/**************************************************************************** Copyright (c) 2015 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. Ideas taken from: - GamePlay3D: http://gameplay3d.org/ - OGRE3D: http://www.ogre3d.org/ - Qt3D: http://qt-project.org/ ****************************************************************************/ #include "renderer/CCPass.h" #include "renderer/CCGLProgramState.h" #include "renderer/CCGLProgram.h" #include "renderer/CCTexture2D.h" #include "renderer/ccGLStateCache.h" #include "renderer/CCTechnique.h" #include "renderer/CCMaterial.h" #include "renderer/CCVertexAttribBinding.h" #include "base/ccTypes.h" #include "2d/CCNode.h" #include NS_CC_BEGIN Pass* Pass::create(Technique* technique) { auto pass = new (std::nothrow) Pass(); if (pass && pass->init(technique)) { pass->autorelease(); return pass; } CC_SAFE_DELETE(pass); return nullptr; } Pass* Pass::createWithGLProgramState(Technique* technique, GLProgramState* programState) { auto pass = new (std::nothrow) Pass(); if (pass && pass->initWithGLProgramState(technique, programState)) { pass->autorelease(); return pass; } CC_SAFE_DELETE(pass); return nullptr; } bool Pass::init(Technique* technique) { _parent = technique; return true; } bool Pass::initWithGLProgramState(Technique* technique, GLProgramState *glProgramState) { _parent = technique; _glProgramState = glProgramState; CC_SAFE_RETAIN(_glProgramState); return true; } Pass::Pass() : _glProgramState(nullptr) , _vertexAttribBinding(nullptr) { } Pass::~Pass() { CC_SAFE_RELEASE(_glProgramState); CC_SAFE_RELEASE(_vertexAttribBinding); } Pass* Pass::clone() const { auto pass = new (std::nothrow) Pass(); if (pass) { RenderState::cloneInto(pass); pass->_glProgramState = _glProgramState->clone(); CC_SAFE_RETAIN(pass->_glProgramState); pass->_vertexAttribBinding = _vertexAttribBinding; CC_SAFE_RETAIN(pass->_vertexAttribBinding); pass->autorelease(); } return pass; } GLProgramState* Pass::getGLProgramState() const { return _glProgramState; } void Pass::setGLProgramState(GLProgramState* glProgramState) { if ( _glProgramState != glProgramState) { CC_SAFE_RELEASE(_glProgramState); _glProgramState = glProgramState; CC_SAFE_RETAIN(_glProgramState); _hashDirty = true; } } uint32_t Pass::getHash() const { if (_hashDirty || _state->isDirty()) { uint32_t glProgram = (uint32_t)_glProgramState->getGLProgram()->getProgram(); uint32_t textureid = _texture ? _texture->getName() : -1; uint32_t stateblockid = _state->getHash(); _hash = glProgram ^ textureid ^ stateblockid; // _hash = XXH32((const void*)intArray, sizeof(intArray), 0); _hashDirty = false; } return _hash; } void Pass::bind(const Mat4& modelView) { bind(modelView, true); } void Pass::bind(const Mat4& modelView, bool bindAttributes) { // vertex attribs if (bindAttributes && _vertexAttribBinding) _vertexAttribBinding->bind(); auto glprogramstate = _glProgramState ? _glProgramState : getTarget()->getGLProgramState(); glprogramstate->applyGLProgram(modelView); glprogramstate->applyUniforms(); //set render state RenderState::bind(this); } Node* Pass::getTarget() const { CCASSERT(_parent && _parent->_parent, "Pass must have a Technique and Material"); Material *material = static_cast(_parent->_parent); return material->_target; } void Pass::unbind() { RenderState::StateBlock::restore(0); _vertexAttribBinding->unbind(); } void Pass::setVertexAttribBinding(VertexAttribBinding* binding) { if (_vertexAttribBinding != binding) { CC_SAFE_RELEASE(_vertexAttribBinding); _vertexAttribBinding = binding; CC_SAFE_RETAIN(_vertexAttribBinding); } } VertexAttribBinding* Pass::getVertexAttributeBinding() const { return _vertexAttribBinding; } NS_CC_END