mirror of https://github.com/axmolengine/axmol.git
1067 lines
31 KiB
C++
1067 lines
31 KiB
C++
/****************************************************************************
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Copyright (c) 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 NO 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/CCRenderer.h"
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#include <algorithm>
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#include "renderer/CCTrianglesCommand.h"
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#include "renderer/CCQuadCommand.h"
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#include "renderer/CCBatchCommand.h"
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#include "renderer/CCCustomCommand.h"
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#include "renderer/CCGroupCommand.h"
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#include "renderer/CCPrimitiveCommand.h"
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#include "renderer/CCMeshCommand.h"
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#include "renderer/CCGLProgramCache.h"
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#include "renderer/CCMaterial.h"
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#include "renderer/CCTechnique.h"
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#include "renderer/CCPass.h"
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#include "renderer/CCRenderState.h"
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#include "renderer/ccGLStateCache.h"
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#include "base/CCConfiguration.h"
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#include "base/CCDirector.h"
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#include "base/CCEventDispatcher.h"
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#include "base/CCEventListenerCustom.h"
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#include "base/CCEventType.h"
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#include "2d/CCCamera.h"
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#include "2d/CCScene.h"
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NS_CC_BEGIN
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// helper
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static bool compareRenderCommand(RenderCommand* a, RenderCommand* b)
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{
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return a->getGlobalOrder() < b->getGlobalOrder();
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}
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static bool compare3DCommand(RenderCommand* a, RenderCommand* b)
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{
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return a->getDepth() > b->getDepth();
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}
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// queue
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RenderQueue::RenderQueue()
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{
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}
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void RenderQueue::push_back(RenderCommand* command)
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{
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float z = command->getGlobalOrder();
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if(z < 0)
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{
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_commands[QUEUE_GROUP::GLOBALZ_NEG].push_back(command);
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}
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else if(z > 0)
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{
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_commands[QUEUE_GROUP::GLOBALZ_POS].push_back(command);
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}
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else
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{
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if(command->is3D())
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{
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if(command->isTransparent())
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{
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_commands[QUEUE_GROUP::TRANSPARENT_3D].push_back(command);
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}
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else
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{
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_commands[QUEUE_GROUP::OPAQUE_3D].push_back(command);
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}
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}
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else
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{
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_commands[QUEUE_GROUP::GLOBALZ_ZERO].push_back(command);
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}
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}
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}
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ssize_t RenderQueue::size() const
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{
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ssize_t result(0);
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for(int index = 0; index < QUEUE_GROUP::QUEUE_COUNT; ++index)
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{
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result += _commands[index].size();
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}
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return result;
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}
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void RenderQueue::sort()
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{
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// Don't sort _queue0, it already comes sorted
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std::sort(std::begin(_commands[QUEUE_GROUP::TRANSPARENT_3D]), std::end(_commands[QUEUE_GROUP::TRANSPARENT_3D]), compare3DCommand);
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std::sort(std::begin(_commands[QUEUE_GROUP::GLOBALZ_NEG]), std::end(_commands[QUEUE_GROUP::GLOBALZ_NEG]), compareRenderCommand);
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std::sort(std::begin(_commands[QUEUE_GROUP::GLOBALZ_POS]), std::end(_commands[QUEUE_GROUP::GLOBALZ_POS]), compareRenderCommand);
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}
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RenderCommand* RenderQueue::operator[](ssize_t index) const
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{
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for(int queIndex = 0; queIndex < QUEUE_GROUP::QUEUE_COUNT; ++queIndex)
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{
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if(index < static_cast<ssize_t>(_commands[queIndex].size()))
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return _commands[queIndex][index];
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else
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{
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index -= _commands[queIndex].size();
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}
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}
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CCASSERT(false, "invalid index");
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return nullptr;
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}
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void RenderQueue::clear()
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{
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for(int i = 0; i < QUEUE_COUNT; ++i)
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{
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_commands[i].clear();
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}
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}
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void RenderQueue::realloc(size_t reserveSize)
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{
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for(int i = 0; i < QUEUE_COUNT; ++i)
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{
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_commands[i] = std::vector<RenderCommand*>();
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_commands[i].reserve(reserveSize);
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}
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}
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void RenderQueue::saveRenderState()
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{
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_isDepthEnabled = glIsEnabled(GL_DEPTH_TEST) != GL_FALSE;
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_isCullEnabled = glIsEnabled(GL_CULL_FACE) != GL_FALSE;
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glGetBooleanv(GL_DEPTH_WRITEMASK, &_isDepthWrite);
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CHECK_GL_ERROR_DEBUG();
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}
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void RenderQueue::restoreRenderState()
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{
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if (_isCullEnabled)
