axmol/cocos/renderer/backend/ProgramState.h

220 lines
9.6 KiB
C++

/****************************************************************************
Copyright (c) 2018-2019 Xiamen Yaji Software Co., Ltd.
http://www.cocos2d-x.org
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#pragma once
#include <vector>
#include <string>
#include <unordered_map>
#include <cstdint>
#include <functional>
#include "platform/CCPlatformMacros.h"
#include "base/CCRef.h"
#include "base/CCEventListenerCustom.h"
#include "renderer/backend/Types.h"
#include "renderer/backend/Program.h"
CC_BACKEND_BEGIN
class TextureBackend;
struct UniformBuffer
{
UniformBuffer(const backend::UniformInfo& _uniformInfo);
UniformBuffer() = default;
UniformBuffer(const UniformBuffer& _uniformBuffer);
UniformBuffer& operator =(const UniformBuffer& rhs);
~UniformBuffer();
UniformBuffer& operator =(UniformBuffer&& rhs);
inline const bool isValid() const { return uniformInfo.location != -1; }
backend::UniformInfo uniformInfo;
std::vector<char> data;
};
struct TextureInfo
{
TextureInfo(const std::vector<uint32_t>& _slots, const std::vector<backend::TextureBackend*> _textures);
TextureInfo() = default;
TextureInfo(const TextureInfo &);
~TextureInfo();
TextureInfo& operator=(TextureInfo&& rhs);
TextureInfo& operator=(const TextureInfo& rhs);
void retainTextures();
void releaseTextures();
std::vector<uint32_t> slot;
std::vector<backend::TextureBackend*> textures;
#if CC_ENABLE_CACHE_TEXTURE_DATA
int location = -1;
#endif
};
class ProgramState : public Ref
{
public:
using UniformCallback = std::function<void(ProgramState*, const UniformLocation &)>;
ProgramState(const std::string& vertexShader, const std::string& fragmentShader);
virtual ~ProgramState();
/***
* deep clone ProgramState
*/
ProgramState *clone() const;
//get program
backend::Program* getProgram() const { return _program; }
//get or set uniforms
void setUniform(const backend::UniformLocation& uniformLocation, const void* data, uint32_t size);
backend::UniformLocation getUniformLocation(const std::string& uniform) const;
inline const std::vector<UniformBuffer>& getVertexUniformInfos() const { return _vertexUniformInfos; }
inline const std::vector<UniformBuffer>& getFragmentUniformInfos() const { return _fragmentUniformInfos; }
void setCallbackUniform(const backend::UniformLocation&, const UniformCallback &);
//set textures
void setTexture(const backend::UniformLocation& uniformLocation, uint32_t slot, backend::TextureBackend* texture);
void setTextureArray(const backend::UniformLocation& uniformLocation, const std::vector<uint32_t>& slots, const std::vector<backend::TextureBackend*> textures);
inline const std::unordered_map<int, TextureInfo>& getVertexTextureInfos() const { return _vertexTextureInfos; }
inline const std::unordered_map<int, TextureInfo>& getFragmentTextureInfos() const { return _fragmentTextureInfos; }
inline const std::unordered_map<UniformLocation, UniformCallback, UniformLocation>& getCallbackUniforms() const { return _callbackUniforms; }
#ifdef CC_USE_METAL
inline const std::vector<char>& getVertexUniformBuffer() const { return _vertexUniformBuffer; }
inline const std::vector<char>& getFragmentUniformBuffer() const { return _fragmentUniformBuffer; }
#endif
/**
* An abstract base class that can be extended to support custom material auto bindings.
*
* Implementing a custom auto binding resolver allows the set of built-in parameter auto
* bindings to be extended or overridden. Any parameter auto binding that is set on a
* material will be forwarded to any custom auto binding resolvers, in the order in which
* they are registered. If a registered resolver returns true (specifying that it handles
* the specified autoBinding), no further code will be executed for that autoBinding.
