mirror of https://github.com/axmolengine/axmol.git
541 lines
17 KiB
C++
541 lines
17 KiB
C++
/****************************************************************************
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Copyright (c) 2018-2019 Xiamen Yaji Software Co., Ltd.
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Copyright (c) 2021-2022 Bytedance Inc.
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https://axis-project.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 "CommandBufferGL.h"
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#include "BufferGL.h"
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#include "RenderPipelineGL.h"
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#include "TextureGL.h"
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#include "DepthStencilStateGL.h"
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#include "ProgramGL.h"
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#include "base/CCEventDispatcher.h"
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#include "base/CCEventType.h"
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#include "base/CCDirector.h"
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#include "renderer/backend/opengl/MacrosGL.h"
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#include "renderer/backend/opengl/UtilsGL.h"
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#include "RenderTargetGL.h"
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#include <algorithm>
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NS_AX_BACKEND_BEGIN
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namespace
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{
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void applyTexture(TextureBackend* texture, int slot, int index)
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{
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switch (texture->getTextureType())
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{
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case TextureType::TEXTURE_2D:
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static_cast<Texture2DGL*>(texture)->apply(slot, index);
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break;
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case TextureType::TEXTURE_CUBE:
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static_cast<TextureCubeGL*>(texture)->apply(slot, index);
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break;
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default:
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assert(false);
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return;
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}
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}
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} // namespace
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CommandBufferGL::CommandBufferGL() {}
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CommandBufferGL::~CommandBufferGL()
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{
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cleanResources();
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}
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bool CommandBufferGL::beginFrame()
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{
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return true;
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}
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void CommandBufferGL::beginRenderPass(const RenderTarget* rt, const RenderPassDescriptor& descirptor)
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{
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auto rtGL = static_cast<const RenderTargetGL*>(rt);
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rtGL->bindFrameBuffer();
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rtGL->update();
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auto clearFlags = descirptor.flags.clear;
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// set clear color, depth and stencil
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GLbitfield mask = 0;
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if (bitmask::any(clearFlags, TargetBufferFlags::COLOR))
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{
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mask |= GL_COLOR_BUFFER_BIT;
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const auto& clearColor = descirptor.clearColorValue;
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glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
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}
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CHECK_GL_ERROR_DEBUG();
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GLboolean oldDepthWrite = GL_FALSE;
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GLboolean oldDepthTest = GL_FALSE;
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GLfloat oldDepthClearValue = 0.f;
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GLint oldDepthFunc = GL_LESS;
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if (bitmask::any(clearFlags, TargetBufferFlags::DEPTH))
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{
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glGetBooleanv(GL_DEPTH_WRITEMASK, &oldDepthWrite);
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glGetBooleanv(GL_DEPTH_TEST, &oldDepthTest);
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glGetFloatv(GL_DEPTH_CLEAR_VALUE, &oldDepthClearValue);
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glGetIntegerv(GL_DEPTH_FUNC, &oldDepthFunc);
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mask |= GL_DEPTH_BUFFER_BIT;
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glClearDepth(descirptor.clearDepthValue);
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_TRUE);
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glDepthFunc(GL_ALWAYS);
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}
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CHECK_GL_ERROR_DEBUG();
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if (bitmask::any(clearFlags, TargetBufferFlags::STENCIL))
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{
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mask |= GL_STENCIL_BUFFER_BIT;
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glClearStencil(descirptor.clearStencilValue);
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}
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if (mask)
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glClear(mask);
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CHECK_GL_ERROR_DEBUG();
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// restore depth test
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if (bitmask::any(clearFlags, TargetBufferFlags::DEPTH))
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{
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if (!oldDepthTest)
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glDisable(GL_DEPTH_TEST);
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glDepthMask(oldDepthWrite);
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glDepthFunc(oldDepthFunc);
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glClearDepth(oldDepthClearValue);
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}
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CHECK_GL_ERROR_DEBUG();
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}
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void CommandBufferGL::setDepthStencilState(DepthStencilState* depthStencilState)
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{
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_depthStencilStateGL = static_cast<DepthStencilStateGL*>(depthStencilState);
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}
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void CommandBufferGL::setRenderPipeline(RenderPipeline* renderPipeline)
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{
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_renderPipeline = static_cast<RenderPipelineGL*>(renderPipeline);
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}
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/**
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* Update depthStencil status, improvment: for metal backend cache it
