/**************************************************************************** Copyright (c) 2014-2016 Chukong Technologies Inc. Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd. https://adxeproject.github.io/ 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 "3d/CCSprite3DMaterial.h" #include "3d/CCMesh.h" #include "platform/CCFileUtils.h" #include "renderer/CCTexture2D.h" #include "base/CCDirector.h" #include "base/CCEventType.h" #include "base/CCConfiguration.h" #include "renderer/backend/ProgramState.h" #include "renderer/ccShaders.h" #include "renderer/CCPass.h" NS_CC_BEGIN Sprite3DMaterialCache* Sprite3DMaterialCache::_cacheInstance = nullptr; std::unordered_map Sprite3DMaterial::_materials; Sprite3DMaterial* Sprite3DMaterial::_unLitMaterial = nullptr; Sprite3DMaterial* Sprite3DMaterial::_unLitNoTexMaterial = nullptr; Sprite3DMaterial* Sprite3DMaterial::_vertexLitMaterial = nullptr; Sprite3DMaterial* Sprite3DMaterial::_diffuseMaterial = nullptr; Sprite3DMaterial* Sprite3DMaterial::_diffuseNoTexMaterial = nullptr; Sprite3DMaterial* Sprite3DMaterial::_bumpedDiffuseMaterial = nullptr; Sprite3DMaterial* Sprite3DMaterial::_unLitMaterialSkin = nullptr; Sprite3DMaterial* Sprite3DMaterial::_vertexLitMaterialSkin = nullptr; Sprite3DMaterial* Sprite3DMaterial::_diffuseMaterialSkin = nullptr; Sprite3DMaterial* Sprite3DMaterial::_bumpedDiffuseMaterialSkin = nullptr; backend::ProgramState* Sprite3DMaterial::_unLitMaterialProgState = nullptr; backend::ProgramState* Sprite3DMaterial::_unLitNoTexMaterialProgState = nullptr; backend::ProgramState* Sprite3DMaterial::_vertexLitMaterialProgState = nullptr; backend::ProgramState* Sprite3DMaterial::_diffuseMaterialProgState = nullptr; backend::ProgramState* Sprite3DMaterial::_diffuseNoTexMaterialProgState = nullptr; backend::ProgramState* Sprite3DMaterial::_bumpedDiffuseMaterialProgState = nullptr; backend::ProgramState* Sprite3DMaterial::_unLitMaterialSkinProgState = nullptr; backend::ProgramState* Sprite3DMaterial::_vertexLitMaterialSkinProgState = nullptr; backend::ProgramState* Sprite3DMaterial::_diffuseMaterialSkinProgState = nullptr; backend::ProgramState* Sprite3DMaterial::_bumpedDiffuseMaterialSkinProgState = nullptr; void Sprite3DMaterial::createBuiltInMaterial() { auto* program = backend::Program::getBuiltinProgram(backend::ProgramType::SKINPOSITION_TEXTURE_3D); _unLitMaterialSkinProgState = new backend::ProgramState(program); _unLitMaterialSkin = new Sprite3DMaterial(); if (_unLitMaterialSkin && _unLitMaterialSkin->initWithProgramState(_unLitMaterialSkinProgState)) { _unLitMaterialSkin->_type = Sprite3DMaterial::MaterialType::UNLIT; } program = backend::Program::getBuiltinProgram(backend::ProgramType::SKINPOSITION_NORMAL_TEXTURE_3D); _diffuseMaterialSkinProgState = new backend::ProgramState(program); _diffuseMaterialSkin = new Sprite3DMaterial(); if (_diffuseMaterialSkin && _diffuseMaterialSkin->initWithProgramState(_diffuseMaterialSkinProgState)) { _diffuseMaterialSkin->_type = Sprite3DMaterial::MaterialType::DIFFUSE; } program = backend::Program::getBuiltinProgram(backend::ProgramType::POSITION_NORMAL_TEXTURE_3D); _diffuseMaterialProgState = new backend::ProgramState(program); _diffuseMaterial = new Sprite3DMaterial(); if (_diffuseMaterial && _diffuseMaterial->initWithProgramState(_diffuseMaterialProgState)) { _diffuseMaterial->_type = Sprite3DMaterial::MaterialType::DIFFUSE; } program = backend::Program::getBuiltinProgram(backend::ProgramType::POSITION_TEXTURE_3D); _unLitMaterialProgState = new backend::ProgramState(program); _unLitMaterial = new Sprite3DMaterial(); if (_unLitMaterial && _unLitMaterial->initWithProgramState(_unLitMaterialProgState)) { _unLitMaterial->_type = Sprite3DMaterial::MaterialType::UNLIT; } program = backend::Program::getBuiltinProgram(backend::ProgramType::POSITION_3D); _unLitNoTexMaterialProgState = new backend::ProgramState(program); _unLitNoTexMaterial = new Sprite3DMaterial(); if (_unLitNoTexMaterial && _unLitNoTexMaterial->initWithProgramState(_unLitNoTexMaterialProgState)) { _unLitNoTexMaterial->_type = Sprite3DMaterial::MaterialType::UNLIT_NOTEX; } program = backend::Program::getBuiltinProgram(backend::ProgramType::POSITION_NORMAL_3D); _diffuseNoTexMaterialProgState = new backend::ProgramState(program); _diffuseNoTexMaterial = new Sprite3DMaterial(); if (_diffuseNoTexMaterial && _diffuseNoTexMaterial->initWithProgramState(_diffuseNoTexMaterialProgState)) { _diffuseNoTexMaterial->_type = Sprite3DMaterial::MaterialType::DIFFUSE_NOTEX; } program = backend::Program::getBuiltinProgram(backend::ProgramType::POSITION_BUMPEDNORMAL_TEXTURE_3D); _bumpedDiffuseMaterialProgState = new backend::ProgramState(program); _bumpedDiffuseMaterial = new Sprite3DMaterial(); if (_bumpedDiffuseMaterial && _bumpedDiffuseMaterial->initWithProgramState(_bumpedDiffuseMaterialProgState)) { _bumpedDiffuseMaterial->_type = Sprite3DMaterial::MaterialType::BUMPED_DIFFUSE; } program = backend::Program::getBuiltinProgram(backend::ProgramType::SKINPOSITION_BUMPEDNORMAL_TEXTURE_3D); _bumpedDiffuseMaterialSkinProgState = new backend::ProgramState(program); _bumpedDiffuseMaterialSkin = new Sprite3DMaterial(); if (_bumpedDiffuseMaterialSkin && _bumpedDiffuseMaterialSkin->initWithProgramState(_bumpedDiffuseMaterialSkinProgState)) { _bumpedDiffuseMaterialSkin->_type = Sprite3DMaterial::MaterialType::BUMPED_DIFFUSE; } } void Sprite3DMaterial::releaseBuiltInMaterial() { CC_SAFE_RELEASE_NULL(_unLitMaterial); CC_SAFE_RELEASE_NULL(_unLitMaterialSkin); CC_SAFE_RELEASE_NULL(_unLitNoTexMaterial); CC_SAFE_RELEASE_NULL(_vertexLitMaterial); CC_SAFE_RELEASE_NULL(_diffuseMaterial); CC_SAFE_RELEASE_NULL(_diffuseNoTexMaterial); CC_SAFE_RELEASE_NULL(_bumpedDiffuseMaterial); CC_SAFE_RELEASE_NULL(_vertexLitMaterialSkin); CC_SAFE_RELEASE_NULL(_diffuseMaterialSkin); CC_SAFE_RELEASE_NULL(_bumpedDiffuseMaterialSkin); // release program states CC_SAFE_RELEASE_NULL(_unLitMaterialProgState); CC_SAFE_RELEASE_NULL(_unLitNoTexMaterialProgState); CC_SAFE_RELEASE_NULL(_vertexLitMaterialProgState); CC_SAFE_RELEASE_NULL(_diffuseMaterialProgState); CC_SAFE_RELEASE_NULL(_diffuseNoTexMaterialProgState); CC_SAFE_RELEASE_NULL(_bumpedDiffuseMaterialProgState); CC_SAFE_RELEASE_NULL(_unLitMaterialSkinProgState); CC_SAFE_RELEASE_NULL(_vertexLitMaterialSkinProgState); CC_SAFE_RELEASE_NULL(_diffuseMaterialSkinProgState); CC_SAFE_RELEASE_NULL(_bumpedDiffuseMaterialSkinProgState); } void Sprite3DMaterial::releaseCachedMaterial() { for (auto& it : _materials) { if (it.second) it.second->release(); } _materials.clear(); } Material* Sprite3DMaterial::clone() const { auto material = new Sprite3DMaterial(); // RenderState::cloneInto(material); material->_renderState = _renderState; for (const auto& technique : _techniques) { auto t = technique->clone(); t->setMaterial(material); for (ssize_t i = 0; i < t->getPassCount(); i++) { t->getPassByIndex(i)->setTechnique(t); } material->_techniques.pushBack(t); } // current technique auto name = _currentTechnique->getName(); material->_currentTechnique = material->getTechniqueByName(name); material->_type = _type; material->autorelease(); return material; } Sprite3DMaterial* Sprite3DMaterial::createBuiltInMaterial(MaterialType type, bool skinned) { ///// if (_diffuseMaterial == nullptr) createBuiltInMaterial(); Sprite3DMaterial* material = nullptr; switch (type) { case Sprite3DMaterial::MaterialType::UNLIT: material = skinned ? _unLitMaterialSkin : _unLitMaterial; break; case Sprite3DMaterial::MaterialType::UNLIT_NOTEX: material = _unLitNoTexMaterial; break; case Sprite3DMaterial::MaterialType::VERTEX_LIT: CCASSERT(0, "not implement"); break; case Sprite3DMaterial::MaterialType::DIFFUSE: material = skinned ? _diffuseMaterialSkin : _diffuseMaterial; break; case Sprite3DMaterial::MaterialType::DIFFUSE_NOTEX: material = _diffuseNoTexMaterial; break; case Sprite3DMaterial::MaterialType::BUMPED_DIFFUSE: material = skinned ? _bumpedDiffuseMaterialSkin : _bumpedDiffuseMaterial; break; default: break; } if (material) return (Sprite3DMaterial*)material->clone(); return nullptr; } Sprite3DMaterial* Sprite3DMaterial::createWithFilename(std::string_view path) { auto validfilename = FileUtils::getInstance()->fullPathForFilename(path); if (!validfilename.empty()) { auto it = _materials.find(validfilename); if (it != _materials.end()) return (Sprite3DMaterial*)it->second->clone(); auto material = new Sprite3DMaterial(); if (material->initWithFile(path)) { material->_type = Sprite3DMaterial::MaterialType::CUSTOM; _materials[validfilename] = material; return (Sprite3DMaterial*)material->clone(); } CC_SAFE_DELETE(material); } return nullptr; } Sprite3DMaterial* Sprite3DMaterial::createWithProgramState(backend::ProgramState* programState) { CCASSERT(programState, "Invalid GL Program State"); auto mat = new Sprite3DMaterial(); if (mat->initWithProgramState(programState)) { mat->_type = Sprite3DMaterial::MaterialType::CUSTOM; mat->autorelease(); return mat; } CC_SAFE_DELETE(mat); return nullptr; } void Sprite3DMaterial::setTexture(Texture2D* tex, NTextureData::Usage usage) { const auto& passes = getTechnique()->getPasses(); for (auto& pass : passes) { pass->setUniformTexture(0, tex->getBackendTexture()); } } ////////////////////////////////////////////////////////////////////////////////////////////////////// Sprite3DMaterialCache::Sprite3DMaterialCache() {} Sprite3DMaterialCache::~Sprite3DMaterialCache() { removeAllSprite3DMaterial(); } Sprite3DMaterialCache* Sprite3DMaterialCache::getInstance() { if (!_cacheInstance) { _cacheInstance = new Sprite3DMaterialCache(); } return _cacheInstance; } void Sprite3DMaterialCache::destroyInstance() { if (_cacheInstance) { CC_SAFE_DELETE(_cacheInstance); } } bool Sprite3DMaterialCache::addSprite3DMaterial(std::string_view key, Texture2D* texture) { auto itr = _materials.find(key); if (itr == _materials.end()) { CC_SAFE_RETAIN(texture); _materials.emplace(key, texture); return true; } return false; } Texture2D* Sprite3DMaterialCache::getSprite3DMaterial(std::string_view key) { auto itr = _materials.find(key); if (itr != _materials.end()) { return itr->second; } return nullptr; } void Sprite3DMaterialCache::removeAllSprite3DMaterial() { for (auto& itr : _materials) { CC_SAFE_RELEASE_NULL(itr.second); } _materials.clear(); } void Sprite3DMaterialCache::removeUnusedSprite3DMaterial() { for (auto it = _materials.cbegin(), itCend = _materials.cend(); it != itCend; /* nothing */) { auto value = it->second; if (value->getReferenceCount() == 1) { CCLOG("cocos2d: Sprite3DMaterialCache: removing unused Sprite3DMaterial"); value->release(); it = _materials.erase(it); } else { ++it; } } } NS_CC_END