mirror of https://github.com/axmolengine/axmol.git
340 lines
9.9 KiB
C++
340 lines
9.9 KiB
C++
/****************************************************************************
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Copyright (c) 2013-2017 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/CCMeshCommand.h"
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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 "base/CCEventCustom.h"
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#include "base/CCEventListenerCustom.h"
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#include "base/CCEventDispatcher.h"
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#include "base/CCEventType.h"
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#include "2d/CCLight.h"
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#include "renderer/ccGLStateCache.h"
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#include "renderer/CCGLProgramState.h"
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#include "renderer/CCRenderer.h"
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#include "renderer/CCTextureAtlas.h"
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#include "renderer/CCTexture2D.h"
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#include "renderer/CCTechnique.h"
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#include "renderer/CCMaterial.h"
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#include "renderer/CCPass.h"
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#include "xxhash.h"
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NS_CC_BEGIN
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MeshCommand::MeshCommand()
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: _displayColor(1.0f, 1.0f, 1.0f, 1.0f)
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, _matrixPalette(nullptr)
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, _matrixPaletteSize(0)
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, _materialID(0)
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, _vao(0)
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, _material(nullptr)
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, _glProgramState(nullptr)
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, _stateBlock(nullptr)
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, _textureID(0)
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{
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_type = RenderCommand::Type::MESH_COMMAND;
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
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// listen the event that renderer was recreated on Android/WP8
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_rendererRecreatedListener = EventListenerCustom::create(EVENT_RENDERER_RECREATED, CC_CALLBACK_1(MeshCommand::listenRendererRecreated, this));
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Director::getInstance()->getEventDispatcher()->addEventListenerWithFixedPriority(_rendererRecreatedListener, -1);
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#endif
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}
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void MeshCommand::init(float globalZOrder,
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Material* material,
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GLuint vertexBuffer,
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GLuint indexBuffer,
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GLenum primitive,
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GLenum indexFormat,
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ssize_t indexCount,
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const cocos2d::Mat4 &mv,
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uint32_t flags)
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{
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CCASSERT(material, "material cannot be null");
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RenderCommand::init(globalZOrder, mv, flags);
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_globalOrder = globalZOrder;
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_material = material;
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_vertexBuffer = vertexBuffer;
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_indexBuffer = indexBuffer;
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_primitive = primitive;
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_indexFormat = indexFormat;
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_indexCount = indexCount;
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_mv.set(mv);
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_is3D = true;
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}
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void MeshCommand::init(float globalZOrder,
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GLuint textureID,
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GLProgramState* glProgramState,
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RenderState::StateBlock* stateBlock,
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GLuint vertexBuffer,
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GLuint indexBuffer,
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GLenum primitive,
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GLenum indexFormat,
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ssize_t indexCount,
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const cocos2d::Mat4& mv,
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uint32_t flags)
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{
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CCASSERT(glProgramState, "GLProgramState cannot be null");
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CCASSERT(stateBlock, "StateBlock cannot be null");
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CCASSERT(!_material, "cannot init with GLProgramState if previously inited without GLProgramState");
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RenderCommand::init(globalZOrder, mv, flags);
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_globalOrder = globalZOrder;
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_textureID = textureID;
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// weak ref
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_glProgramState = glProgramState;
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_stateBlock = stateBlock;
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_vertexBuffer = vertexBuffer;
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_indexBuffer = indexBuffer;
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_primitive = primitive;
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_indexFormat = indexFormat;
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_indexCount = indexCount;
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_mv.set(mv);
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_is3D = true;
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}
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void MeshCommand::setDisplayColor(const Vec4& color)
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{
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CCASSERT(!_material, "If using material, you should set the color as a uniform: use u_color");
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_displayColor = color;
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}
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void MeshCommand::setMatrixPalette(const Vec4* matrixPalette)
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{
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CCASSERT(!_material, "If using material, you should set the color as a uniform: use u_matrixPalette");
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_matrixPalette = matrixPalette;
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}
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void MeshCommand::setMatrixPaletteSize(int size)
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{
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CCASSERT(!_material, "If using material, you should set the color as a uniform: use u_matrixPalette with its size");
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_matrixPaletteSize = size;
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}
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MeshCommand::~MeshCommand()
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{
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releaseVAO();
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
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Director::getInstance()->getEventDispatcher()->removeEventListener(_rendererRecreatedListener);
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#endif
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}
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void MeshCommand::applyRenderState()
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{
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CCASSERT(!_material, "Must not be called when using materials");
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CCASSERT(_stateBlock, "StateBlock must be non null");
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// blend and texture
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GL::bindTexture2D(_textureID);
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_stateBlock->bind();
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}
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void MeshCommand::genMaterialID(GLuint texID, void* glProgramState, GLuint vertexBuffer, GLuint indexBuffer, BlendFunc blend)