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* @param depthStencilState Specifies the depth and stencil status
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*/
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void CommandBufferGL::updateDepthStencilState(const DepthStencilDescriptor& descriptor)
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{
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_depthStencilStateGL->update(descriptor);
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}
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/**
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* Update render pipeline status
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* @param depthStencilState Specifies the depth and stencil status
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*/
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void CommandBufferGL::updatePipelineState(const RenderTarget* rt, const PipelineDescriptor& descriptor)
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{
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_renderPipeline->update(rt, descriptor);
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}
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void CommandBufferGL::setViewport(int x, int y, unsigned int w, unsigned int h)
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{
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glViewport(x, y, w, h);
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_viewPort.x = x;
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_viewPort.y = y;
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_viewPort.w = w;
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_viewPort.h = h;
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}
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void CommandBufferGL::setCullMode(CullMode mode)
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{
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_cullMode = mode;
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}
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void CommandBufferGL::setWinding(Winding winding)
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{
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glFrontFace(UtilsGL::toGLFrontFace(winding));
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}
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void CommandBufferGL::setIndexBuffer(Buffer* buffer)
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{
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assert(buffer != nullptr);
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if (buffer == nullptr || _indexBuffer == buffer)
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return;
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buffer->retain();
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AX_SAFE_RELEASE(_indexBuffer);
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_indexBuffer = static_cast<BufferGL*>(buffer);
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}
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void CommandBufferGL::setVertexBuffer(Buffer* buffer)
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{
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assert(buffer != nullptr);
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if (buffer == nullptr || _vertexBuffer == buffer)
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return;
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buffer->retain();
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AX_SAFE_RELEASE(_vertexBuffer);
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_vertexBuffer = static_cast<BufferGL*>(buffer);
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}
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void CommandBufferGL::setProgramState(ProgramState* programState)
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{
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AX_SAFE_RETAIN(programState);
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AX_SAFE_RELEASE(_programState);
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_programState = programState;
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}
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void CommandBufferGL::drawArrays(PrimitiveType primitiveType, std::size_t start, std::size_t count, bool wireframe)
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{
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prepareDrawing();
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#ifdef AX_USE_GL // glPolygonMode is only supported in Desktop OpenGL
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if (wireframe) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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#else
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if (wireframe) primitiveType = PrimitiveType::LINE;
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#endif
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glDrawArrays(UtilsGL::toGLPrimitiveType(primitiveType), start, count);
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#ifdef AX_USE_GL // glPolygonMode is only supported in Desktop OpenGL
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if (wireframe) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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#endif
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cleanResources();
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}
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void CommandBufferGL::drawElements(PrimitiveType primitiveType,
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IndexFormat indexType,
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std::size_t count,
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std::size_t offset,
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bool wireframe)
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{
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prepareDrawing();
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#ifdef AX_USE_GL // glPolygonMode is only supported in Desktop OpenGL
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if (wireframe) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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#else
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if (wireframe) primitiveType = PrimitiveType::LINE;
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#endif
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer->getHandler());
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glDrawElements(UtilsGL::toGLPrimitiveType(primitiveType), count, UtilsGL::toGLIndexType(indexType),
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(GLvoid*)offset);
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CHECK_GL_ERROR_DEBUG();
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#ifdef AX_USE_GL // glPolygonMode is only supported in Desktop OpenGL
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if (wireframe) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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#endif
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cleanResources();
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}
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void CommandBufferGL::endRenderPass()
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{
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AX_SAFE_RELEASE_NULL(_indexBuffer);
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AX_SAFE_RELEASE_NULL(_vertexBuffer);
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}
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void CommandBufferGL::endFrame() {}
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void CommandBufferGL::prepareDrawing() const
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{
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const auto& program = _renderPipeline->getProgram();
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glUseProgram(program->getHandler());
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bindVertexBuffer(program);
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setUniforms(program);
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// Set depth/stencil state.
