mirror of https://github.com/axmolengine/axmol.git
252 lines
8.1 KiB
C++
252 lines
8.1 KiB
C++
/****************************************************************************
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Copyright (c) 2015 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 "base/ccMacros.h"
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#include "base/CCConfiguration.h"
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#include "base/CCDirector.h"
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#include "renderer/ccGLStateCache.h"
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#include "renderer/CCGLProgram.h"
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#include "renderer/CCGLProgramCache.h"
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#include "renderer/CCGLProgramState.h"
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#include "renderer/CCRenderer.h"
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#include "renderer/CCRenderState.h"
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#include "renderer/CCTextureCube.h"
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#include "3d/CCSkybox.h"
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#include "2d/CCCamera.h"
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NS_CC_BEGIN
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Skybox::Skybox()
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: _vao(0)
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, _vertexBuffer(0)
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, _indexBuffer(0)
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,_texture(nullptr)
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{
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}
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Skybox::~Skybox()
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{
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glDeleteBuffers(1, &_vertexBuffer);
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glDeleteBuffers(1, &_indexBuffer);
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_vertexBuffer = 0;
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_indexBuffer = 0;
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if (Configuration::getInstance()->supportsShareableVAO())
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{
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glDeleteVertexArrays(1, &_vao);
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GL::bindVAO(0);
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_vao = 0;
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}
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_texture->release();
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}
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Skybox* Skybox::create(const std::string& positive_x, const std::string& negative_x,
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const std::string& positive_y, const std::string& negative_y,
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const std::string& positive_z, const std::string& negative_z)
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{
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auto ret = new (std::nothrow) Skybox();
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ret->init(positive_x, negative_x, positive_y, negative_y, positive_z, negative_z);
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ret->autorelease();
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return ret;
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}
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bool Skybox::init()
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{
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// create and set our custom shader
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auto shader = GLProgramCache::getInstance()->getGLProgram(GLProgram::SHADER_3D_SKYBOX);
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auto state = GLProgramState::create(shader);
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state->setVertexAttribPointer(GLProgram::ATTRIBUTE_NAME_POSITION, 3, GL_FLOAT, GL_FALSE, sizeof(Vec3), nullptr);
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setGLProgramState(state);
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initBuffers();
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CHECK_GL_ERROR_DEBUG();
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return true;
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}
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bool Skybox::init(const std::string& positive_x, const std::string& negative_x,
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const std::string& positive_y, const std::string& negative_y,
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const std::string& positive_z, const std::string& negative_z)
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{
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auto texture = TextureCube::create(positive_x, negative_x, positive_y, negative_y, positive_z, negative_z);
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if (texture == nullptr)
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return false;
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init();
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setTexture(texture);
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return true;
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}
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void Skybox::initBuffers()
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{
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if (Configuration::getInstance()->supportsShareableVAO())
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{
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glGenVertexArrays(1, &_vao);
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GL::bindVAO(_vao);
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}
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// The skybox is rendered using a purpose-built shader which makes use of
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// the shader language's inherent support for cubemaps. Hence there is no
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// need to build a cube mesh. All that is needed is a single quad that
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// covers the entire screen. The vertex shader will draw the appropriate
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// view of the cubemap onto that quad.
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//
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// The vertex shader does not apply either the model/view matrix or the
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// projection matrix, so the appropriate quad is one with unit coordinates
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// in the x and y dimensions. Such a quad will exactly cover the screen.
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// To ensure that the skybox is rendered behind all other objects, z needs
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// to be 1.0, but the vertex shader overwrites z to 1.0, so - for the sake
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// of z-buffering - it is unimportant what we set it to for the vertices
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// of the quad.
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//
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// The quad vertex positions are also used in deriving a direction
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// vector for the cubemap lookup. We choose z = -1 which matches the
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// negative-z pointing direction of the camera and gives a field of
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// view of 90deg in both x and y, if not otherwise adjusted. That fov
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// is then adjusted to exactly match the camera by applying a prescaling
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// to the camera's world transformation before sending it to the shader.
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// init vertex buffer object
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Vec3 vexBuf[] =
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{
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Vec3(1, -1, -1), Vec3(1, 1, -1), Vec3(-1, 1, -1), Vec3(-1, -1, -1)
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};
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glGenBuffers(1, &_vertexBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vexBuf), vexBuf, GL_STATIC_DRAW);
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// init index buffer object
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const unsigned char idxBuf[] = {0, 1, 2, 0, 2, 3};
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glGenBuffers(1, &_indexBuffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(idxBuf), idxBuf, GL_STATIC_DRAW);
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if (Configuration::getInstance()->supportsShareableVAO())
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{
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glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_POSITION);
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getGLProgramState()->applyAttributes(false);
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GL::bindVAO(0);
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}
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}
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void Skybox::draw(Renderer* renderer, const Mat4& transform, uint32_t flags)
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{
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_customCommand.init(_globalZOrder);
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_customCommand.func = CC_CALLBACK_0(Skybox::onDraw, this, transform, flags);
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_customCommand.setTransparent(false);
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_customCommand.set3D(true);
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renderer->addCommand(&_customCommand);
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}
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void Skybox::onDraw(const Mat4& transform, uint32_t /*flags*/)
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{
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auto camera = Camera::getVisitingCamera();
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Mat4 cameraModelMat = camera->getNodeToWorldTransform();
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Mat4 projectionMat = camera->getProjectionMatrix();
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// Ignore the translation
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cameraModelMat.m[12] = cameraModelMat.m[13] = cameraModelMat.m[14] = 0;
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// prescale the matrix to account for the camera fov
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cameraModelMat.scale(1 / projectionMat.m[0], 1 / projectionMat.m[5], 1.0);
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auto state = getGLProgramState();
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state->apply(transform);
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Vec4 color(_displayedColor.r / 255.f, _displayedColor.g / 255.f, _displayedColor.b / 255.f, 1.f);
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state->setUniformVec4("u_color", color);
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state->setUniformMat4("u_cameraRot", cameraModelMat);
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glEnable(GL_DEPTH_TEST);
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RenderState::StateBlock::_defaultState->setDepthTest(true);
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glDepthFunc(GL_LEQUAL);
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RenderState::StateBlock::_defaultState->setDepthFunction(RenderState::DEPTH_LEQUAL);
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glEnable(GL_CULL_FACE);
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RenderState::StateBlock::_defaultState->setCullFace(true);
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glCullFace(GL_BACK);
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RenderState::StateBlock::_defaultState->setCullFaceSide(RenderState::CULL_FACE_SIDE_BACK);
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glDisable(GL_BLEND);
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RenderState::StateBlock::_defaultState->setBlend(false);
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if (Configuration::getInstance()->supportsShareableVAO())
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{
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GL::bindVAO(_vao);
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}
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else
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{
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GL::enableVertexAttribs(GL::VERTEX_ATTRIB_FLAG_POSITION);
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glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, sizeof(Vec3), nullptr);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer);
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}
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glDrawElements(GL_TRIANGLES, (GLsizei)6, GL_UNSIGNED_BYTE, nullptr);
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if (Configuration::getInstance()->supportsShareableVAO())
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{
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GL::bindVAO(0);
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}
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else
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{
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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}
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CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1, 4);
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CHECK_GL_ERROR_DEBUG();
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}
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void Skybox::setTexture(TextureCube* texture)
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{
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CCASSERT(texture != nullptr, __FUNCTION__);
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texture->retain();
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if (_texture)
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_texture->release();
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_texture = texture;
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getGLProgramState()->setUniformTexture("u_Env", _texture);
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}
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void Skybox::reload()
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{
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initBuffers();
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}
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NS_CC_END
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