/**************************************************************************** Copyright (c) 2013-2014 Chukong Technologies Inc. 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. ****************************************************************************/ #include "renderer/CCMeshCommand.h" #include "base/ccMacros.h" #include "base/CCConfiguration.h" #include "base/CCDirector.h" #include "base/CCEventCustom.h" #include "base/CCEventListenerCustom.h" #include "base/CCEventDispatcher.h" #include "base/CCEventType.h" #include "renderer/ccGLStateCache.h" #include "renderer/CCGLProgramState.h" #include "renderer/CCRenderer.h" #include "renderer/CCTextureAtlas.h" #include "renderer/CCTexture2D.h" #include "renderer/ccGLStateCache.h" #include "xxhash.h" NS_CC_BEGIN //render state static bool s_cullFaceEnabled = false; static GLenum s_cullFace = 0; static bool s_depthTestEnabled = false; static bool s_depthWriteEnabled = false; MeshCommand::MeshCommand() : _textureID(0) , _blendType(BlendFunc::DISABLE) , _glProgramState(nullptr) , _cullFaceEnabled(false) , _cullFace(GL_BACK) , _depthTestEnabled(false) , _depthWriteEnabled(false) , _displayColor(1.0f, 1.0f, 1.0f, 1.0f) , _matrixPalette(nullptr) , _matrixPaletteSize(0) , _materialID(0) , _vao(0) { _type = RenderCommand::Type::MESH_COMMAND; #if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WP8) // listen the event that renderer was recreated on Android/WP8 _rendererRecreatedListener = EventListenerCustom::create(EVENT_RENDERER_RECREATED, CC_CALLBACK_1(MeshCommand::listenRendererRecreated, this)); Director::getInstance()->getEventDispatcher()->addEventListenerWithFixedPriority(_rendererRecreatedListener, -1); #endif } void MeshCommand::init(float globalOrder, GLuint textureID, GLProgramState* glProgramState, BlendFunc blendType, GLuint vertexBuffer, GLuint indexBuffer, GLenum primitive, GLenum indexFormat, ssize_t indexCount, const Mat4 &mv) { CCASSERT(glProgramState, "GLProgramState cannot be nill"); _globalOrder = globalOrder; _textureID = textureID; _blendType = blendType; _glProgramState = glProgramState; _vertexBuffer = vertexBuffer; _indexBuffer = indexBuffer; _primitive = primitive; _indexFormat = indexFormat; _indexCount = indexCount; _mv.set(mv); } void MeshCommand::setCullFaceEnabled(bool enable) { _cullFaceEnabled = enable; } void MeshCommand::setCullFace(GLenum cullFace) { _cullFace = cullFace; } void MeshCommand::setDepthTestEnabled(bool enable) { _depthTestEnabled = enable; } void MeshCommand::setDepthWriteEnabled(bool enable) { _depthWriteEnabled = enable; } void MeshCommand::setDisplayColor(const Vec4& color) { _displayColor = color; } MeshCommand::~MeshCommand() { releaseVAO(); #if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WP8) Director::getInstance()->getEventDispatcher()->removeEventListener(_rendererRecreatedListener); #endif } void MeshCommand::applyRenderState() { if (_cullFaceEnabled && !s_cullFaceEnabled) { glEnable(GL_CULL_FACE); if (s_cullFace != _cullFace) { glCullFace(_cullFace); s_cullFace = _cullFace; } s_cullFaceEnabled = true; } if (_depthTestEnabled && !s_depthTestEnabled) { glEnable(GL_DEPTH_TEST); s_depthTestEnabled = true; } if (_depthWriteEnabled && !s_depthWriteEnabled) { glDepthMask(GL_TRUE); s_depthWriteEnabled = true; } } void MeshCommand::restoreRenderState() { if (s_cullFaceEnabled) { glDisable(GL_CULL_FACE); s_cullFaceEnabled = false; } if (s_depthTestEnabled) { glDisable(GL_DEPTH_TEST); s_depthTestEnabled = false; } if (s_depthWriteEnabled) { glDepthMask(GL_FALSE); s_depthWriteEnabled = false; } s_cullFace = 0; } void MeshCommand::genMaterialID(GLuint texID, void* glProgramState, GLuint vertexBuffer, GLuint indexBuffer, const BlendFunc& blend) { int intArray[7] = {0}; intArray[0] = (int)texID; *(int**)&intArray[1] = (int*) glProgramState; intArray[3] = (int) vertexBuffer; intArray[4] = (int) indexBuffer; intArray[5] = (int) blend.src; intArray[6] = (int) blend.dst; _materialID = XXH32((const void*)intArray, sizeof(intArray), 0); } void MeshCommand::MatrixPalleteCallBack( GLProgram* glProgram, Uniform* uniform) { glUniform4fv( uniform->location, (GLsizei)_matrixPaletteSize, (const float*)_matrixPalette ); } void MeshCommand::preBatchDraw() { // Set material GL::bindTexture2D(_textureID); GL::blendFunc(_blendType.src, _blendType.dst); if (Configuration::getInstance()->supportsShareableVAO() && _vao == 0) buildVAO(); if (_vao) { GL::bindVAO(_vao); } else { glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer); _glProgramState->applyAttributes(); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer); } } void MeshCommand::batchDraw() { // set render state applyRenderState(); _glProgramState->setUniformVec4("u_color", _displayColor); if (_matrixPaletteSize && _matrixPalette) { _glProgramState->setUniformCallback("u_matrixPalette", CC_CALLBACK_2(MeshCommand::MatrixPalleteCallBack, this)); } _glProgramState->applyGLProgram(_mv); _glProgramState->applyUniforms(); // Draw glDrawElements(_primitive, (GLsizei)_indexCount, _indexFormat, 0); CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1, _indexCount); } void MeshCommand::postBatchDraw() { //restore render state restoreRenderState(); if (_vao) { GL::bindVAO(0); } else { glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glBindBuffer(GL_ARRAY_BUFFER, 0); } } void MeshCommand::execute() { // set render state applyRenderState(); // Set material GL::bindTexture2D(_textureID); GL::blendFunc(_blendType.src, _blendType.dst); glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer); _glProgramState->setUniformVec4("u_color", _displayColor); if (_matrixPaletteSize && _matrixPalette) { _glProgramState->setUniformCallback("u_matrixPalette", CC_CALLBACK_2(MeshCommand::MatrixPalleteCallBack, this)); } _glProgramState->apply(_mv); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer); // Draw glDrawElements(_primitive, (GLsizei)_indexCount, _indexFormat, 0); CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1, _indexCount); //restore render state restoreRenderState(); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glBindBuffer(GL_ARRAY_BUFFER, 0); } void MeshCommand::buildVAO() { releaseVAO(); glGenVertexArrays(1, &_vao); GL::bindVAO(_vao); glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer); auto flags = _glProgramState->getVertexAttribsFlags(); for (int i = 0; flags > 0; i++) { int flag = 1 << i; if (flag & flags) glEnableVertexAttribArray(i); flags &= ~flag; } _glProgramState->applyAttributes(false); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer); GL::bindVAO(0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); } void MeshCommand::releaseVAO() { if (_vao) { glDeleteVertexArrays(1, &_vao); _vao = 0; GL::bindVAO(0); } } #if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WP8) void MeshCommand::listenRendererRecreated(EventCustom* event) { _vao = 0; } #endif NS_CC_END