mirror of https://github.com/axmolengine/axmol.git
258 lines
7.2 KiB
C++
258 lines
7.2 KiB
C++
/**
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Copyright 2013 BlackBerry Inc.
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Copyright (c) 2015 Chukong Technologies
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Licensed under the Apache License, Version 2.0 (the "License");
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you may not use this file except in compliance with the License.
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You may obtain a copy of the License at
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http://www.apache.org/licenses/LICENSE-2.0
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Unless required by applicable law or agreed to in writing, software
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
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Original file from GamePlay3D: http://gameplay3d.org
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This file was modified to fit the cocos2d-x project
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*/
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#include "renderer/CCVertexAttribBinding.h"
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#include "renderer/CCGLProgramState.h"
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#include "renderer/ccGLStateCache.h"
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#include "platform/CCGL.h"
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#include "base/CCConfiguration.h"
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#include "3d/CCMeshVertexIndexData.h"
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NS_CC_BEGIN
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std::string s_attributeNames[] = {
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GLProgram::ATTRIBUTE_NAME_POSITION,
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GLProgram::ATTRIBUTE_NAME_COLOR,
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GLProgram::ATTRIBUTE_NAME_TEX_COORD,
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GLProgram::ATTRIBUTE_NAME_TEX_COORD1,
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GLProgram::ATTRIBUTE_NAME_TEX_COORD2,
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GLProgram::ATTRIBUTE_NAME_TEX_COORD3,
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GLProgram::ATTRIBUTE_NAME_NORMAL,
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GLProgram::ATTRIBUTE_NAME_BLEND_WEIGHT,
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GLProgram::ATTRIBUTE_NAME_BLEND_INDEX,
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GLProgram::ATTRIBUTE_NAME_TANGENT,
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GLProgram::ATTRIBUTE_NAME_BINORMAL
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};
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static GLuint __maxVertexAttribs = 0;
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static std::vector<VertexAttribBinding*> __vertexAttribBindingCache;
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VertexAttribBinding::VertexAttribBinding() :
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_handle(0), _attributes(), _meshIndexData(nullptr), _glProgramState(nullptr)
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{
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}
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VertexAttribBinding::~VertexAttribBinding()
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{
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// Delete from the vertex attribute binding cache.
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std::vector<VertexAttribBinding*>::iterator itr = std::find(__vertexAttribBindingCache.begin(), __vertexAttribBindingCache.end(), this);
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if (itr != __vertexAttribBindingCache.end())
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{
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__vertexAttribBindingCache.erase(itr);
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}
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CC_SAFE_RELEASE(_meshIndexData);
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CC_SAFE_RELEASE(_glProgramState);
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_attributes.clear();
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if (_handle)
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{
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glDeleteVertexArrays(1, &_handle);
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_handle = 0;
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}
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}
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VertexAttribBinding* VertexAttribBinding::create(MeshIndexData* meshIndexData, GLProgramState* glProgramState)
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{
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CCASSERT(meshIndexData && glProgramState, "Invalid MeshIndexData and/or GLProgramState");
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// Search for an existing vertex attribute binding that can be used.
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VertexAttribBinding* b;
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for (size_t i = 0, count = __vertexAttribBindingCache.size(); i < count; ++i)
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{
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b = __vertexAttribBindingCache[i];
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CC_ASSERT(b);
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if (b->_meshIndexData == meshIndexData && b->_glProgramState == glProgramState)
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{
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// Found a match!
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return b;
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}
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}
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b = new (std::nothrow) VertexAttribBinding();
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if (b && b->init(meshIndexData, glProgramState))
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{
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b->autorelease();
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__vertexAttribBindingCache.push_back(b);
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}
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return b;
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}
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bool VertexAttribBinding::init(MeshIndexData* meshIndexData, GLProgramState* glProgramState)
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{
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CCASSERT(meshIndexData && glProgramState, "Invalid arguments");
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// One-time initialization.
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if (__maxVertexAttribs == 0)
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{
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GLint temp;
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glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &temp);
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__maxVertexAttribs = temp;
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if (__maxVertexAttribs <= 0)
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{
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CCLOGERROR("The maximum number of vertex attributes supported by OpenGL on the current device is 0 or less.");
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return false;
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}
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}
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_meshIndexData = meshIndexData;
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_meshIndexData->retain();
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_glProgramState = glProgramState;
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_glProgramState->retain();
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auto meshVertexData = meshIndexData->getMeshVertexData();
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auto attributeCount = meshVertexData->getMeshVertexAttribCount();
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// Parse and set attributes
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parseAttributes();
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long offset = 0;
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for (auto k = 0; k < attributeCount; k++)
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{
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auto meshattribute = meshVertexData->getMeshVertexAttrib(k);
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setVertexAttribPointer(
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s_attributeNames[meshattribute.vertexAttrib],
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meshattribute.size,
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meshattribute.type,
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GL_FALSE,
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meshVertexData->getVertexBuffer()->getSizePerVertex(),
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(GLvoid*)offset);
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offset += meshattribute.attribSizeBytes;
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}
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// VAO hardware
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if (Configuration::getInstance()->supportsShareableVAO())
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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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glGenVertexArrays(1, &_handle);
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GL::bindVAO(_handle);
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glBindBuffer(GL_ARRAY_BUFFER, meshVertexData->getVertexBuffer()->getVBO());
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auto flags = _vertexAttribsFlags;
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for (int i = 0; flags > 0; i++) {
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int flag = 1 << i;
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if (flag & flags)
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glEnableVertexAttribArray(i);
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flags &= ~flag;
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}
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, meshIndexData->getIndexBuffer()->getVBO());
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for(auto &attribute : _attributes)
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{
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attribute.second.apply();
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}
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GL::bindVAO(0);
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}
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return true;
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}
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void VertexAttribBinding::bind()
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{
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if (_handle)
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{
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// hardware
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GL::bindVAO(_handle);
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}
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else
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{
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// software
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auto meshVertexData = _meshIndexData->getMeshVertexData();
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glBindBuffer(GL_ARRAY_BUFFER, meshVertexData->getVertexBuffer()->getVBO());
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _meshIndexData->getIndexBuffer()->getVBO());
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// Software mode
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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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{
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attribute.second.apply();
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}
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}
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}
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void VertexAttribBinding::unbind()
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{
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if (_handle)
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{
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// Hardware
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GL::bindVAO(0);
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}
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else
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{
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// Software
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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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}
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uint32_t VertexAttribBinding::getVertexAttribsFlags() const
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{
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return _vertexAttribsFlags;
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}
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void VertexAttribBinding::parseAttributes()
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{
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CCASSERT(_glProgramState, "invalid glprogram");
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_attributes.clear();
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_vertexAttribsFlags = 0;
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auto glprogram = _glProgramState->getGLProgram();
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for(auto &attrib: glprogram->_vertexAttribs)
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{
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VertexAttribValue value(&attrib.second);
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_attributes[attrib.first] = value;
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}
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}
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VertexAttribValue* VertexAttribBinding::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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void VertexAttribBinding::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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NS_CC_END
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