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if (_depthStencilStateGL->isEnabled())
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_depthStencilStateGL->apply(_stencilReferenceValueFront, _stencilReferenceValueBack);
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else
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DepthStencilStateGL::reset();
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// Set cull mode.
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if (CullMode::NONE == _cullMode)
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{
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glDisable(GL_CULL_FACE);
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}
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else
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{
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glEnable(GL_CULL_FACE);
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glCullFace(UtilsGL::toGLCullMode(_cullMode));
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}
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}
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void CommandBufferGL::bindVertexBuffer(ProgramGL* program) const
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{
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// Bind vertex buffers and set the attributes.
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auto vertexLayout = _programState->getVertexLayout();
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if (!vertexLayout->isValid())
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return;
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glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer->getHandler());
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const auto& attributes = vertexLayout->getAttributes();
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for (const auto& attributeInfo : attributes)
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{
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const auto& attribute = attributeInfo.second;
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glEnableVertexAttribArray(attribute.index);
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glVertexAttribPointer(attribute.index, UtilsGL::getGLAttributeSize(attribute.format),
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UtilsGL::toGLAttributeType(attribute.format), attribute.needToBeNormallized,
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vertexLayout->getStride(), (GLvoid*)attribute.offset);
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}
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}
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void CommandBufferGL::setUniforms(ProgramGL* program) const
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{
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if (_programState)
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{
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auto& callbacks = _programState->getCallbackUniforms();
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for (auto&& cb : callbacks)
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cb.second(_programState, cb.first);
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auto& uniformInfos = _programState->getProgram()->getAllActiveUniformInfo(ShaderStage::VERTEX);
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std::size_t bufferSize = 0;
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char* buffer = nullptr;
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_programState->getVertexUniformBuffer(&buffer, bufferSize);
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int i = 0;
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for (auto&& iter : uniformInfos)
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{
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auto& uniformInfo = iter.second;
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if (uniformInfo.size <= 0)
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continue;
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int elementCount = uniformInfo.count;
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setUniform(uniformInfo.isArray, uniformInfo.location, elementCount, uniformInfo.type,
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(void*)(buffer + uniformInfo.bufferOffset));
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}
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const auto& textureInfo = _programState->getVertexTextureInfos();
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for (const auto& iter : textureInfo)
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{
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/* About mutli textures support
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* a. sampler2DArray, sampler2D[2], bind BackendTexture one by one, not use GL_TEXTURE_2D_ARRAY, not used
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* at all engine interanl b. texture slot, one BackendTexture, multi GPU texture handlers, used by etc1,
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* restrict: textures must have same size c. Bind multi BackendTexture to 1 Shader Program, see the
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* ShaderTest
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*/
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auto& textures = iter.second.textures;
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auto& slots = iter.second.slots;
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auto& indexs = iter.second.indexs;
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auto location = iter.first;
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#if AX_ENABLE_CACHE_TEXTURE_DATA
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location = iter.second.location;
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#endif
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int i = 0;
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for (const auto& texture : textures)
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{
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applyTexture(texture, slots[i], indexs[i]);
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++i;
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}
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auto arrayCount = slots.size();
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if (arrayCount == 1) // Most of the time, not use sampler2DArray, should be 1
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glUniform1i(location, slots[0]);
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else
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glUniform1iv(location, static_cast<GLsizei>(arrayCount), static_cast<const GLint*>(slots.data()));