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{
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int intArray[7] = {0};
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intArray[0] = (int)texID;
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*(int**)&intArray[1] = (int*) glProgramState;
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intArray[3] = (int) vertexBuffer;
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intArray[4] = (int) indexBuffer;
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intArray[5] = (int) blend.src;
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intArray[6] = (int) blend.dst;
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_materialID = XXH32((const void*)intArray, sizeof(intArray), 0);
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}
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uint32_t MeshCommand::getMaterialID() const
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{
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return _materialID;
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}
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void MeshCommand::preBatchDraw()
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{
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// Do nothing if using material since each pass needs to bind its own VAO
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if (!_material)
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{
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if (Configuration::getInstance()->supportsShareableVAO() && _vao == 0)
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buildVAO();
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if (_vao)
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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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glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
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// FIXME: Assumes that all the passes in the Material share the same Vertex Attribs
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GLProgramState* programState = _material
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? _material->_currentTechnique->_passes.at(0)->getGLProgramState()
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: _glProgramState;
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programState->applyAttributes();
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer);
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}
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}
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}
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void MeshCommand::batchDraw()
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{
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if (_material)
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{
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for(const auto& pass: _material->_currentTechnique->_passes)
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{
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pass->bind(_mv);
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glDrawElements(_primitive, (GLsizei)_indexCount, _indexFormat, 0);
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CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1, _indexCount);
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pass->unbind();
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}
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}
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else
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{
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_glProgramState->applyGLProgram(_mv);
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// set render state
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applyRenderState();
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// Draw
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glDrawElements(_primitive, (GLsizei)_indexCount, _indexFormat, 0);
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CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1, _indexCount);
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}
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}
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void MeshCommand::postBatchDraw()
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{
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// when using material, unbind is after draw
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if (!_material)
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{
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if (_vao)
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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_ELEMENT_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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// restore the default state since we don't know
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// if the next command will need the default state or not
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RenderState::StateBlock::restore(0);
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}
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}
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void MeshCommand::execute()
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{
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// Draw without VAO
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glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer);
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if (_material)
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{
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for(const auto& pass: _material->_currentTechnique->_passes)
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{
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pass->bind(_mv, true);
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glDrawElements(_primitive, (GLsizei)_indexCount, _indexFormat, 0);
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CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1, _indexCount);
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pass->unbind();
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}
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}
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else
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{
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// set render state
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_glProgramState->apply(_mv);
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applyRenderState();
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// Draw
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glDrawElements(_primitive, (GLsizei)_indexCount, _indexFormat, 0);
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CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1, _indexCount);
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}
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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void MeshCommand::buildVAO()
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{
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// FIXME: Assumes that all the passes in the Material share the same Vertex Attribs
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GLProgramState* programState = (_material != nullptr)
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? _material->_currentTechnique->_passes.at(0)->getGLProgramState()
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: _glProgramState;
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releaseVAO();
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glGenVertexArrays(1, &_vao);
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GL::bindVAO(_vao);
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glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
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auto flags = programState->getVertexAttribsFlags();
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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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programState->applyAttributes(false);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer);
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GL::bindVAO(0);
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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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void MeshCommand::releaseVAO()
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{
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if (_vao)
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{
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glDeleteVertexArrays(1, &_vao);
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_vao = 0;
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GL::bindVAO(0);
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}
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}
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
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void MeshCommand::listenRendererRecreated(EventCustom* event)
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{
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_vao = 0;
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}
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#endif
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NS_CC_END
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