/**************************************************************************** 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 "xxhash.h" NS_CC_BEGIN static const char *s_dirLightUniformColorName = "u_DirLightSourceColor"; static std::vector s_dirLightUniformColorValues; static const char *s_dirLightUniformDirName = "u_DirLightSourceDirection"; static std::vector s_dirLightUniformDirValues; static const char *s_pointLightUniformColorName = "u_PointLightSourceColor"; static std::vector s_pointLightUniformColorValues; static const char *s_pointLightUniformPositionName = "u_PointLightSourcePosition"; static std::vector s_pointLightUniformPositionValues; static const char *s_pointLightUniformRangeInverseName = "u_PointLightSourceRangeInverse"; static std::vector s_pointLightUniformRangeInverseValues; static const char *s_spotLightUniformColorName = "u_SpotLightSourceColor"; static std::vector s_spotLightUniformColorValues; static const char *s_spotLightUniformPositionName = "u_SpotLightSourcePosition"; static std::vector s_spotLightUniformPositionValues; static const char *s_spotLightUniformDirName = "u_SpotLightSourceDirection"; static std::vector s_spotLightUniformDirValues; static const char *s_spotLightUniformInnerAngleCosName = "u_SpotLightSourceInnerAngleCos"; static std::vector s_spotLightUniformInnerAngleCosValues; static const char *s_spotLightUniformOuterAngleCosName = "u_SpotLightSourceOuterAngleCos"; static std::vector s_spotLightUniformOuterAngleCosValues; static const char *s_spotLightUniformRangeInverseName = "u_SpotLightSourceRangeInverse"; static std::vector s_spotLightUniformRangeInverseValues; static const char *s_ambientLightUniformColorName = "u_AmbientLightSourceColor"; 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) , _lightMask(-1) { _type = RenderCommand::Type::MESH_COMMAND; #if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WP8 || 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, 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::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::setCullFaceEnabled(bool enable) { _cullFaceEnabled = enable; } void MeshCommand::setCullFace(GLenum cullFace) { _cullFace = cullFace; } void MeshCommand::setDepthTestEnabled(bool enable) { _depthTestEnabled = enable; } void MeshCommand::setDepthWriteEnabled(bool enable) { _forceDepthWrite = enable; _depthWriteEnabled = enable; } void MeshCommand::setDisplayColor(const Vec4& color) { _displayColor = color; } void MeshCommand::setTransparent(bool value) { _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_WP8 || CC_TARGET_PLATFORM == CC_PLATFORM_WINRT) Director::getInstance()->getEventDispatcher()->removeEventListener(_rendererRecreatedListener); #endif } void MeshCommand::applyRenderState() { _renderStateCullFaceEnabled = glIsEnabled(GL_CULL_FACE) != GL_FALSE; _renderStateDepthTest = glIsEnabled(GL_DEPTH_TEST) != GL_FALSE; glGetBooleanv(GL_DEPTH_WRITEMASK, &_renderStateDepthWrite); 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); } if (_depthTestEnabled != _renderStateDepthTest) { _depthTestEnabled ? glEnable(GL_DEPTH_TEST) : glDisable(GL_DEPTH_TEST); } if (_depthWriteEnabled != _renderStateDepthWrite) { glDepthMask(_depthWriteEnabled); } } void MeshCommand::restoreRenderState() { if (_cullFaceEnabled != _renderStateCullFaceEnabled) { _renderStateCullFaceEnabled ? glEnable(GL_CULL_FACE) : glDisable(GL_CULL_FACE); } if (_cullFace != _renderStateCullFace) { glCullFace(_renderStateCullFace); } 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, const 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); } void MeshCommand::MatrixPalleteCallBack( GLProgram* glProgram, Uniform* uniform) { glUniform4fv( uniform->location, (GLsizei)_matrixPaletteSize, (const float*)_matrixPalette ); } void MeshCommand::preBatchDraw() { // Set material GL::bindTexture2D(_textureID); GL::blendFunc(_blendType.src, _blendType.dst); if (Configuration::getInstance()->supportsShareableVAO() && _vao == 0) buildVAO(); if (_vao) { GL::bindVAO(_vao); } else { glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer); _glProgramState->applyAttributes(); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer); } } void MeshCommand::batchDraw() { // set render state applyRenderState(); _glProgramState->setUniformVec4("u_color", _displayColor); if (_matrixPaletteSize && _matrixPalette) { _glProgramState->setUniformCallback("u_matrixPalette", CC_CALLBACK_2(MeshCommand::MatrixPalleteCallBack, this)); } _glProgramState->applyGLProgram(_mv); _glProgramState->applyUniforms(); const auto& scene = Director::getInstance()->getRunningScene(); if (scene && scene->getLights().size() > 0) setLightUniforms(); // Draw glDrawElements(_primitive, (GLsizei)_indexCount, _indexFormat, 0); CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1, _indexCount); } void MeshCommand::postBatchDraw() { //restore render state restoreRenderState(); if (_vao) { GL::bindVAO(0); } else { glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glBindBuffer(GL_ARRAY_BUFFER, 0); } } void MeshCommand::execute() { // set render state applyRenderState(); // Set material GL::bindTexture2D(_textureID); GL::blendFunc(_blendType.src, _blendType.dst); glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer); _glProgramState->setUniformVec4("u_color", _displayColor); if (_matrixPaletteSize && _matrixPalette) { _glProgramState->setUniformCallback("u_matrixPalette", CC_CALLBACK_2(MeshCommand::MatrixPalleteCallBack, this)); } _glProgramState->apply(_mv); const auto& scene = Director::getInstance()->getRunningScene(); if (scene && scene->getLights().size() > 0) setLightUniforms(); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer); // 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() { releaseVAO(); glGenVertexArrays(1, &_vao); GL::bindVAO(_vao); glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer); auto flags = _glProgramState->getVertexAttribsFlags(); for (int i = 0; flags > 0; i++) { int flag = 1 << i; if (flag & flags) glEnableVertexAttribArray(i); flags &= ~flag; } _glProgramState->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); } } void MeshCommand::setLightUniforms() { Director *director = Director::getInstance(); auto scene = director->getRunningScene(); const auto& conf = Configuration::getInstance(); int maxDirLight = conf->getMaxSupportDirLightInShader(); int maxPointLight = conf->getMaxSupportPointLightInShader(); int maxSpotLight = conf->getMaxSupportSpotLightInShader(); auto &lights = scene->getLights(); auto glProgram = _glProgramState->getGLProgram(); if (_glProgramState->getVertexAttribsFlags() & (1 << GLProgram::VERTEX_ATTRIB_NORMAL)) { resetLightUniformValues(); GLint enabledDirLightNum = 0; GLint enabledPointLightNum = 0; GLint enabledSpotLightNum = 0; Vec3 ambientColor; for (const auto& light : lights) { bool useLight = light->isEnabled() && ((unsigned int)light->getLightFlag() & _lightMask); if (useLight) { float intensity = light->getIntensity(); switch (light->getLightType()) { case LightType::DIRECTIONAL: { if(enabledDirLightNum < maxDirLight) { auto dirLight = static_cast(light); Vec3 dir = dirLight->getDirectionInWorld(); dir.normalize(); const Color3B &col = dirLight->getDisplayedColor(); s_dirLightUniformColorValues[enabledDirLightNum].set(col.r / 255.0f * intensity, col.g / 255.0f * intensity, col.b / 255.0f * intensity); s_dirLightUniformDirValues[enabledDirLightNum] = dir; ++enabledDirLightNum; } } break; case LightType::POINT: { if(enabledPointLightNum < maxPointLight) { auto pointLight = static_cast(light); Mat4 mat= pointLight->getNodeToWorldTransform(); const Color3B &col = pointLight->getDisplayedColor(); s_pointLightUniformColorValues[enabledPointLightNum].set(col.r / 255.0f * intensity, col.g / 255.0f * intensity, col.b / 255.0f * intensity); s_pointLightUniformPositionValues[enabledPointLightNum].set(mat.m[12], mat.m[13], mat.m[14]); s_pointLightUniformRangeInverseValues[enabledPointLightNum] = 1.0f / pointLight->getRange(); ++enabledPointLightNum; } } break; case LightType::SPOT: { if(enabledSpotLightNum < maxSpotLight) { auto spotLight = static_cast(light); Vec3 dir = spotLight->getDirectionInWorld(); dir.normalize(); Mat4 mat= light->getNodeToWorldTransform(); const Color3B &col = spotLight->getDisplayedColor(); s_spotLightUniformColorValues[enabledSpotLightNum].set(col.r / 255.0f * intensity, col.g / 255.0f * intensity, col.b / 255.0f * intensity); s_spotLightUniformPositionValues[enabledSpotLightNum].set(mat.m[12], mat.m[13], mat.m[14]); s_spotLightUniformDirValues[enabledSpotLightNum] = dir; s_spotLightUniformInnerAngleCosValues[enabledSpotLightNum] = spotLight->getCosInnerAngle(); s_spotLightUniformOuterAngleCosValues[enabledSpotLightNum] = spotLight->getCosOuterAngle(); s_spotLightUniformRangeInverseValues[enabledSpotLightNum] = 1.0f / spotLight->getRange(); ++enabledSpotLightNum; } } break; case LightType::AMBIENT: { auto ambLight = static_cast(light); const Color3B &col = ambLight->getDisplayedColor(); ambientColor.add(col.r / 255.0f * intensity, col.g / 255.0f * intensity, col.b / 255.0f * intensity); } break; default: break; } } } if (0 < maxDirLight) { glProgram->setUniformLocationWith3fv((GLint)glProgram->getUniformLocationForName(s_dirLightUniformColorName), (GLfloat*)(&s_dirLightUniformColorValues[0]), (unsigned int)s_dirLightUniformColorValues.size()); glProgram->setUniformLocationWith3fv((GLint)glProgram->getUniformLocationForName(s_dirLightUniformDirName), (GLfloat*)(&s_dirLightUniformDirValues[0]), (unsigned int)s_dirLightUniformDirValues.size()); } if (0 < maxPointLight) { glProgram->setUniformLocationWith3fv((GLint)glProgram->getUniformLocationForName(s_pointLightUniformColorName), (GLfloat*)(&s_pointLightUniformColorValues[0]), (unsigned int)s_pointLightUniformColorValues.size()); glProgram->setUniformLocationWith3fv((GLint)glProgram->getUniformLocationForName(s_pointLightUniformPositionName), (GLfloat*)(&s_pointLightUniformPositionValues[0]), (unsigned int)s_pointLightUniformPositionValues.size()); glProgram->setUniformLocationWith1fv((GLint)glProgram->getUniformLocationForName(s_pointLightUniformRangeInverseName), (GLfloat*)(&s_pointLightUniformRangeInverseValues[0]), (unsigned int)s_pointLightUniformRangeInverseValues.size()); } if (0 < maxSpotLight) { glProgram->setUniformLocationWith3fv((GLint)glProgram->getUniformLocationForName(s_spotLightUniformColorName), (GLfloat*)(&s_spotLightUniformColorValues[0]), (unsigned int)s_spotLightUniformColorValues.size()); glProgram->setUniformLocationWith3fv((GLint)glProgram->getUniformLocationForName(s_spotLightUniformPositionName), (GLfloat*)(&s_spotLightUniformPositionValues[0]), (unsigned int)s_spotLightUniformPositionValues.size()); glProgram->setUniformLocationWith3fv((GLint)glProgram->getUniformLocationForName(s_spotLightUniformDirName), (GLfloat*)(&s_spotLightUniformDirValues[0]), (unsigned int)s_spotLightUniformDirValues.size()); glProgram->setUniformLocationWith1fv((GLint)glProgram->getUniformLocationForName(s_spotLightUniformInnerAngleCosName), (GLfloat*)(&s_spotLightUniformInnerAngleCosValues[0]), (unsigned int)s_spotLightUniformInnerAngleCosValues.size()); glProgram->setUniformLocationWith1fv((GLint)glProgram->getUniformLocationForName(s_spotLightUniformOuterAngleCosName), (GLfloat*)(&s_spotLightUniformOuterAngleCosValues[0]), (unsigned int)s_spotLightUniformOuterAngleCosValues.size()); glProgram->setUniformLocationWith1fv((GLint)glProgram->getUniformLocationForName(s_spotLightUniformRangeInverseName), (GLfloat*)(&s_spotLightUniformRangeInverseValues[0]), (unsigned int)s_spotLightUniformRangeInverseValues.size()); } glProgram->setUniformLocationWith3f(glProgram->getUniformLocationForName(s_ambientLightUniformColorName), ambientColor.x, ambientColor.y, ambientColor.z); } else // normal does not exist { Vec3 ambient(0.0f, 0.0f, 0.0f); bool hasAmbient = false; for (const auto& light : lights) { if (light->getLightType() == LightType::AMBIENT) { bool useLight = light->isEnabled() && ((unsigned int)light->getLightFlag() & _lightMask); if (useLight) { hasAmbient = true; const Color3B &col = light->getDisplayedColor(); ambient.x += col.r * light->getIntensity(); ambient.y += col.g * light->getIntensity(); ambient.z += col.b * light->getIntensity(); } } } if (hasAmbient) { ambient.x /= 255.f; ambient.y /= 255.f; ambient.z /= 255.f; } glProgram->setUniformLocationWith4f(glProgram->getUniformLocationForName("u_color"), _displayColor.x * ambient.x, _displayColor.y * ambient.y, _displayColor.z * ambient.z, _displayColor.w); } } void MeshCommand::resetLightUniformValues() { const auto& conf = Configuration::getInstance(); int maxDirLight = conf->getMaxSupportDirLightInShader(); int maxPointLight = conf->getMaxSupportPointLightInShader(); int maxSpotLight = conf->getMaxSupportSpotLightInShader(); s_dirLightUniformColorValues.assign(maxDirLight, Vec3::ZERO); s_dirLightUniformDirValues.assign(maxDirLight, Vec3::ZERO); s_pointLightUniformColorValues.assign(maxPointLight, Vec3::ZERO); s_pointLightUniformPositionValues.assign(maxPointLight, Vec3::ZERO); s_pointLightUniformRangeInverseValues.assign(maxPointLight, 0.0f); s_spotLightUniformColorValues.assign(maxSpotLight, Vec3::ZERO); s_spotLightUniformPositionValues.assign(maxSpotLight, Vec3::ZERO); s_spotLightUniformDirValues.assign(maxSpotLight, Vec3::ZERO); s_spotLightUniformInnerAngleCosValues.assign(maxSpotLight, 0.0f); s_spotLightUniformOuterAngleCosValues.assign(maxSpotLight, 0.0f); s_spotLightUniformRangeInverseValues.assign(maxSpotLight, 0.0f); } #if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WP8 || CC_TARGET_PLATFORM == CC_PLATFORM_WINRT) void MeshCommand::listenRendererRecreated(EventCustom* event) { _vao = 0; } #endif NS_CC_END