/**************************************************************************** Copyright 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. ****************************************************************************/ #ifndef __CCGLPROGRAMSTATE_H__ #define __CCGLPROGRAMSTATE_H__ #include #include "base/ccTypes.h" #include "base/CCVector.h" #include "math/Vec2.h" #include "math/Vec3.h" #include "math/Vec4.h" NS_CC_BEGIN class GLProgram; class Texture2D; struct Uniform; struct VertexAttrib; class EventListenerCustom; class EventCustom; // // // UniformValue // // class CC_DLL UniformValue { friend class GLProgram; friend class GLProgramState; public: UniformValue(); UniformValue(Uniform *uniform, GLProgram* glprogram); ~UniformValue(); void setFloat(float value); void setInt(int value); void setVec2(const Vec2& value); void setVec3(const Vec3& value); void setVec4(const Vec4& value); void setMat4(const Mat4& value); void setCallback(const std::function &callback); void setTexture(GLuint textureId, GLuint activeTexture); void apply(); protected: Uniform* _uniform; // weak ref GLProgram* _glprogram; // weak ref bool _useCallback; union U{ float floatValue; int intValue; float v2Value[2]; float v3Value[3]; float v4Value[4]; float matrixValue[16]; struct { GLuint textureId; GLuint textureUnit; } tex; std::function *callback; U() { memset( this, 0, sizeof(*this) ); } ~U(){} U& operator=( const U& other ) { memcpy(this, &other, sizeof(*this)); return *this; } } _value; }; // // // VertexAttribValue // // class CC_DLL VertexAttribValue { friend class GLProgram; friend class GLProgramState; public: VertexAttribValue(VertexAttrib *vertexAttrib); VertexAttribValue(); ~VertexAttribValue(); void setPointer(GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLvoid *pointer); void setCallback(const std::function &callback); void apply(); protected: VertexAttrib* _vertexAttrib; // weak ref bool _useCallback; bool _enabled; union U{ struct { GLint size; GLenum type; GLboolean normalized; GLsizei stride; GLvoid *pointer; } pointer; std::function *callback; U() { memset( this, 0, sizeof(*this) ); } ~U(){} U& operator=( const U& other ) { memcpy(this, &other, sizeof(*this)); return *this; } } _value; }; /** GLProgramState holds the 'state' (uniforms and attributes) of the GLProgram. A GLProgram can be used by thousands of Nodes, but if different uniform values are going to be used, then each node will need its own GLProgramState */ class CC_DLL GLProgramState : public Ref { friend class GLProgramStateCache; public: /** returns a new instance of GLProgramState for a given GLProgram */ static GLProgramState* create(GLProgram* glprogram); /** gets-or-creates an instance of GLProgramState for a given GLProgram */ static GLProgramState* getOrCreateWithGLProgram(GLProgram* glprogram); /** gets-or-creates an instance of GLProgramState for a given GLProgramName */ static GLProgramState* getOrCreateWithGLProgramName(const std::string &glProgramName ); // apply GLProgram, attributes and uniforms void apply(const Mat4& modelView); void applyGLProgram(const Mat4& modelView); /** * apply vertex attributes * @param applyAttribFlags Call GL::enableVertexAttribs(_vertexAttribsFlags) or not */ void applyAttributes(bool applyAttribFlags = true); void applyUniforms(); void setGLProgram(GLProgram* glprogram); GLProgram* getGLProgram() const { return _glprogram; } // vertex attribs uint32_t getVertexAttribsFlags() const { return _vertexAttribsFlags; } ssize_t getVertexAttribCount() const { return _attributes.size(); } void setVertexAttribCallback(const std::string &name, const std::function &callback); void setVertexAttribPointer(const std::string &name, GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLvoid *pointer); // user defined uniforms ssize_t getUniformCount() const { return _uniforms.size(); } void setUniformInt(const std::string &uniformName, int value); void setUniformFloat(const std::string &uniformName, float value); void setUniformVec2(const std::string &uniformName, const Vec2& value); void setUniformVec3(const std::string &uniformName, const Vec3& value); void setUniformVec4(const std::string &uniformName, const Vec4& value); void setUniformMat4(const std::string &uniformName, const Mat4& value); void setUniformCallback(const std::string &uniformName, const std::function &callback); void setUniformTexture(const std::string &uniformName, Texture2D *texture); void setUniformTexture(const std::string &uniformName, GLuint textureId); void setUniformInt(GLint uniformLocation, int value); void setUniformFloat(GLint uniformLocation, float value); void setUniformVec2(GLint uniformLocation, const Vec2& value); void setUniformVec3(GLint uniformLocation, const Vec3& value); void setUniformVec4(GLint uniformLocation, const Vec4& value); void setUniformMat4(GLint uniformLocation, const Mat4& value); void setUniformCallback(GLint uniformLocation, const std::function &callback); void setUniformTexture(GLint uniformLocation, Texture2D *texture); void setUniformTexture(GLint uniformLocation, GLuint textureId); protected: GLProgramState(); ~GLProgramState(); bool init(GLProgram* program); void resetGLProgram(); void updateUniformsAndAttributes(); VertexAttribValue* getVertexAttribValue(const std::string &attributeName); UniformValue* getUniformValue(const std::string &uniformName); UniformValue* getUniformValue(GLint uniformLocation); bool _uniformAttributeValueDirty; std::unordered_map _uniformsByName; std::unordered_map _uniforms; std::unordered_map _attributes; std::unordered_map _boundTextureUnits; int _textureUnitIndex; uint32_t _vertexAttribsFlags; GLProgram *_glprogram; #if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || (CC_TARGET_PLATFORM == CC_PLATFORM_WP8) || CC_TARGET_PLATFORM == CC_PLATFORM_WINRT) EventListenerCustom* _backToForegroundlistener; #endif }; NS_CC_END #endif /* __CCGLPROGRAMSTATE_H__ */