mirror of https://github.com/axmolengine/axmol.git
199 lines
8.9 KiB
C++
199 lines
8.9 KiB
C++
/****************************************************************************
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Copyright (c) 2018-2019 Xiamen Yaji Software Co., Ltd.
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https://axmolengine.github.io/
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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 "Program.h"
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#include "ProgramManager.h"
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#include "VertexLayout.h"
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NS_AX_BACKEND_BEGIN
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/*
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* shader vertex layout setup functions
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*/
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struct VertexLayoutHelper
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{
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static void setupDummy(Program*) {}
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static void setupTexture(Program* program)
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{
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auto vertexLayout = program->getVertexLayout();
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/// a_position
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vertexLayout->setAttrib(backend::ATTRIBUTE_NAME_POSITION,
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program->getAttributeLocation(backend::Attribute::POSITION),
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backend::VertexFormat::FLOAT2, 0, false);
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/// a_texCoord
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vertexLayout->setAttrib(backend::ATTRIBUTE_NAME_TEXCOORD,
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program->getAttributeLocation(backend::Attribute::TEXCOORD),
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backend::VertexFormat::FLOAT2, 2 * sizeof(float), false);
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vertexLayout->setStride(4 * sizeof(float));
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}
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static void setupSprite(Program* program)
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{
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auto vertexLayout = program->getVertexLayout();
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/// a_position
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vertexLayout->setAttrib(backend::ATTRIBUTE_NAME_POSITION,
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program->getAttributeLocation(backend::Attribute::POSITION),
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backend::VertexFormat::FLOAT3, 0, false);
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/// a_texCoord
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vertexLayout->setAttrib(backend::ATTRIBUTE_NAME_TEXCOORD,
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program->getAttributeLocation(backend::Attribute::TEXCOORD),
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backend::VertexFormat::FLOAT2, offsetof(V3F_C4B_T2F, texCoords), false);
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/// a_color
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vertexLayout->setAttrib(backend::ATTRIBUTE_NAME_COLOR, program->getAttributeLocation(backend::Attribute::COLOR),
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backend::VertexFormat::UBYTE4, offsetof(V3F_C4B_T2F, colors), true);
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vertexLayout->setStride(sizeof(V3F_C4B_T2F));
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}
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static void setupDrawNode(Program* program)
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{
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auto vertexLayout = program->getVertexLayout();
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vertexLayout->setAttrib(backend::ATTRIBUTE_NAME_POSITION,
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program->getAttributeLocation(backend::Attribute::POSITION),
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backend::VertexFormat::FLOAT2, 0, false);
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vertexLayout->setAttrib(backend::ATTRIBUTE_NAME_TEXCOORD,
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program->getAttributeLocation(backend::Attribute::TEXCOORD),
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backend::VertexFormat::FLOAT2, offsetof(V2F_C4B_T2F, texCoords), false);
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vertexLayout->setAttrib(backend::ATTRIBUTE_NAME_COLOR, program->getAttributeLocation(backend::Attribute::COLOR),
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backend::VertexFormat::UBYTE4, offsetof(V2F_C4B_T2F, colors), true);
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vertexLayout->setStride(sizeof(V2F_C4B_T2F));
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}
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static void setupDrawNode3D(Program* program)
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{
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auto vertexLayout = program->getVertexLayout();
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vertexLayout->setAttrib(backend::ATTRIBUTE_NAME_POSITION,
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program->getAttributeLocation(backend::Attribute::POSITION),
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backend::VertexFormat::FLOAT3, 0, false);
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vertexLayout->setAttrib(backend::ATTRIBUTE_NAME_COLOR, program->getAttributeLocation(backend::Attribute::COLOR),
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backend::VertexFormat::UBYTE4, offsetof(V3F_C4B, colors), true);
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vertexLayout->setStride(sizeof(V3F_C4B));
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}
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static void setupSkyBox(Program* program)
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{
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auto vertexLayout = program->getVertexLayout();
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auto attrNameLoc = program->getAttributeLocation(shaderinfos::attribute::ATTRIBUTE_NAME_POSITION);
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vertexLayout->setAttrib(shaderinfos::attribute::ATTRIBUTE_NAME_POSITION, attrNameLoc,
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backend::VertexFormat::FLOAT3, 0, false);
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vertexLayout->setStride(sizeof(Vec3));
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}
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static void setupPU3D(Program* program)