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}
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}
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}
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#define DEF_TO_INT(pointer, index) (*((GLint*)(pointer) + index))
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#define DEF_TO_FLOAT(pointer, index) (*((GLfloat*)(pointer) + index))
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void CommandBufferGL::setUniform(bool isArray, GLuint location, unsigned int size, GLenum uniformType, void* data) const
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{
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GLsizei count = size;
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switch (uniformType)
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{
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case GL_INT:
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case GL_BOOL:
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case GL_SAMPLER_2D:
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case GL_SAMPLER_CUBE:
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if (isArray)
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glUniform1iv(location, count, (GLint*)data);
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else
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glUniform1i(location, DEF_TO_INT(data, 0));
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break;
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case GL_INT_VEC2:
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case GL_BOOL_VEC2:
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if (isArray)
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glUniform2iv(location, count, (GLint*)data);
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else
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glUniform2i(location, DEF_TO_INT(data, 0), DEF_TO_INT(data, 1));
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break;
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case GL_INT_VEC3:
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case GL_BOOL_VEC3:
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if (isArray)
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glUniform3iv(location, count, (GLint*)data);
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else
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glUniform3i(location, DEF_TO_INT(data, 0), DEF_TO_INT(data, 1), DEF_TO_INT(data, 2));
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break;
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case GL_INT_VEC4:
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case GL_BOOL_VEC4:
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if (isArray)
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glUniform4iv(location, count, (GLint*)data);
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else
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glUniform4i(location, DEF_TO_INT(data, 0), DEF_TO_INT(data, 1), DEF_TO_INT(data, 2), DEF_TO_INT(data, 4));
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break;
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case GL_FLOAT:
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if (isArray)
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glUniform1fv(location, count, (GLfloat*)data);
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else
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glUniform1f(location, DEF_TO_FLOAT(data, 0));
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break;
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case GL_FLOAT_VEC2:
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if (isArray)
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glUniform2fv(location, count, (GLfloat*)data);
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else
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glUniform2f(location, DEF_TO_FLOAT(data, 0), DEF_TO_FLOAT(data, 1));
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break;
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case GL_FLOAT_VEC3:
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if (isArray)
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glUniform3fv(location, count, (GLfloat*)data);
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else
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glUniform3f(location, DEF_TO_FLOAT(data, 0), DEF_TO_FLOAT(data, 1), DEF_TO_FLOAT(data, 2));
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break;
|
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case GL_FLOAT_VEC4:
|
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if (isArray)
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glUniform4fv(location, count, (GLfloat*)data);
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else
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glUniform4f(location, DEF_TO_FLOAT(data, 0), DEF_TO_FLOAT(data, 1), DEF_TO_FLOAT(data, 2),
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DEF_TO_FLOAT(data, 3));
|
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break;
|
||
case GL_FLOAT_MAT2:
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||
glUniformMatrix2fv(location, count, GL_FALSE, (GLfloat*)data);
|
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break;
|
||
case GL_FLOAT_MAT3:
|
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glUniformMatrix3fv(location, count, GL_FALSE, (GLfloat*)data);
|
||
break;
|
||
case GL_FLOAT_MAT4:
|
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glUniformMatrix4fv(location, count, GL_FALSE, (GLfloat*)data);
|
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break;
|
||
break;
|
||
|
||
default:
|
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AXASSERT(false, "invalidate Uniform data type");
|
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break;
|
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}
|
||
}
|
||
|
||
void CommandBufferGL::cleanResources()
|
||
{
|
||
AX_SAFE_RELEASE_NULL(_programState);
|
||
}
|
||
|
||
void CommandBufferGL::setLineWidth(float lineWidth)
|
||
{
|
||
if (lineWidth > 0.0f)
|
||
glLineWidth(lineWidth);
|
||
else
|
||
glLineWidth(1.0f);
|
||
}
|
||
|
||
void CommandBufferGL::setScissorRect(bool isEnabled, float x, float y, float width, float height)
|
||
{
|
||
if (isEnabled)
|
||
{
|
||
glEnable(GL_SCISSOR_TEST);
|
||
glScissor(x, y, width, height);
|
||
}
|
||
else
|
||
{
|
||
glDisable(GL_SCISSOR_TEST);
|
||
}
|
||
}
|
||
|
||
void CommandBufferGL::readPixels(RenderTarget* rt, std::function<void(const PixelBufferDescriptor&)> callback)
|
||
{
|
||
PixelBufferDescriptor pbd;
|
||
if (rt->isDefaultRenderTarget())
|
||
{ // read pixels from screen
|
||
readPixels(rt, _viewPort.x, _viewPort.y, _viewPort.w, _viewPort.h, _viewPort.w * 4, pbd);
|
||
}
|
||
else
|
||
{
|
||
// we only readPixels from the COLOR0 attachment.
