/**************************************************************************** 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 "base/CCConfiguration.h" #include "2d/CCLight.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 "renderer/CCTechnique.h" #include "renderer/CCMaterial.h" #include "renderer/CCPass.h" #include "xxhash.h" NS_CC_BEGIN MeshCommand::MeshCommand() : _textureID(0) , _glProgramState(nullptr) , _blendType(BlendFunc::DISABLE) , _displayColor(1.0f, 1.0f, 1.0f, 1.0f) , _matrixPalette(nullptr) , _matrixPaletteSize(0) , _materialID(0) , _vao(0) , _cullFaceEnabled(false) , _cullFace(GL_BACK) , _depthTestEnabled(false) , _depthWriteEnabled(false) , _forceDepthWrite(false) , _renderStateCullFaceEnabled(false) , _renderStateDepthTest(false) , _renderStateDepthWrite(GL_FALSE) , _material(nullptr) { _type = RenderCommand::Type::MESH_COMMAND; #if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WINRT) // 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 globalZOrder, Material* material, GLuint vertexBuffer, GLuint indexBuffer, GLenum primitive, GLenum indexFormat, ssize_t indexCount, const cocos2d::Mat4 &mv, uint32_t flags) { CCASSERT(material, "material cannot be nill"); RenderCommand::init(globalZOrder, mv, flags); _globalOrder = globalZOrder; _material = material; _vertexBuffer = vertexBuffer; _indexBuffer = indexBuffer; _primitive = primitive; _indexFormat = indexFormat; _indexCount = indexCount; _mv.set(mv); _is3D = true; } 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) { init(globalOrder, textureID, glProgramState, blendType, vertexBuffer, indexBuffer, primitive, indexFormat, indexCount, mv, 0); } void MeshCommand::init(float globalZOrder, GLuint textureID, cocos2d::GLProgramState *glProgramState, cocos2d::BlendFunc blendType, GLuint vertexBuffer, GLuint indexBuffer, GLenum primitive, GLenum indexFormat, ssize_t indexCount, const cocos2d::Mat4 &mv, uint32_t flags) { CCASSERT(glProgramState, "GLProgramState cannot be nill"); RenderCommand::init(globalZOrder, mv, flags); _globalOrder = globalZOrder; _textureID = textureID; _blendType = blendType; _glProgramState = glProgramState; _vertexBuffer = vertexBuffer; _indexBuffer = indexBuffer; _primitive = primitive; _indexFormat = indexFormat; _indexCount = indexCount; _mv.set(mv); _is3D = true; } void MeshCommand::setCullFaceEnabled(bool enable) { CCASSERT(!_material, "If using material, you should call material->setCullFace()"); _cullFaceEnabled = enable; } void MeshCommand::setCullFace(GLenum cullFace) { CCASSERT(!_material, "If using material, you should call material->setCullFaceSide()"); _cullFace = cullFace; } void MeshCommand::setDepthTestEnabled(bool enable) { CCASSERT(!_material, "If using material, you should call material->setDepthTest()"); _depthTestEnabled = enable; } void MeshCommand::setDepthWriteEnabled(bool enable) { CCASSERT(!_material, "If using material, you should call material->setDepthWrite()"); _forceDepthWrite = enable; _depthWriteEnabled = enable; } void MeshCommand::setDisplayColor(const Vec4& color) { CCASSERT(!_material, "If using material, you should set the color as a uniform: use u_color"); _displayColor = color; } void MeshCommand::setMatrixPalette(const Vec4* matrixPalette) { CCASSERT(!_material, "If using material, you should set the color as a uniform: use u_matrixPalette"); _matrixPalette = matrixPalette; } void MeshCommand::setMatrixPaletteSize(int size) { CCASSERT(!_material, "If using material, you should set the color as a uniform: use u_matrixPalette with its size"); _matrixPaletteSize = size; } void MeshCommand::setTransparent(bool value) { CCASSERT(!_material, "If using material, you shouldn't call setTransparent."); _isTransparent = value; //Skip batching for transparent mesh _skipBatching = value; if (_isTransparent && !_forceDepthWrite) { _depthWriteEnabled = false; } else { _depthWriteEnabled = true; } } MeshCommand::~MeshCommand() { releaseVAO(); #if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WINRT) Director::getInstance()->getEventDispatcher()->removeEventListener(_rendererRecreatedListener); #endif } void MeshCommand::applyRenderState() { CCASSERT(!