/**************************************************************************** Copyright (c) 2013 cocos2d-x.org 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 "CCRenderer.h" #include "CCShaderCache.h" #include "ccGLStateCache.h" #include "CCCustomCommand.h" #include "CCQuadCommand.h" #include "CCGroupCommand.h" #include "CCConfiguration.h" #include "CCNotificationCenter.h" #include "CCEventType.h" #include // for std::stable_sort NS_CC_BEGIN using namespace std; #define DEFAULT_RENDER_QUEUE 0 Renderer::Renderer() :_lastMaterialID(0) ,_firstCommand(0) ,_lastCommand(0) ,_numQuads(0) ,_glViewAssigned(false) { _commandGroupStack.push(DEFAULT_RENDER_QUEUE); RenderQueue defaultRenderQueue; _renderGroups.push_back(defaultRenderQueue); RenderStackElement elelment = {DEFAULT_RENDER_QUEUE, 0}; _renderStack.push(elelment); } Renderer::~Renderer() { _renderGroups.clear(); glDeleteBuffers(2, _buffersVBO); if (Configuration::getInstance()->supportsShareableVAO()) { glDeleteVertexArrays(1, &_quadVAO); GL::bindVAO(0); } #if CC_ENABLE_CACHE_TEXTURE_DATA NotificationCenter::getInstance()->removeObserver(this, EVNET_COME_TO_FOREGROUND); #endif } void Renderer::initGLView() { #if CC_ENABLE_CACHE_TEXTURE_DATA // listen the event when app go to background NotificationCenter::getInstance()->addObserver(this, callfuncO_selector(Renderer::onBackToForeground), EVNET_COME_TO_FOREGROUND, nullptr); #endif setupIndices(); setupBuffer(); _glViewAssigned = true; } void Renderer::onBackToForeground(Object* obj) { CC_UNUSED_PARAM(obj); setupBuffer(); } void Renderer::setupIndices() { for( int i=0; i < VBO_SIZE; i++) { _indices[i*6+0] = (GLushort) (i*4+0); _indices[i*6+1] = (GLushort) (i*4+1); _indices[i*6+2] = (GLushort) (i*4+2); _indices[i*6+3] = (GLushort) (i*4+3); _indices[i*6+4] = (GLushort) (i*4+2); _indices[i*6+5] = (GLushort) (i*4+1); } } void Renderer::setupBuffer() { if(Configuration::getInstance()->supportsShareableVAO()) { setupVBOAndVAO(); } else { setupVBO(); } } void Renderer::setupVBOAndVAO() { glGenVertexArrays(1, &_quadVAO); GL::bindVAO(_quadVAO); glGenBuffers(2, &_buffersVBO[0]); glBindBuffer(GL_ARRAY_BUFFER, _buffersVBO[0]); glBufferData(GL_ARRAY_BUFFER, sizeof(_quads[0]) * VBO_SIZE, _quads, GL_DYNAMIC_DRAW); // vertices glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_POSITION); glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, sizeof(V3F_C4B_T2F), (GLvoid*) offsetof( V3F_C4B_T2F, vertices)); // colors glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_COLOR); glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(V3F_C4B_T2F), (GLvoid*) offsetof( V3F_C4B_T2F, colors)); // tex coords glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_TEX_COORDS); glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORDS, 2, GL_FLOAT, GL_FALSE, sizeof(V3F_C4B_T2F), (GLvoid*) offsetof( V3F_C4B_T2F, texCoords)); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _buffersVBO[1]); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(_indices[0]) * VBO_SIZE * 6, _indices, GL_STATIC_DRAW); // Must unbind the VAO before changing the element buffer. GL::bindVAO(0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glBindBuffer(GL_ARRAY_BUFFER, 0); CHECK_GL_ERROR_DEBUG(); } void Renderer::setupVBO() { glGenBuffers(2, &_buffersVBO[0]); mapBuffers(); } void Renderer::mapBuffers() { // Avoid changing the element buffer for whatever VAO might be bound. GL::bindVAO(0); glBindBuffer(GL_ARRAY_BUFFER, _buffersVBO[0]); glBufferData(GL_ARRAY_BUFFER, sizeof(_quads[0]) * VBO_SIZE, _quads, GL_DYNAMIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _buffersVBO[1]); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(_indices[0]) * VBO_SIZE * 6, _indices, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); CHECK_GL_ERROR_DEBUG(); } void Renderer::addCommand(RenderCommand* command) { command->generateID(); _renderGroups[_commandGroupStack.top()].push_back(command); } void Renderer::addCommand(RenderCommand* command, int renderQueue) { command->generateID(); _renderGroups[renderQueue].push_back(command); } void Renderer::pushGroup(int renderQueueID) { _commandGroupStack.push(renderQueueID); } void Renderer::popGroup() { _commandGroupStack.pop(); } int Renderer::createRenderQueue() { RenderQueue newRenderQueue; _renderGroups.push_back(newRenderQueue); return (int)_renderGroups.size() - 1; } bool compareRenderCommand(RenderCommand* a, RenderCommand* b) { return a->getID() < b->getID(); } void Renderer::render() { //Uncomment this once everything is rendered by new renderer //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //TODO setup camera or MVP if (_glViewAssigned) { //Process render commands //1. Sort render commands based on ID for (auto it = _renderGroups.begin(); it != _renderGroups.end(); ++it) { std::stable_sort((*it).begin(), (*it).end(), compareRenderCommand); } while(!