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{
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glEnable(GL_CULL_FACE);
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RenderState::StateBlock::_defaultState->setCullFace(true);
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}
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else
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{
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glDisable(GL_CULL_FACE);
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RenderState::StateBlock::_defaultState->setCullFace(false);
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}
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if (_isDepthEnabled)
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{
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glEnable(GL_DEPTH_TEST);
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RenderState::StateBlock::_defaultState->setDepthTest(true);
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}
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else
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{
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glDisable(GL_DEPTH_TEST);
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RenderState::StateBlock::_defaultState->setDepthTest(false);
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}
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glDepthMask(_isDepthWrite);
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RenderState::StateBlock::_defaultState->setDepthWrite(_isDepthEnabled);
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CHECK_GL_ERROR_DEBUG();
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}
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//
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//
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//
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static const int DEFAULT_RENDER_QUEUE = 0;
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//
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// constructors, destructors, init
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//
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Renderer::Renderer()
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:_lastMaterialID(0)
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,_lastBatchedMeshCommand(nullptr)
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,_filledVertex(0)
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,_filledIndex(0)
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,_numberQuads(0)
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,_glViewAssigned(false)
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,_isRendering(false)
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,_isDepthTestFor2D(false)
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#if CC_ENABLE_CACHE_TEXTURE_DATA
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,_cacheTextureListener(nullptr)
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#endif
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{
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_groupCommandManager = new (std::nothrow) GroupCommandManager();
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_commandGroupStack.push(DEFAULT_RENDER_QUEUE);
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RenderQueue defaultRenderQueue;
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_renderGroups.push_back(defaultRenderQueue);
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_batchedCommands.reserve(BATCH_QUADCOMMAND_RESEVER_SIZE);
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// default clear color
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_clearColor = Color4F::BLACK;
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}
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Renderer::~Renderer()
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{
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_renderGroups.clear();
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_groupCommandManager->release();
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glDeleteBuffers(2, _buffersVBO);
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glDeleteBuffers(2, _quadbuffersVBO);
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if (Configuration::getInstance()->supportsShareableVAO())
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{
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glDeleteVertexArrays(1, &_buffersVAO);
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glDeleteVertexArrays(1, &_quadVAO);
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GL::bindVAO(0);
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}
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#if CC_ENABLE_CACHE_TEXTURE_DATA
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Director::getInstance()->getEventDispatcher()->removeEventListener(_cacheTextureListener);
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#endif
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}
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void Renderer::initGLView()
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{
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#if CC_ENABLE_CACHE_TEXTURE_DATA
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_cacheTextureListener = EventListenerCustom::create(EVENT_RENDERER_RECREATED, [this](EventCustom* event){
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/** listen the event that renderer was recreated on Android/WP8 */
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this->setupBuffer();
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});
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Director::getInstance()->getEventDispatcher()->addEventListenerWithFixedPriority(_cacheTextureListener, -1);
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#endif
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//setup index data for quads
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for( int i=0; i < VBO_SIZE/4; i++)
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{
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_quadIndices[i*6+0] = (GLushort) (i*4+0);
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_quadIndices[i*6+1] = (GLushort) (i*4+1);
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_quadIndices[i*6+2] = (GLushort) (i*4+2);
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_quadIndices[i*6+3] = (GLushort) (i*4+3);
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_quadIndices[i*6+4] = (GLushort) (i*4+2);
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_quadIndices[i*6+5] = (GLushort) (i*4+1);
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}
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setupBuffer();
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_glViewAssigned = true;
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}
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void Renderer::setupBuffer()
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{
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if(Configuration::getInstance()->supportsShareableVAO())
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{
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setupVBOAndVAO();
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}
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else
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{
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setupVBO();
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}
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}
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void Renderer::setupVBOAndVAO()
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{
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//generate vbo and vao for trianglesCommand
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glGenVertexArrays(1, &_buffersVAO);
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GL::bindVAO(_buffersVAO);
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glGenBuffers(2, &_buffersVBO[0]);
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glBindBuffer(GL_ARRAY_BUFFER, _buffersVBO[0]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(_verts[0]) * VBO_SIZE, _verts, GL_DYNAMIC_DRAW);
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// vertices
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glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_POSITION);
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, sizeof(V3F_C4B_T2F), (GLvoid*) offsetof( V3F_C4B_T2F, vertices));
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// colors
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glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_COLOR);
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(V3F_C4B_T2F), (GLvoid*) offsetof( V3F_C4B_T2F, colors));
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// tex coords
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glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_TEX_COORD);
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORD, 2, GL_FLOAT, GL_FALSE, sizeof(V3F_C4B_T2F), (GLvoid*) offsetof( V3F_C4B_T2F, texCoords));
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _buffersVBO[1]);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(_indices[0]) * INDEX_VBO_SIZE, _indices, GL_STATIC_DRAW);
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// Must unbind the VAO before changing the element buffer.