_material, "Must not be called when using materials"); // blend and texture GL::bindTexture2D(_textureID); GL::blendFunc(_blendType.src, _blendType.dst); // cull face _renderStateCullFaceEnabled = glIsEnabled(GL_CULL_FACE) != GL_FALSE; GLint cullface; glGetIntegerv(GL_CULL_FACE_MODE, &cullface); _renderStateCullFace = (GLenum)cullface; if (_cullFaceEnabled != _renderStateCullFaceEnabled) { _cullFaceEnabled ? glEnable(GL_CULL_FACE) : glDisable(GL_CULL_FACE); } if (_cullFace != _renderStateCullFace) { glCullFace(_cullFace); } // depth _renderStateDepthTest = (glIsEnabled(GL_DEPTH_TEST) != GL_FALSE); glGetBooleanv(GL_DEPTH_WRITEMASK, &_renderStateDepthWrite); if (_depthTestEnabled != _renderStateDepthTest) { _depthTestEnabled ? glEnable(GL_DEPTH_TEST) : glDisable(GL_DEPTH_TEST); } if (_depthWriteEnabled != _renderStateDepthWrite) { glDepthMask(_depthWriteEnabled); } } void MeshCommand::restoreRenderState() { CCASSERT(!_material, "Must not be called when using Material"); // cull if (_cullFaceEnabled != _renderStateCullFaceEnabled) { _renderStateCullFaceEnabled ? glEnable(GL_CULL_FACE) : glDisable(GL_CULL_FACE); } if (_cullFace != _renderStateCullFace) { glCullFace(_renderStateCullFace); } // depth if (_depthTestEnabled != _renderStateDepthTest) { _renderStateDepthTest ? glEnable(GL_DEPTH_TEST) : glDisable(GL_DEPTH_TEST); } if (_depthWriteEnabled != _renderStateDepthWrite) { glDepthMask(_renderStateDepthWrite); } } void MeshCommand::genMaterialID(GLuint texID, void* glProgramState, GLuint vertexBuffer, GLuint indexBuffer, 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); } uint32_t MeshCommand::getMaterialID() const { return _materialID; } void MeshCommand::preBatchDraw() { // Do nothing if using material since each pass needs to bind its own VAO if (!_material) { if (Configuration::getInstance()->supportsShareableVAO() && _vao == 0) buildVAO(); if (_vao) { GL::bindVAO(_vao); } else { glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer); // FIXME: Assumes that all the passes in the Material share the same Vertex Attribs GLProgramState* programState = _material ? _material->_currentTechnique->_passes.at(0)->getGLProgramState() : _glProgramState; programState->applyAttributes(); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer); } } } void MeshCommand::batchDraw() { if (_material) { for(const auto& pass: _material->_currentTechnique->_passes) { pass->bind(_mv); glDrawElements(_primitive, (GLsizei)_indexCount, _indexFormat, 0); CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1, _indexCount); pass->unbind(); } } else { _glProgramState->applyGLProgram(_mv); // set render state applyRenderState(); // Draw glDrawElements(_primitive, (GLsizei)_indexCount, _indexFormat, 0); CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1, _indexCount); //restore render state restoreRenderState(); } } void MeshCommand::postBatchDraw() { // when using material, unbind is after draw if (!_material) { if (_vao) { GL::bindVAO(0); } else { glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glBindBuffer(GL_ARRAY_BUFFER, 0); } } } void MeshCommand::execute() { // Draw without VAO glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer); if (_material) { for(const auto& pass: _material->_currentTechnique->_passes) { pass->bind(_mv, true); glDrawElements(_primitive, (GLsizei)_indexCount, _indexFormat, 0); CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1, _indexCount); pass->unbind(); } } else { // set render state _glProgramState->apply(_mv); applyRenderState(); // 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() { // FIXME: Assumes that all the passes in the Material share the same Vertex Attribs GLProgramState* programState = (_material != nullptr) ? _material->_currentTechnique->_passes.at(0)->getGLProgramState() : _glProgramState; releaseVAO(); glGenVertexArrays(1, &_vao); GL::bindVAO(_vao); glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer); auto flags = programState->getVertexAttribsFlags(); for (int i = 0; flags > 0; i++) { int flag = 1 << i; if (flag & flags) glEnableVertexAttribArray(i); flags &= ~flag; } programState->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_WINRT) void MeshCommand::listenRendererRecreated(EventCustom* event) { _vao = 0; } #endif NS_CC_END