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{
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auto vertexLayout = program->getVertexLayout();
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vertexLayout->setAttrib(backend::ATTRIBUTE_NAME_POSITION,
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program->getAttributeLocation(backend::Attribute::POSITION),
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backend::VertexFormat::FLOAT3, offsetof(V3F_T2F_C4F, position), false);
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vertexLayout->setAttrib(backend::ATTRIBUTE_NAME_TEXCOORD,
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program->getAttributeLocation(backend::Attribute::TEXCOORD),
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backend::VertexFormat::FLOAT2, offsetof(V3F_T2F_C4F, uv), false);
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vertexLayout->setAttrib(backend::ATTRIBUTE_NAME_COLOR, program->getAttributeLocation(backend::Attribute::COLOR),
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backend::VertexFormat::FLOAT4, offsetof(V3F_T2F_C4F, color), false);
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vertexLayout->setStride(sizeof(V3F_T2F_C4F));
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}
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static void setupPos(Program* program)
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{
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auto vertexLayout = program->getVertexLayout();
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vertexLayout->setAttrib(backend::ATTRIBUTE_NAME_POSITION,
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program->getAttributeLocation(backend::Attribute::POSITION),
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backend::VertexFormat::FLOAT2, 0, false);
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vertexLayout->setStride(sizeof(Vec2));
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}
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static void setupPosColor(Program* program)
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{
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auto vertexLayout = program->getVertexLayout();
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vertexLayout->setAttrib(backend::ATTRIBUTE_NAME_POSITION,
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program->getAttributeLocation(backend::Attribute::POSITION),
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backend::VertexFormat::FLOAT3, 0, false);
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vertexLayout->setAttrib(backend::ATTRIBUTE_NAME_COLOR, program->getAttributeLocation(backend::Attribute::COLOR),
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backend::VertexFormat::FLOAT4, offsetof(V3F_C4F, colors), false);
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vertexLayout->setStride(sizeof(V3F_C4F));
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}
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static void setupTerrain3D(Program* program)
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{
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auto vertexLayout = program->getVertexLayout();
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vertexLayout->setAttrib(backend::ATTRIBUTE_NAME_POSITION,
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program->getAttributeLocation(backend::Attribute::POSITION),
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backend::VertexFormat::FLOAT3, 0, false);
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vertexLayout->setAttrib(backend::ATTRIBUTE_NAME_TEXCOORD,
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program->getAttributeLocation(backend::Attribute::TEXCOORD),
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backend::VertexFormat::FLOAT2, offsetof(V3F_T2F_N3F, texcoord), false);
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vertexLayout->setAttrib(backend::ATTRIBUTE_NAME_NORMAL,
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program->getAttributeLocation(backend::Attribute::NORMAL),
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backend::VertexFormat::FLOAT3, offsetof(V3F_T2F_N3F, normal), false);
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vertexLayout->setStride(sizeof(V3F_T2F_N3F));
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}
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};
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std::function<void(Program*)> Program::s_vertexLayoutSetupList[static_cast<int>(VertexLayoutType::Count)] = {
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VertexLayoutHelper::setupDummy, VertexLayoutHelper::setupPos, VertexLayoutHelper::setupTexture,
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VertexLayoutHelper::setupSprite, VertexLayoutHelper::setupDrawNode, VertexLayoutHelper::setupDrawNode3D,
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VertexLayoutHelper::setupSkyBox, VertexLayoutHelper::setupPU3D, VertexLayoutHelper::setupPosColor,
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VertexLayoutHelper::setupTerrain3D};
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Program::Program(std::string_view vs, std::string_view fs)
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: _vertexShader(vs), _fragmentShader(fs), _vertexLayout(new VertexLayout())
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{}
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Program::~Program()
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{
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delete _vertexLayout;
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}
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void Program::setupVertexLayout(VertexLayoutType vlt)
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{
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if (vlt < VertexLayoutType::Count)
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s_vertexLayoutSetupList[static_cast<int>(vlt)](this);
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}
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Program* Program::getBuiltinProgram(uint32_t type)
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{
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return ProgramManager::getInstance()->getBuiltinProgram(type);
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}
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void Program::setProgramIds(uint32_t progType, uint64_t progId)
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{
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_programType = progType;
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_programId = progId;
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_batchEnabled = _programType != ProgramType::CUSTOM_PROGRAM;
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}
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NS_AX_BACKEND_END
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