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GL::bindVAO(0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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//generate vbo and vao for quadCommand
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glGenVertexArrays(1, &_quadVAO);
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GL::bindVAO(_quadVAO);
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glGenBuffers(2, &_quadbuffersVBO[0]);
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glBindBuffer(GL_ARRAY_BUFFER, _quadbuffersVBO[0]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(_quadVerts[0]) * VBO_SIZE, _quadVerts, GL_DYNAMIC_DRAW);
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// vertices
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glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_POSITION);
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, sizeof(V3F_C4B_T2F), (GLvoid*) offsetof( V3F_C4B_T2F, vertices));
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// colors
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glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_COLOR);
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(V3F_C4B_T2F), (GLvoid*) offsetof( V3F_C4B_T2F, colors));
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// tex coords
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glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_TEX_COORD);
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORD, 2, GL_FLOAT, GL_FALSE, sizeof(V3F_C4B_T2F), (GLvoid*) offsetof( V3F_C4B_T2F, texCoords));
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _quadbuffersVBO[1]);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(_quadIndices[0]) * INDEX_VBO_SIZE, _quadIndices, GL_STATIC_DRAW);
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// Must unbind the VAO before changing the element buffer.
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GL::bindVAO(0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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CHECK_GL_ERROR_DEBUG();
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}
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void Renderer::setupVBO()
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{
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glGenBuffers(2, &_buffersVBO[0]);
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glGenBuffers(2, &_quadbuffersVBO[0]);
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mapBuffers();
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}
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void Renderer::mapBuffers()
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{
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// Avoid changing the element buffer for whatever VAO might be bound.
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GL::bindVAO(0);
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glBindBuffer(GL_ARRAY_BUFFER, _buffersVBO[0]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(_verts[0]) * VBO_SIZE, _verts, GL_DYNAMIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, _quadbuffersVBO[0]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(_quadVerts[0]) * VBO_SIZE, _quadVerts, GL_DYNAMIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _buffersVBO[1]);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(_indices[0]) * INDEX_VBO_SIZE, _indices, GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _quadbuffersVBO[1]);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(_quadIndices[0]) * INDEX_VBO_SIZE, _quadIndices, GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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CHECK_GL_ERROR_DEBUG();
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}
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void Renderer::addCommand(RenderCommand* command)
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{
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int renderQueue =_commandGroupStack.top();
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addCommand(command, renderQueue);
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}
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void Renderer::addCommand(RenderCommand* command, int renderQueue)
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{
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CCASSERT(!_isRendering, "Cannot add command while rendering");
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CCASSERT(renderQueue >=0, "Invalid render queue");
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CCASSERT(command->getType() != RenderCommand::Type::UNKNOWN_COMMAND, "Invalid Command Type");