|
||
auto colorAttachment = rt->_color[0].texture;
|
||
if (colorAttachment)
|
||
{
|
||
readPixels(rt, 0, 0, colorAttachment->getWidth(), colorAttachment->getHeight(),
|
||
colorAttachment->getWidth() * 4, pbd);
|
||
}
|
||
}
|
||
callback(pbd);
|
||
}
|
||
|
||
void CommandBufferGL::readPixels(RenderTarget* rt,
|
||
int x,
|
||
int y,
|
||
uint32_t width,
|
||
uint32_t height,
|
||
uint32_t bytesPerRow,
|
||
PixelBufferDescriptor& pbd)
|
||
{
|
||
auto rtGL = static_cast<RenderTargetGL*>(rt);
|
||
rtGL->bindFrameBuffer();
|
||
|
||
glPixelStorei(GL_PACK_ALIGNMENT, 1);
|
||
|
||
auto bufferSize = bytesPerRow * height;
|
||
#if (AX_TARGET_PLATFORM == AX_PLATFORM_WIN32 && defined(GL_ES_VERSION_3_0)) || \
|
||
(AX_TARGET_PLATFORM == AX_PLATFORM_ANDROID && defined(GL_PIXEL_PACK_BUFFER))
|
||
GLuint pbo;
|
||
glGenBuffers(1, &pbo);
|
||
glBindBuffer(GL_PIXEL_PACK_BUFFER, pbo);
|
||
glBufferData(GL_PIXEL_PACK_BUFFER, bufferSize, nullptr, GL_STATIC_DRAW);
|
||
glReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
|
||
auto buffer = (uint8_t*)glMapBufferRange(GL_PIXEL_PACK_BUFFER, 0, bufferSize, GL_MAP_READ_BIT);
|
||
#else
|
||
std::unique_ptr<uint8_t[]> bufferStorage(new uint8_t[bufferSize]);
|
||
auto buffer = bufferStorage.get();
|
||
memset(buffer, 0, bufferSize);
|
||
glReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
|
||
#endif
|
||
uint8_t* wptr = nullptr;
|
||
if (buffer && (wptr = pbd._data.resize(bufferSize)))
|
||
{
|
||
auto rptr = buffer + (height - 1) * bytesPerRow;
|
||
for (int row = 0; row < height; ++row)
|
||
{
|
||
memcpy(wptr, rptr, bytesPerRow);
|
||
wptr += bytesPerRow;
|
||
rptr -= bytesPerRow;
|
||
}
|
||
pbd._width = width;
|
||
pbd._height = height;
|
||
}
|
||
#if (AX_TARGET_PLATFORM == AX_PLATFORM_WIN32 && defined(GL_ES_VERSION_3_0)) || \
|
||
(AX_TARGET_PLATFORM == AX_PLATFORM_ANDROID && defined(GL_PIXEL_PACK_BUFFER))
|
||
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
|
||
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
|
||
glDeleteBuffers(1, &pbo);
|
||
#endif
|
||
|
||
if (!rtGL->isDefaultRenderTarget())
|
||
rtGL->unbindFrameBuffer();
|
||
}
|
||
|
||
NS_AX_BACKEND_END
|