_renderStack.empty()) { RenderQueue currRenderQueue = _renderGroups[_renderStack.top().renderQueueID]; size_t len = currRenderQueue.size(); //Refresh the batch command index in case the renderStack has changed. _firstCommand = _lastCommand = _renderStack.top().currentIndex; //Process RenderQueue for(size_t i = _renderStack.top().currentIndex; i < len; i++) { _renderStack.top().currentIndex = _lastCommand = i; auto command = currRenderQueue[i]; auto commandType = command->getType(); if(commandType == RenderCommand::Type::QUAD_COMMAND) { QuadCommand* cmd = static_cast(command); ssize_t cmdQuadCount = cmd->getQuadCount(); //Batch quads if(_numQuads + cmdQuadCount > VBO_SIZE) { CCASSERT(cmdQuadCount < VBO_SIZE, "VBO is not big enough for quad data, please break the quad data down or use customized render command"); //Draw batched quads if VBO is full drawBatchedQuads(); } memcpy(_quads + _numQuads, cmd->getQuad(), sizeof(V3F_C4B_T2F_Quad) * cmdQuadCount); _numQuads += cmdQuadCount; } else if(commandType == RenderCommand::Type::CUSTOM_COMMAND) { flush(); CustomCommand* cmd = static_cast(command); cmd->execute(); } else if(commandType == RenderCommand::Type::GROUP_COMMAND) { flush(); GroupCommand* cmd = static_cast(command); _renderStack.top().currentIndex = i + 1; //push new renderQueue to renderStack RenderStackElement element = {cmd->getRenderQueueID(), 0}; _renderStack.push(element); //Exit current loop break; } else { flush(); } } //Draw the batched quads drawBatchedQuads(); currRenderQueue = _renderGroups[_renderStack.top().renderQueueID]; len = currRenderQueue.size(); //If pop the render stack if we already processed all the commands if(_renderStack.top().currentIndex + 1 >= len) { _renderStack.pop(); } } } //TODO give command back to command pool for (size_t j = 0 ; j < _renderGroups.size(); j++) { for (const auto &cmd : _renderGroups[j]) { cmd->releaseToCommandPool(); } _renderGroups[j].clear(); } //Clear the stack incase gl view hasn't been initialized yet while(!_renderStack.empty()) { _renderStack.pop(); } RenderStackElement element = {DEFAULT_RENDER_QUEUE, 0}; _renderStack.push(element); _firstCommand = _lastCommand = 0; _lastMaterialID = 0; } void Renderer::drawBatchedQuads() { //TODO we can improve the draw performance by insert material switching command before hand. int quadsToDraw = 0; int startQuad = 0; //Upload buffer to VBO if(_numQuads <= 0) { _firstCommand = _lastCommand; return; } if (Configuration::getInstance()->supportsShareableVAO()) { //Set VBO data glBindBuffer(GL_ARRAY_BUFFER, _buffersVBO[0]); glBufferData(GL_ARRAY_BUFFER, sizeof(_quads[0]) * (_numQuads), nullptr, GL_DYNAMIC_DRAW); void *buf = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY); memcpy(buf, _quads, sizeof(_quads[0])* (_numQuads)); glUnmapBuffer(GL_ARRAY_BUFFER); glBindBuffer(GL_ARRAY_BUFFER, 0); //Bind VAO GL::bindVAO(_quadVAO); } else { #define kQuadSize sizeof(_quads[0].bl) glBindBuffer(GL_ARRAY_BUFFER, _buffersVBO[0]); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(_quads[0]) * _numQuads , _quads); GL::enableVertexAttribs(GL::VERTEX_ATTRIB_FLAG_POS_COLOR_TEX); // vertices glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, kQuadSize, (GLvoid*) offsetof(V3F_C4B_T2F, vertices)); // colors glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, kQuadSize, (GLvoid*) offsetof(V3F_C4B_T2F, colors)); // tex coords glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORDS, 2, GL_FLOAT, GL_FALSE, kQuadSize, (GLvoid*) offsetof(V3F_C4B_T2F, texCoords)); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _buffersVBO[1]); } //Start drawing verties in batch for(size_t i = _firstCommand; i <= _lastCommand; i++) { RenderCommand* command = _renderGroups[_renderStack.top().renderQueueID][i]; if (command->getType() == RenderCommand::Type::QUAD_COMMAND) { QuadCommand* cmd = static_cast(command); if(_lastMaterialID != cmd->getMaterialID()) { //Draw quads if(quadsToDraw > 0) { glDrawElements(GL_TRIANGLES, (GLsizei) quadsToDraw*6, GL_UNSIGNED_SHORT, (GLvoid*) (startQuad*6*sizeof(_indices[0])) ); CC_INCREMENT_GL_DRAWS(1); startQuad += quadsToDraw; quadsToDraw = 0; } //Use new material cmd->useMaterial(); _lastMaterialID = cmd->getMaterialID(); } quadsToDraw += cmd->getQuadCount(); } } //Draw any remaining quad if(quadsToDraw > 0) { glDrawElements(GL_TRIANGLES, (GLsizei) quadsToDraw*6, GL_UNSIGNED_SHORT, (GLvoid*) (startQuad*6*sizeof(_indices[0])) ); CC_INCREMENT_GL_DRAWS(1); } if (Configuration::getInstance()->supportsShareableVAO()) { //Unbind VAO GL::bindVAO(0); } else { glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); } _firstCommand = _lastCommand; _numQuads = 0; } void Renderer::flush() { drawBatchedQuads(); _lastMaterialID = 0; } NS_CC_END