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_renderGroups[renderQueue].push_back(command);
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}
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void Renderer::pushGroup(int renderQueueID)
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{
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CCASSERT(!_isRendering, "Cannot change render queue while rendering");
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_commandGroupStack.push(renderQueueID);
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}
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void Renderer::popGroup()
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{
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CCASSERT(!_isRendering, "Cannot change render queue while rendering");
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_commandGroupStack.pop();
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}
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int Renderer::createRenderQueue()
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{
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RenderQueue newRenderQueue;
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_renderGroups.push_back(newRenderQueue);
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return (int)_renderGroups.size() - 1;
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}
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void Renderer::processRenderCommand(RenderCommand* command)
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{
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auto commandType = command->getType();
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if( RenderCommand::Type::TRIANGLES_COMMAND == commandType)
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{
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//Draw if we have batched other commands which are not triangle command
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flush3D();
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flushQuads();
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//Process triangle command
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auto cmd = static_cast<TrianglesCommand*>(command);
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//Draw batched Triangles if necessary
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if(cmd->isSkipBatching() || _filledVertex + cmd->getVertexCount() > VBO_SIZE || _filledIndex + cmd->getIndexCount() > INDEX_VBO_SIZE)
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{
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CCASSERT(cmd->getVertexCount()>= 0 && cmd->getVertexCount() < VBO_SIZE, "VBO for vertex is not big enough, please break the data down or use customized render command");
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CCASSERT(cmd->getIndexCount()>= 0 && cmd->getIndexCount() < INDEX_VBO_SIZE, "VBO for index is not big enough, please break the data down or use customized render command");
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//Draw batched Triangles if VBO is full
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drawBatchedTriangles();
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}
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//Batch Triangles
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_batchedCommands.push_back(cmd);
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fillVerticesAndIndices(cmd);
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if(cmd->isSkipBatching())
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{
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drawBatchedTriangles();
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}
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}
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else if ( RenderCommand::Type::QUAD_COMMAND == commandType )
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{
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//Draw if we have batched other commands which are not quad command
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flush3D();
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flushTriangles();
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//Process quad command
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auto cmd = static_cast<QuadCommand*>(command);
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//Draw batched quads if necessary
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if(cmd->isSkipBatching()|| (_numberQuads + cmd->getQuadCount()) * 4 > VBO_SIZE )
