mirror of https://github.com/axmolengine/axmol.git
471 lines
12 KiB
C++
471 lines
12 KiB
C++
/****************************************************************************
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Copyright 2011 Jeff Lamarche
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Copyright 2012 Goffredo Marocchi
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Copyright 2012 Ricardo Quesada
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Copyright 2012 cocos2d-x.org
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Copyright 2013-2014 Chukong Technologies Inc.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN false EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "renderer/CCGLProgramState.h"
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#include "renderer/CCGLProgram.h"
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#include "renderer/CCGLProgramStateCache.h"
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#include "renderer/CCGLProgramCache.h"
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#include "renderer/ccGLStateCache.h"
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#include "2d/CCTexture2D.h"
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NS_CC_BEGIN
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//
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//
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// UniformValue
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//
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//
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UniformValue::UniformValue()
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: _useCallback(false)
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, _uniform(nullptr)
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, _glprogram(nullptr)
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{
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}
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UniformValue::UniformValue(Uniform *uniform, GLProgram* glprogram)
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: _useCallback(false)
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, _uniform(uniform)
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, _glprogram(glprogram)
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{
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}
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UniformValue::~UniformValue()
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{
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if (_useCallback)
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delete _value.callback;
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}
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void UniformValue::apply()
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{
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if(_useCallback) {
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(*_value.callback)(_uniform);
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}
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else
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{
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switch (_uniform->type) {
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case GL_SAMPLER_2D:
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_glprogram->setUniformLocationWith1i(_uniform->location, _value.tex.textureUnit);
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GL::bindTexture2DN(_value.tex.textureUnit, _value.tex.textureId);
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break;
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case GL_INT:
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_glprogram->setUniformLocationWith1i(_uniform->location, _value.intValue);
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break;
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case GL_FLOAT:
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_glprogram->setUniformLocationWith1f(_uniform->location, _value.floatValue);
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break;
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case GL_FLOAT_VEC2:
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_glprogram->setUniformLocationWith2f(_uniform->location, _value.v2Value[0], _value.v2Value[1]);
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break;
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case GL_FLOAT_VEC3:
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_glprogram->setUniformLocationWith3f(_uniform->location, _value.v3Value[0], _value.v3Value[1], _value.v3Value[2]);
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break;
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case GL_FLOAT_VEC4:
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_glprogram->setUniformLocationWith4f(_uniform->location, _value.v4Value[0], _value.v4Value[1], _value.v4Value[2], _value.v4Value[3]);
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break;
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case GL_FLOAT_MAT4:
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_glprogram->setUniformLocationWithMatrix4fv(_uniform->location, (GLfloat*)&_value.matrixValue, 1);
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break;
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default:
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CCASSERT(false, "Invalid UniformValue");
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break;
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}
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}
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}
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void UniformValue::setCallback(const std::function<void(Uniform*)> &callback)
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{
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// delete previously set callback
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// XXX TODO: memory will leak if the user does:
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// value->setCallback();
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// value->setFloat();
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if (_useCallback)
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delete _value.callback;
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_value.callback = new std::function<void(Uniform*)>();
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*_value.callback = callback;
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_useCallback = true;
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}
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void UniformValue::setFloat(float value)
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{
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CCASSERT (_uniform->type == GL_FLOAT, "");
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_value.floatValue = value;
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_useCallback = false;
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}
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void UniformValue::setTexture(GLuint textureId, GLuint textureUnit)
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{
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CCASSERT(_uniform->type == GL_SAMPLER_2D, "Wrong type. expecting GL_SAMPLER_2D");
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_value.tex.textureId = textureId;
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_value.tex.textureUnit = textureUnit;
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_useCallback = false;
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}
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void UniformValue::setInt(int value)
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{
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CCASSERT(_uniform->type == GL_INT, "Wrong type: expecting GL_INT");
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_value.intValue = value;
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_useCallback = false;
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}
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void UniformValue::setVec2(const Vector2& value)
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{
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CCASSERT (_uniform->type == GL_FLOAT_VEC2, "");
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memcpy(_value.v2Value, &value, sizeof(_value.v2Value));
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_useCallback = false;
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}
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void UniformValue::setVec3(const Vector3& value)
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{
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CCASSERT (_uniform->type == GL_FLOAT_VEC3, "");
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memcpy(_value.v3Value, &value, sizeof(_value.v3Value));
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_useCallback = false;
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}
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void UniformValue::setVec4(const Vector4& value)
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{
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CCASSERT (_uniform->type == GL_FLOAT_VEC4, "");
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memcpy(_value.v4Value, &value, sizeof(_value.v4Value));
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_useCallback = false;
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}
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void UniformValue::setMat4(const Matrix& value)
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{
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CCASSERT(_uniform->type == GL_FLOAT_MAT4, "");
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memcpy(_value.matrixValue, &value, sizeof(_value.matrixValue));