* This allows auto binding resolvers to not only implement new/custom binding strings,
* but it also lets them override existing/built-in ones. For this reason, you should
* ensure that you ONLY return true if you explicitly handle a custom auto binding; return
* false otherwise.
*
* Note that the custom resolver is called only once for a GLProgramState object when its
* node binding is initially set. This occurs when a material is initially bound to a
* Node. The resolver is NOT called each frame or each time the GLProgramState is bound.
*
* If no registered resolvers explicitly handle an auto binding, the binding will attempt
* to be resolved using the internal/built-in resolver, which is able to handle any
* auto bindings found in the GLProgramState::AutoBinding enumeration.
*
* When an instance of a class that extends AutoBindingResolver is created, it is automatically
* registered as a custom auto binding handler. Likewise, it is automatically unregistered
* on destruction.
*
* @script{ignore}
*/
class CC_DLL AutoBindingResolver {
public:
AutoBindingResolver();
virtual ~AutoBindingResolver();
/**
* Called when an unrecognized uniform variable is encountered
* during material loading.
*
* Implementations of this method should do a string comparison on the passed
* in name parameter and decide whether or not they should handle the
* parameter. If the parameter is not handled, false should be returned so
* that other auto binding resolvers get a chance to handle the parameter.
* Otherwise, the parameter should be set or bound and true should be returned.
*
* @param programState The ProgramState
* @param uniformName Name of the uniform
* @param autoBinding Name of the auto binding to be resolved.
*
* @return True if the auto binding is handled and the associated parameter is
* bound, false otherwise.
*/
virtual bool resolveAutoBinding(ProgramState *, const std::string &uniformName, const std::string &autoBinding) = 0;
};
/**
* Sets a uniform auto-binding.
*
* This method parses the passed in autoBinding string and attempts to convert it
* to an enumeration value. If it matches to one of the predefined strings, it will create a
* callback to get the correct value at runtime.
*
* @param uniformName The name of the material parameter to store an auto-binding for.
* @param autoBinding A string matching one of the built-in AutoBinding enum constants.
*/
void setParameterAutoBinding(const std::string &uniformName, const std::string &autoBinding);
protected:
ProgramState();
void setVertexUniform(int location, const void* data, uint32_t size);
void setFragmentUniform(int location, const void* data, uint32_t size);
void createVertexUniformBuffer();
void createFragmentUniformBuffer();
void setTexture(int location, uint32_t slot, backend::TextureBackend* texture, std::unordered_map<int, TextureInfo>& textureInfo);
void setTextureArray(int location, const std::vector<uint32_t>& slots, const std::vector<backend::TextureBackend*> textures, std::unordered_map<int, TextureInfo>& textureInfo);
void resetUniforms();
#ifdef CC_USE_METAL
//float3 etc in Metal has both sizeof and alignment same as float4, convert it before fill into uniform buffer
void convertAndCopyUniformData(const backend::UniformInfo& uniformInfo, const void* srcData, uint32_t srcSize, std::vector<char>& uniformBuffer);
#endif
/**
* Applies the specified custom auto-binding.
*
* @param uniformName Name of the shader uniform.
* @param autoBinding Name of the auto binding.
*/
void applyAutoBinding(const std::string &, const std::string &);
backend::Program* _program = nullptr;
std::vector<UniformBuffer> _vertexUniformInfos;
std::vector<UniformBuffer> _fragmentUniformInfos;
std::unordered_map<UniformLocation, UniformCallback, UniformLocation> _callbackUniforms;
std::vector<char> _vertexUniformBuffer;
std::vector<char> _fragmentUniformBuffer;
std::unordered_map<int, TextureInfo> _vertexTextureInfos;
std::unordered_map<int, TextureInfo> _fragmentTextureInfos;
std::unordered_map<std::string, std::string> _autoBindings;
static std::vector<AutoBindingResolver*> _customAutoBindingResolvers;
#if CC_ENABLE_CACHE_TEXTURE_DATA
EventListenerCustom* _backToForegroundListener = nullptr;
#endif
};
CC_BACKEND_END