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{
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CCASSERT(cmd->getQuadCount()>= 0 && cmd->getQuadCount() * 4 < VBO_SIZE, "VBO for vertex is not big enough, please break the data down or use customized render command");
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//Draw batched quads if VBO is full
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drawBatchedQuads();
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}
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//Batch Quads
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_batchQuadCommands.push_back(cmd);
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fillQuads(cmd);
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if(cmd->isSkipBatching())
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{
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drawBatchedQuads();
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}
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}
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else if (RenderCommand::Type::MESH_COMMAND == commandType)
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{
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flush2D();
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auto cmd = static_cast<MeshCommand*>(command);
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if (cmd->isSkipBatching() || _lastBatchedMeshCommand == nullptr || _lastBatchedMeshCommand->getMaterialID() != cmd->getMaterialID())
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{
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flush3D();
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if(cmd->isSkipBatching())
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{
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cmd->execute();
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}
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else
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{
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cmd->preBatchDraw();
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cmd->batchDraw();
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_lastBatchedMeshCommand = cmd;
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}
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}
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else
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{
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cmd->batchDraw();
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}
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}
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else if(RenderCommand::Type::GROUP_COMMAND == commandType)
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{
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flush();
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int renderQueueID = ((GroupCommand*) command)->getRenderQueueID();
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visitRenderQueue(_renderGroups[renderQueueID]);
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}
|
|
else if(RenderCommand::Type::CUSTOM_COMMAND == commandType)
|
|
{
|
|
flush();
|
|
auto cmd = static_cast<CustomCommand*>(command);
|
|
cmd->execute();
|
|
}
|
|
else if(RenderCommand::Type::BATCH_COMMAND == commandType)
|
|
{
|
|
flush();
|
|
auto cmd = static_cast<BatchCommand*>(command);
|
|
cmd->execute();
|
|
}
|
|
else if(RenderCommand::Type::PRIMITIVE_COMMAND == commandType)
|
|
{
|
|
flush();
|
|
auto cmd = static_cast<PrimitiveCommand*>(command);
|
|
cmd->execute();
|
|
}
|
|
else
|
|
{
|
|
CCLOGERROR("Unknown commands in renderQueue");
|
|
}
|
|
}
|
|
|
|
void Renderer::visitRenderQueue(RenderQueue& queue)
|
|
{
|
|
queue.saveRenderState();
|
|
|
|
//
|
|
//Process Global-Z < 0 Objects
|
|
//
|
|
const auto& zNegQueue = queue.getSubQueue(RenderQueue::QUEUE_GROUP::GLOBALZ_NEG);
|
|
if (zNegQueue.size() > 0)
|
|
{
|
|
if(_isDepthTestFor2D)
|
|
{
|
|
glEnable(GL_DEPTH_TEST);
|
|
glDepthMask(true);
|
|
RenderState::StateBlock::_defaultState->setDepthTest(true);
|
|
RenderState::StateBlock::_defaultState->setDepthWrite(true);
|
|
}
|
|
else
|
|
{
|
|
glDisable(GL_DEPTH_TEST);
|
|
glDepthMask(false);
|
|
RenderState::StateBlock::_defaultState->setDepthTest(false);
|
|
RenderState::StateBlock::_defaultState->setDepthWrite(false);
|
|
}
|
|
for (auto it = zNegQueue.cbegin(); it != zNegQueue.cend(); ++it)
|
|
{
|
|
processRenderCommand(*it);
|
|
}
|
|
flush();
|
|
}
|
|
|
|
//
|
|
//Process Opaque Object
|
|
//
|
|
const auto& opaqueQueue = queue.getSubQueue(RenderQueue::QUEUE_GROUP::OPAQUE_3D);
|
|
if (opaqueQueue.size() > 0)
|
|
{
|
|