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_useCallback = false;
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}
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//
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//
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// VertexAttribValue
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//
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//
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VertexAttribValue::VertexAttribValue()
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: _useCallback(false)
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, _vertexAttrib(nullptr)
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, _enabled(false)
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{
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}
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VertexAttribValue::VertexAttribValue(VertexAttrib *vertexAttrib)
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: _useCallback(false)
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, _vertexAttrib(vertexAttrib)
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, _enabled(false)
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{
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}
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VertexAttribValue::~VertexAttribValue()
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{
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if (_useCallback)
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delete _value.callback;
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}
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void VertexAttribValue::apply()
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{
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if(_enabled) {
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if(_useCallback) {
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(*_value.callback)(_vertexAttrib);
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}
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else
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{
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glVertexAttribPointer(_vertexAttrib->index,
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_value.pointer.size,
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_value.pointer.type,
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_value.pointer.normalized,
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_value.pointer.stride,
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_value.pointer.pointer);
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}
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}
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}
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void VertexAttribValue::setCallback(const std::function<void(VertexAttrib*)> &callback)
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{
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_value.callback = new std::function<void(VertexAttrib*)>();
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*_value.callback = callback;
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_useCallback = true;
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_enabled = true;
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}
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void VertexAttribValue::setPointer(GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLvoid *pointer)
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{
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_value.pointer.size = size;
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_value.pointer.type = type;
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_value.pointer.normalized = normalized;
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_value.pointer.stride = stride;
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_value.pointer.pointer = pointer;
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_enabled = true;
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}
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//
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//
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// GLProgramState
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//
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//
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GLProgramState* GLProgramState::create(GLProgram *glprogram)
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{
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GLProgramState* ret = nullptr;
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ret = new (std::nothrow) GLProgramState;
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if(!ret || !ret->init(glprogram))
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CC_SAFE_RELEASE(ret);
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return ret;
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}
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GLProgramState* GLProgramState::getOrCreateWithGLProgramName(const std::string &glProgramName )
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{
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GLProgram *glProgram = GLProgramCache::getInstance()->getGLProgram(glProgramName);
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if( glProgram )
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return getOrCreate(glProgram);
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CCLOG("cocos2d: warning: GLProgram '%s' not found", glProgramName.c_str());
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return nullptr;
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}
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GLProgramState* GLProgramState::getOrCreate(GLProgram *glprogram)
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{
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GLProgramState* ret = GLProgramStateCache::getInstance()->getGLProgramState(glprogram);
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return ret;
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}
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GLProgramState::GLProgramState()
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: _vertexAttribsFlags(0)
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, _glprogram(nullptr)
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, _textureUnitIndex(1)
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{
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}
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GLProgramState::~GLProgramState()
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{
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CC_SAFE_RELEASE(_glprogram);
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}
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bool GLProgramState::init(GLProgram* glprogram)
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{
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CCASSERT(glprogram, "invalid shader");
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_glprogram = glprogram;
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_glprogram->retain();
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for(auto &attrib : _glprogram->_attributesDictionary) {
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VertexAttribValue value(&attrib.second);
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_attributes[attrib.first] = value;
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}
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for(auto &uniform : _glprogram->_uniformsDictionary) {
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UniformValue value(&uniform.second, _glprogram);
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_uniforms[uniform.first] = value;
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}
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return true;
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}
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void GLProgramState::resetGLProgram()
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{
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CC_SAFE_RELEASE(_glprogram);
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_uniforms.clear();
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_attributes.clear();
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// first texture is GL_TEXTURE1
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_textureUnitIndex = 1;
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}
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void GLProgramState::apply(const Matrix& modelView)
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{
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CCASSERT(_glprogram, "invalid glprogram");
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// set shader
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_glprogram->use();
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_glprogram->setUniformsForBuiltins(modelView);
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// Don't set attributes if they weren't set
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// Use Case: Auto-batching
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if(_vertexAttribsFlags) {
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// enable/disable vertex attribs
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GL::enableVertexAttribs(_vertexAttribsFlags);
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// set attributes
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for(auto &attribute : _attributes) {
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attribute.second.apply();
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}
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}
