader for 2d. Support Position, Color vertex attribute.*/ extern const char* SHADER_NAME_POSITION_COLOR; /**Built in shader for 2d. Support Position, Color, Texture vertex attribute. texture coordinate will used as point * size.*/ extern const char* SHADER_NAME_POSITION_COLOR_TEXASPOINTSIZE; /**Built in shader for 2d. Support Position, Color vertex attribute, without multiply vertex by MVP matrix.*/ extern const char* SHADER_NAME_POSITION_COLOR_NO_MVP; /**Built in shader for 2d. Support Position, Texture vertex attribute.*/ extern const char* SHADER_NAME_POSITION_TEXTURE; /**Built in shader for 2d. Support Position, Texture vertex attribute. with a specified uniform as color*/ extern const char* SHADER_NAME_POSITION_TEXTURE_U_COLOR; /**Built in shader for 2d. Support Position, Texture and Color vertex attribute. but alpha will be the multiplication of * color attribute and texture.*/ extern const char* SHADER_NAME_POSITION_TEXTURE_A8_COLOR; /**Built in shader for 2d. Support Position, with color specified by a uniform.*/ extern const char* SHADER_NAME_POSITION_U_COLOR; /**Built in shader for draw a sector with 90 degrees with center at bottom left point.*/ extern const char* SHADER_NAME_POSITION_LENGTH_TEXTURE_COLOR; /**Built in shader for ui effects */ extern const char* SHADER_NAME_POSITION_GRAYSCALE; /** @{ Built in shader for label and label with effects. */ extern const char* SHADER_NAME_LABEL_NORMAL; extern const char* SHADER_NAME_LABEL_OUTLINE; extern const char* SHADER_NAME_LABEL_DISTANCEFIELD_NORMAL; extern const char* SHADER_NAME_LABEL_DISTANCEFIELD_GLOW; /**Built in shader used for 3D, support Position vertex attribute, with color specified by a uniform.*/ extern const char* SHADER_3D_POSITION; /**Built in shader used for 3D, support Position and Texture vertex attribute, with color specified by a uniform.*/ extern const char* SHADER_3D_POSITION_TEXTURE; /** Built in shader used for 3D, support Position (Skeletal animation by hardware skin) and Texture vertex attribute, with color specified by a uniform. */ extern const char* SHADER_3D_SKINPOSITION_TEXTURE; /** Built in shader used for 3D, support Position and Normal vertex attribute, used in lighting. with color specified by a uniform. */ extern const char* SHADER_3D_POSITION_NORMAL; /** Built in shader used for 3D, support Position, Normal, Texture vertex attribute, used in lighting. with color specified by a uniform. */ extern const char* SHADER_3D_POSITION_NORMAL_TEXTURE; /** Built in shader used for 3D, support Position(skeletal animation by hardware skin), Normal, Texture vertex attribute, used in lighting. with color specified by a uniform. */ extern const char* SHADER_3D_SKINPOSITION_NORMAL_TEXTURE; /** Built in shader used for 3D, support Position, Bumped Normal, Texture vertex attribute, used in lighting. with color specified by a uniform. */ extern const char* SHADER_3D_POSITION_BUMPEDNORMAL_TEXTURE; /** Built in shader used for 3D, support Position(skeletal animation by hardware skin), Bumped Normal, Texture vertex attribute, used in lighting. with color specified by a uniform. */ extern const char* SHADER_3D_SKINPOSITION_BUMPEDNORMAL_TEXTURE; /** Built in shader for particles, support Position and Texture, with a color specified by a uniform. */ extern const char* SHADER_3D_PARTICLE_TEXTURE; /** Built in shader for particles, support Position, with a color specified by a uniform. */ extern const char* SHADER_3D_PARTICLE_COLOR; /** Built in shader for skybox */ extern const char* SHADER_3D_SKYBOX; /** Built in shader for terrain */ extern const char* SHADER_3D_TERRAIN; /** Built in shader for LayerRadialGradient */ extern const char* SHADER_LAYER_RADIAL_GRADIENT; /** Built in shader for camera clear */ extern const char* SHADER_CAMERA_CLEAR; /** end of built shader types. @} */ } // namespace shader namespace uniform { /** @name Built uniform names @{ */ /**Ambient Color uniform.*/ extern const char* UNIFORM_NAME_AMBIENT_COLOR; /**Projection Matrix uniform.*/ extern const char* UNIFORM_NAME_P_MATRIX; /**MultiView Projection Matrix uniform.*/ extern const char* UNIFORM_NAME_MULTIVIEW_P_MATRIX; /**Model view matrix uniform.*/ extern const char* UNIFORM_NAME_MV_MATRIX; /**Model view projection uniform.*/ extern const char* UNIFORM_NAME_MVP_MATRIX; /**MultiView Model view projection uniform.*/ extern const char* UNIFORM_NAME_MULTIVIEW_MVP_MATRIX; /**Normal matrix uniform.*/ extern const char* UNIFORM_NAME_NORMAL_MATRIX; /**Time uniform.*/ extern const char* UNIFORM_NAME_TIME; /**Sin time uniform.*/ extern const char* UNIFORM_NAME_SIN_TIME; /**Cos time uniform.*/ extern const char* UNIFORM_NAME_COS_TIME; /**Random number uniform.*/ extern const char* UNIFORM_NAME_RANDOM01; /** @{ Sampler uniform 0-3, used for textures. */ extern const char* UNIFORM_NAME_SAMPLER0; extern const char* UNIFORM_NAME_SAMPLER1; extern const char* UNIFORM_NAME_SAMPLER2; extern const char* UNIFORM_NAME_SAMPLER3; /** @} */ /**Alpha test value uniform.*/ extern const char* UNIFORM_NAME_ALPHA_TEST_VALUE; /** end of Built uniform names @} */ } // namespace uniform namespace attribute { /** @name Built Attribute names @{ */ /**Attribute color.*/ extern const char* ATTRIBUTE_NAME_COLOR; /**Attribute position.*/ extern const char* ATTRIBUTE_NAME_POSITION; /**@{ Attribute Texcoord 0-3.*/ extern const char* ATTRIBUTE_NAME_TEX_COORD; extern const char* ATTRIBUTE_NAME_TEX_COORD1; extern const char* ATTRIBUTE_NAME_TEX_COORD2; extern const char* ATTRIBUTE_NAME_TEX_COORD3; /**@}*/ /**Attribute normal.*/ extern const char* ATTRIBUTE_NAME_NORMAL; /**Attribute blend weight.*/ extern const char* ATTRIBUTE_NAME_BLEND_WEIGHT; /**Attribute blend index.*/ extern const char* ATTRIBUTE_NAME_BLEND_INDEX; /**Attribute blend tangent.*/ extern const char* ATTRIBUTE_NAME_TANGENT; /**Attribute blend binormal.*/ extern const char* ATTRIBUTE_NAME_BINORMAL; /** end of Built Attribute names @} */ } // namespace attribute const std::vector>& getPredefinedAttributes(); const std::string getAttributeName(const VertexKey& key); }; // namespace shaderinfos NS_AX_END