//Clear depth to achieve layered rendering
|
|
glEnable(GL_DEPTH_TEST);
|
|
glDepthMask(true);
|
|
RenderState::StateBlock::_defaultState->setDepthTest(true);
|
|
RenderState::StateBlock::_defaultState->setDepthWrite(true);
|
|
|
|
|
|
for (auto it = opaqueQueue.cbegin(); it != opaqueQueue.cend(); ++it)
|
|
{
|
|
processRenderCommand(*it);
|
|
}
|
|
flush();
|
|
}
|
|
|
|
//
|
|
//Process 3D Transparent object
|
|
//
|
|
const auto& transQueue = queue.getSubQueue(RenderQueue::QUEUE_GROUP::TRANSPARENT_3D);
|
|
if (transQueue.size() > 0)
|
|
{
|
|
glEnable(GL_DEPTH_TEST);
|
|
glDepthMask(false);
|
|
|
|
RenderState::StateBlock::_defaultState->setDepthTest(true);
|
|
RenderState::StateBlock::_defaultState->setDepthWrite(false);
|
|
|
|
|
|
for (auto it = transQueue.cbegin(); it != transQueue.cend(); ++it)
|
|
{
|
|
processRenderCommand(*it);
|
|
}
|
|
flush();
|
|
}
|
|
|
|
//
|
|
//Process Global-Z = 0 Queue
|
|
//
|
|
const auto& zZeroQueue = queue.getSubQueue(RenderQueue::QUEUE_GROUP::GLOBALZ_ZERO);
|
|
if (zZeroQueue.size() > 0)
|
|
{
|
|
if(_isDepthTestFor2D)
|
|
{
|
|
glEnable(GL_DEPTH_TEST);
|
|
glDepthMask(true);
|
|
|
|
RenderState::StateBlock::_defaultState->setDepthTest(true);
|
|
RenderState::StateBlock::_defaultState->setDepthWrite(true);
|
|
|
|
}
|
|
else
|
|
{
|
|
glDisable(GL_DEPTH_TEST);
|
|
glDepthMask(false);
|
|
|
|
RenderState::StateBlock::_defaultState->setDepthTest(false);
|
|
RenderState::StateBlock::_defaultState->setDepthWrite(false);
|
|
|
|
}
|
|
for (auto it = zZeroQueue.cbegin(); it != zZeroQueue.cend(); ++it)
|
|
{
|
|
processRenderCommand(*it);
|
|
}
|
|
flush();
|
|
}
|
|
|
|
//
|
|
//Process Global-Z > 0 Queue
|
|
//
|
|
const auto& zPosQueue = queue.getSubQueue(RenderQueue::QUEUE_GROUP::GLOBALZ_POS);
|
|
if (zPosQueue.size() > 0)
|
|
{
|
|
for (auto it = zPosQueue.cbegin(); it != zPosQueue.cend(); ++it)
|
|
{
|
|
processRenderCommand(*it);
|
|
}
|
|
flush();
|
|
}
|
|
|
|
queue.restoreRenderState();
|
|
}
|
|
|
|
void Renderer::render()
|
|
{
|
|
//Uncomment this once everything is rendered by new renderer
|
|
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
//TODO: setup camera or MVP
|
|
_isRendering = true;
|
|
|
|
if (_glViewAssigned)
|
|
{
|
|
//Process render commands
|
|
//1. Sort render commands based on ID
|
|
for (auto &renderqueue : _renderGroups)
|
|
{
|
|
renderqueue.sort();
|
|
}
|
|
visitRenderQueue(_renderGroups[0]);
|
|
}
|
|
clean();
|
|
_isRendering = false;
|
|
}
|
|
|
|
void Renderer::clean()
|
|
{
|
|
// Clear render group
|
|
for (size_t j = 0 ; j < _renderGroups.size(); j++)
|
|
{
|
|
//commands are owned by nodes
|
|
// for (const auto &cmd : _renderGroups[j])
|
|
// {
|
|
// cmd->releaseToCommandPool();
|
|
// }
|
|
_renderGroups[j].clear();
|
|
}
|
|
|
|
// Clear batch commands
|
|
_batchedCommands.clear();
|
|
_batchQuadCommands.clear();
|
|
_filledVertex = 0;
|
|
_filledIndex = 0;
|
|
_numberQuads = 0;
|
|
_lastMaterialID = 0;
|
|
_lastBatchedMeshCommand = nullptr;
|
|
}
|
|
|
|
void Renderer::clear()
|
|
{
|
|
//Enable Depth mask to make sure glClear clear the depth buffer correctly
|
|
glDepthMask(true);
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
glDepthMask(false);
|
|
|
|
RenderState::StateBlock::_defaultState->setDepthWrite(false);
|
|
}
|
|
|
|
void Renderer::setDepthTest(bool enable)
|
|
{
|
|
if (enable)
|
|
{
|
|
glClearDepth(1.0f);
|
|
glEnable(GL_DEPTH_TEST);
|
|
glDepthFunc(GL_LEQUAL);
|
|
|
|
RenderState::StateBlock::_defaultState->setDepthTest(true);
|
|
RenderState::StateBlock::_defaultState->setDepthFunction(RenderState::DEPTH_LEQUAL);
|
|
|
|
// glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
|
|
}
|
|
else
|
|
{
|
|
glDisable(GL_DEPTH_TEST);
|
|
|
|
RenderState::StateBlock::_defaultState->setDepthTest(false);
|
|
}
|
|
|
|
_isDepthTestFor2D = enable;
|
|
CHECK_GL_ERROR_DEBUG();
|
|
}
|
|
|
|
void Renderer::fillVerticesAndIndices(const TrianglesCommand* cmd)
|
|
{
|
|
memcpy(_verts + _filledVertex, cmd->getVertices(), sizeof(V3F_C4B_T2F) * cmd->getVertexCount());
|
|
const Mat4& modelView = cmd->getModelView();
|
|
|
|
for(ssize_t i=0; i< cmd->getVertexCount(); ++i)
|
|
{
|
|
V3F_C4B_T2F *q = &_verts[i + _filledVertex];
|
|
Vec3 *vec1 = (Vec3*)&q->vertices;
|
|
modelView.transformPoint(vec1);
|
|
}
|
|
|
|
const unsigned short* indices = cmd->getIndices();
|
|
//fill index
|
|
for(ssize_t i=0; i< cmd->getIndexCount(); ++i)
|
|
{
|
|
_indices[_filledIndex + i] = _filledVertex + indices[i];
|
|
}
|
|
|
|
_filledVertex += cmd->getVertexCount();
|
|
_filledIndex += cmd->getIndexCount();
|
|
}
|
|
|
|
void Renderer::fillQuads(const QuadCommand *cmd)
|
|
{
|
|
const Mat4& modelView = cmd->getModelView();
|
|
const V3F_C4B_T2F* quads = (V3F_C4B_T2F*)cmd->getQuads();