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// set uniforms
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for(auto& uniform : _uniforms) {
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uniform.second.apply();
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}
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}
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void GLProgramState::setGLProgram(GLProgram *glprogram)
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{
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CCASSERT(glprogram, "invalid GLProgram");
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if( _glprogram != glprogram) {
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resetGLProgram();
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init(glprogram);
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}
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}
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UniformValue* GLProgramState::getUniformValue(const std::string &name)
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{
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const auto itr = _uniforms.find(name);
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if( itr != _uniforms.end())
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return &itr->second;
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return nullptr;
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}
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VertexAttribValue* GLProgramState::getVertexAttribValue(const std::string &name)
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{
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const auto itr = _attributes.find(name);
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if( itr != _attributes.end())
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return &itr->second;
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return nullptr;
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}
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// VertexAttrib Setters
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void GLProgramState::setVertexAttribCallback(const std::string &name, const std::function<void(VertexAttrib*)> &callback)
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{
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VertexAttribValue *v = getVertexAttribValue(name);
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if(v) {
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v->setCallback(callback);
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_vertexAttribsFlags |= 1 << v->_vertexAttrib->index;
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}
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else
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{
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CCLOG("cocos2d: warning: Attribute not found: %s", name.c_str());
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}
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}
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void GLProgramState::setVertexAttribPointer(const std::string &name, GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLvoid *pointer)
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{
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auto v = getVertexAttribValue(name);
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if(v) {
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v->setPointer(size, type, normalized, stride, pointer);
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_vertexAttribsFlags |= 1 << v->_vertexAttrib->index;
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}
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else
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{
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CCLOG("cocos2d: warning: Attribute not found: %s", name.c_str());
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}
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}
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// Uniform Setters
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void GLProgramState::setUniformCallback(const std::string &uniformName, const std::function<void(Uniform*)> &callback)
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{
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auto v = getUniformValue(uniformName);
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if (v)
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v->setCallback(callback);
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else
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CCLOG("cocos2d: warning: Uniform not found: %s", uniformName.c_str());
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}
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void GLProgramState::setUniformFloat(const std::string &uniformName, float value)
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{
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auto v = getUniformValue(uniformName);
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if (v)
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v->setFloat(value);
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else
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CCLOG("cocos2d: warning: Uniform not found: %s", uniformName.c_str());
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}
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void GLProgramState::setUniformInt(const std::string &uniformName, int value)
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{
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auto v = getUniformValue(uniformName);
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if(v)
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v->setInt(value);
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else
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CCLOG("cocos2d: warning: Uniform not found: %s", uniformName.c_str());
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}
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void GLProgramState::setUniformVec2(const std::string &uniformName, const Vector2& value)
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{
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auto v = getUniformValue(uniformName);
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if (v)
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v->setVec2(value);
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else
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CCLOG("cocos2d: warning: Uniform not found: %s", uniformName.c_str());
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}
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void GLProgramState::setUniformVec3(const std::string &uniformName, const Vector3& value)
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{
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auto v = getUniformValue(uniformName);
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if (v)
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v->setVec3(value);
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else
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CCLOG("cocos2d: warning: Uniform not found: %s", uniformName.c_str());
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}
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void GLProgramState::setUniformVec4(const std::string &uniformName, const Vector4& value)
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{
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auto v = getUniformValue(uniformName);
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if (v)
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v->setVec4(value);
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else
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CCLOG("cocos2d: warning: Uniform not found: %s", uniformName.c_str());
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}
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void GLProgramState::setUniformMat4(const std::string &uniformName, const Matrix& value)
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{
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auto v = getUniformValue(uniformName);
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if (v)
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v->setMat4(value);
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else
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CCLOG("cocos2d: warning: Uniform not found: %s", uniformName.c_str());
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}
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// Textures
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void GLProgramState::setUniformTexture(const std::string &uniformName, Texture2D *texture)
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{
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CCASSERT(texture, "Invalid texture");
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setUniformTexture(uniformName, texture->getName());
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}
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void GLProgramState::setUniformTexture(const std::string &uniformName, GLuint textureId)
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{
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auto v = getUniformValue(uniformName);
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if (v)
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v->setTexture(textureId, _textureUnitIndex++);
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else
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CCLOG("cocos2d: warning: Uniform not found: %s", uniformName.c_str());
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}
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NS_CC_END
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