mirror of https://github.com/axmolengine/axmol.git
254 lines
7.6 KiB
C++
254 lines
7.6 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 "3d/CCSkybox.h"
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#include "3d/CCTextureCube.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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// 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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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[] = { 2, 1, 0, 3, 2, 0, // font
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1, 5, 4, 1, 4, 0, // right
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4, 5, 6, 4, 6, 7, // back
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7, 6, 2, 7, 2, 3, // left
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2, 6, 5, 2, 5, 1, // up
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3, 0, 4, 3, 4, 7 // down
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};
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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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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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/*
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At beginning, we have a regular skybox at origin point.
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To render the skybox, we should keep camera at the center of skybox.
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So we need a translate matrix, which can transform origin point to camera pos.
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Camera's node to word transform matrix don't match our requement,
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because it maybe contain the scale, rotate, reflact... effects, which isn't need.
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First, we transform origin point to camera position by camera's node to world matrix.
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Second, we create a translate matrix with the origin point's world position.
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*/
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Vec3 cameraPosInNode(0, 0, 0);
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Vec3 cameraPosInWorld;
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Mat4 cameraModelMat = camera->getNodeToWorldTransform();
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Mat4 trans = Mat4::IDENTITY;
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cameraModelMat.transformPoint(cameraPosInNode, &cameraPosInWorld);
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trans.translate(cameraPosInWorld);
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auto state = getGLProgramState();
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state->apply(trans);
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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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float scalf = (camera->getFarPlane() + camera->getNearPlane()) / 2;
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state->setUniformFloat("u_scalef", scalf);
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GLboolean depthFlag = glIsEnabled(GL_DEPTH_TEST);
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GLint depthFunc;
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glGetIntegerv(GL_DEPTH_FUNC, &depthFunc);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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GLboolean cullFlag = glIsEnabled(GL_CULL_FACE);
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GLint cullMode;
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glGetIntegerv(GL_CULL_FACE_MODE, &cullMode);
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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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)36, 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, 8);
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glCullFace(cullMode);
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if (!cullFlag)
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glDisable(GL_CULL_FACE);
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glDepthFunc(depthFunc);
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if (!depthFlag)
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glDisable(GL_DEPTH_TEST);
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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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