|
|
for(ssize_t i=0; i< cmd->getQuadCount() * 4; ++i)
|
|
{
|
|
_quadVerts[i + _numberQuads * 4] = quads[i];
|
|
modelView.transformPoint(quads[i].vertices,&(_quadVerts[i + _numberQuads * 4].vertices));
|
|
}
|
|
|
|
_numberQuads += cmd->getQuadCount();
|
|
}
|
|
|
|
void Renderer::drawBatchedTriangles()
|
|
{
|
|
//TODO: we can improve the draw performance by insert material switching command before hand.
|
|
|
|
int indexToDraw = 0;
|
|
int startIndex = 0;
|
|
|
|
//Upload buffer to VBO
|
|
if(_filledVertex <= 0 || _filledIndex <= 0 || _batchedCommands.empty())
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (Configuration::getInstance()->supportsShareableVAO())
|
|
{
|
|
//Bind VAO
|
|
GL::bindVAO(_buffersVAO);
|
|
//Set VBO data
|
|
glBindBuffer(GL_ARRAY_BUFFER, _buffersVBO[0]);
|
|
|
|
// option 1: subdata
|
|
// glBufferSubData(GL_ARRAY_BUFFER, sizeof(_quads[0])*start, sizeof(_quads[0]) * n , &_quads[start] );
|
|
|
|
// option 2: data
|
|
// glBufferData(GL_ARRAY_BUFFER, sizeof(quads_[0]) * (n-start), &quads_[start], GL_DYNAMIC_DRAW);
|
|
|
|
// option 3: orphaning + glMapBuffer
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(_verts[0]) * _filledVertex, nullptr, GL_DYNAMIC_DRAW);
|
|
void *buf = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
|
|
memcpy(buf, _verts, sizeof(_verts[0])* _filledVertex);
|
|
glUnmapBuffer(GL_ARRAY_BUFFER);
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _buffersVBO[1]);
|
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(_indices[0]) * _filledIndex, _indices, GL_STATIC_DRAW);
|
|
}
|
|
else
|
|
{
|
|
#define kQuadSize sizeof(_verts[0])
|
|
glBindBuffer(GL_ARRAY_BUFFER, _buffersVBO[0]);
|
|
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(_verts[0]) * _filledVertex , _verts, GL_DYNAMIC_DRAW);
|
|
|
|
GL::enableVertexAttribs(GL::VERTEX_ATTRIB_FLAG_POS_COLOR_TEX);
|
|
|
|
// vertices
|
|
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, kQuadSize, (GLvoid*) offsetof(V3F_C4B_T2F, vertices));
|
|
|
|
// colors
|
|
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, kQuadSize, (GLvoid*) offsetof(V3F_C4B_T2F, colors));
|
|
|
|
// tex coords
|
|
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORD, 2, GL_FLOAT, GL_FALSE, kQuadSize, (GLvoid*) offsetof(V3F_C4B_T2F, texCoords));
|
|
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _buffersVBO[1]);
|
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(_indices[0]) * _filledIndex, _indices, GL_STATIC_DRAW);
|
|
}
|
|
|
|
//Start drawing verties in batch
|
|
for(const auto& cmd : _batchedCommands)
|
|
{
|
|
auto newMaterialID = cmd->getMaterialID();
|
|
if(_lastMaterialID != newMaterialID || newMaterialID == MATERIAL_ID_DO_NOT_BATCH)
|
|
{
|
|
//Draw quads
|
|
if(indexToDraw > 0)
|
|
{
|
|
glDrawElements(GL_TRIANGLES, (GLsizei) indexToDraw, GL_UNSIGNED_SHORT, (GLvoid*) (startIndex*sizeof(_indices[0])) );
|
|
_drawnBatches++;
|
|
_drawnVertices += indexToDraw;
|
|
|
|
startIndex += indexToDraw;
|
|
indexToDraw = 0;
|
|
}
|
|
|
|
//Use new material
|
|
cmd->useMaterial();
|
|
_lastMaterialID = newMaterialID;
|
|
}
|
|
|
|
indexToDraw += cmd->getIndexCount();
|
|
}
|
|
|
|
//Draw any remaining triangles
|
|
if(indexToDraw > 0)
|
|
{
|
|
glDrawElements(GL_TRIANGLES, (GLsizei) indexToDraw, GL_UNSIGNED_SHORT, (GLvoid*) (startIndex*sizeof(_indices[0])) );
|
|
_drawnBatches++;
|
|
_drawnVertices += indexToDraw;
|
|
}
|
|
|
|
if (Configuration::getInstance()->supportsShareableVAO())
|
|
{
|
|
//Unbind VAO
|
|
GL::bindVAO(0);
|
|
}
|
|
else
|
|
{
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
}
|
|
|
|
_batchedCommands.clear();
|
|
_filledVertex = 0;
|
|
_filledIndex = 0;
|
|
}
|
|
|
|
void Renderer::drawBatchedQuads()
|
|
{
|
|
//TODO: we can improve the draw performance by insert material switching command before hand.
|
|
|
|
ssize_t indexToDraw = 0;
|
|
int startIndex = 0;
|
|
|
|
//Upload buffer to VBO
|
|
if(_numberQuads <= 0 || _batchQuadCommands.empty())
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (Configuration::getInstance()->supportsShareableVAO())
|
|
{
|
|
//Bind VAO
|
|
GL::bindVAO(_quadVAO);
|
|
//Set VBO data
|
|
glBindBuffer(GL_ARRAY_BUFFER, _quadbuffersVBO[0]);
|
|
|
|
// option 1: subdata
|
|
// glBufferSubData(GL_ARRAY_BUFFER, sizeof(_quads[0])*start, sizeof(_quads[0]) * n , &_quads[start] );
|
|
|
|
// option 2: data
|
|
// glBufferData(GL_ARRAY_BUFFER, sizeof(quads_[0]) * (n-start), &quads_[start], GL_DYNAMIC_DRAW);
|
|
|
|
// option 3: orphaning + glMapBuffer
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(_quadVerts[0]) * _numberQuads * 4, nullptr, GL_DYNAMIC_DRAW);
|
|
void *buf = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
|
|
memcpy(buf, _quadVerts, sizeof(_quadVerts[0])* _numberQuads * 4);
|
|
glUnmapBuffer(GL_ARRAY_BUFFER);
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _quadbuffersVBO[1]);
|
|
}
|
|
else
|
|
{
|
|
#define kQuadSize sizeof(_verts[0])
|
|
glBindBuffer(GL_ARRAY_BUFFER, _quadbuffersVBO[0]);
|
|
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(_quadVerts[0]) * _numberQuads * 4 , _quadVerts, GL_DYNAMIC_DRAW);
|
|
|
|
GL::enableVertexAttribs(GL::VERTEX_ATTRIB_FLAG_POS_COLOR_TEX);
|
|
|
|
// vertices
|
|
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, kQuadSize, (GLvoid*) offsetof(V3F_C4B_T2F, vertices));
|
|
|
|
// colors
|
|
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, kQuadSize, (GLvoid*) offsetof(V3F_C4B_T2F, colors));
|
|
|
|
// tex coords
|
|
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORD, 2, GL_FLOAT, GL_FALSE, kQuadSize, (GLvoid*) offsetof(V3F_C4B_T2F, texCoords));
|
|
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _quadbuffersVBO[1]);
|
|
}
|
|
|
|
|
|
// FIXME: The logic of this code is confusing, and error prone
|
|
// Needs refactoring
|
|
|
|
//Start drawing vertices in batch
|
|
for(const auto& cmd : _batchQuadCommands)
|
|
{
|
|
bool commandQueued = true;
|
|
auto newMaterialID = cmd->getMaterialID();
|
|
if(_lastMaterialID != newMaterialID || newMaterialID == MATERIAL_ID_DO_NOT_BATCH)
|
|
{
|
|
// flush buffer
|
|
if(indexToDraw > 0)
|
|
{
|
|
glDrawElements(GL_TRIANGLES, (GLsizei) indexToDraw, GL_UNSIGNED_SHORT, (GLvoid*) (startIndex*sizeof(_indices[0])) );
|
|
_drawnBatches++;
|
|
_drawnVertices += indexToDraw;
|
|
|
|
startIndex += indexToDraw;
|
|
indexToDraw = 0;
|
|
}
|
|
|
|
//Use new material
|
|
_lastMaterialID = newMaterialID;
|
|
|
|
cmd->useMaterial();
|
|
}
|
|
|
|
if (commandQueued)
|
|
{
|
|
indexToDraw += cmd->getQuadCount() * 6;
|
|
}
|
|
}
|
|
|
|
//Draw any remaining quad
|
|
if(indexToDraw > 0)
|
|
{
|
|
glDrawElements(GL_TRIANGLES, (GLsizei) indexToDraw, GL_UNSIGNED_SHORT, (GLvoid*) (startIndex*sizeof(_indices[0])) );
|
|
_drawnBatches++;
|
|
_drawnVertices += indexToDraw;
|
|
}
|
|
|
|
if (Configuration::getInstance()->supportsShareableVAO())
|
|
{
|
|
//Unbind VAO
|
|
GL::bindVAO(0);
|
|
}
|
|
else
|
|
{
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
}
|
|
|
|
_batchQuadCommands.clear();
|
|
_numberQuads = 0;
|
|
}
|
|
|
|
void Renderer::flush()
|
|
{
|
|
flush2D();
|
|
flush3D();
|
|
}
|
|
|
|
void Renderer::flush2D()
|
|
{
|
|
flushQuads();
|
|
flushTriangles();
|
|
}
|
|
|
|
void Renderer::flush3D()
|
|
{
|
|
if (_lastBatchedMeshCommand)
|
|
{
|
|
_lastBatchedMeshCommand->postBatchDraw();
|
|
_lastBatchedMeshCommand = nullptr;
|
|
}
|
|
}
|
|
|
|
void Renderer::flushQuads()
|
|
{
|
|
if(_numberQuads > 0)
|
|
{
|
|
drawBatchedQuads();
|
|
_lastMaterialID = 0;
|
|
}
|
|
}
|
|
|
|
void Renderer::flushTriangles()
|
|
{
|
|
if(_filledIndex > 0)
|
|
{
|
|
drawBatchedTriangles();
|
|
_lastMaterialID = 0;
|
|
}
|
|
}
|
|
|
|
// helpers
|
|
bool Renderer::checkVisibility(const Mat4 &transform, const Size &size)
|
|
{
|
|
auto scene = Director::getInstance()->getRunningScene();
|
|
// only cull the default camera. The culling algorithm is valid for default camera.
|
|
if (scene && scene->_defaultCamera != Camera::getVisitingCamera())
|
|
return true;
|
|
|
|
// half size of the screen
|
|
Size screen_half = Director::getInstance()->getWinSize();
|
|
screen_half.width /= 2;
|
|
screen_half.height /= 2;
|
|
|
|
float hSizeX = size.width/2;
|
|
float hSizeY = size.height/2;
|
|
|
|
Vec4 v4world, v4local;
|
|
v4local.set(hSizeX, hSizeY, 0, 1);
|
|
transform.transformVector(v4local, &v4world);
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|
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// center of screen is (0,0)
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v4world.x -= screen_half.width;
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|
v4world.y -= screen_half.height;
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|
|
|
// convert content size to world coordinates
|
|
float wshw = std::max(fabsf(hSizeX * transform.m[0] + hSizeY * transform.m[4]), fabsf(hSizeX * transform.m[0] - hSizeY * transform.m[4]));
|
|
float wshh = std::max(fabsf(hSizeX * transform.m[1] + hSizeY * transform.m[5]), fabsf(hSizeX * transform.m[1] - hSizeY * transform.m[5]));
|
|
|
|
// compare if it in the positive quadrant of the screen
|
|
float tmpx = (fabsf(v4world.x)-wshw);
|
|
float tmpy = (fabsf(v4world.y)-wshh);
|
|
bool ret = (tmpx < screen_half.width && tmpy < screen_half.height);
|
|
|
|
return ret;
|
|
}
|
|
|
|
|
|
void Renderer::setClearColor(const Color4F &clearColor)
|
|
{
|
|
_clearColor = clearColor;
|
|
glClearColor(clearColor.r, clearColor.g, clearColor.b, clearColor.a);
|
|
}
|
|
|
|
NS_CC_END
|