mirror of https://github.com/axmolengine/axmol.git
483 lines
17 KiB
C++
483 lines
17 KiB
C++
/****************************************************************************
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Copyright 2014 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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Autobinding Interface from GamePlay3D: http://www.gameplay3d.org/
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****************************************************************************/
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#ifndef __CCGLPROGRAMSTATE_H__
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#define __CCGLPROGRAMSTATE_H__
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#include <unordered_map>
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#include "base/ccTypes.h"
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#include "base/CCVector.h"
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#include "math/Vec2.h"
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#include "math/Vec3.h"
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#include "math/Vec4.h"
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/**
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* @addtogroup renderer
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* @{
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*/
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NS_CC_BEGIN
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class GLProgram;
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class Texture2D;
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struct Uniform;
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struct VertexAttrib;
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class EventListenerCustom;
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class EventCustom;
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class Node;
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/**
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* Uniform Value, which is used to store to value send to openGL pipe line by glUniformXXX.
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*
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* @lua NA
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*/
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class CC_DLL UniformValue
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{
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friend class GLProgram;
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friend class GLProgramState;
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public:
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/**
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Constructor. The Uniform and Glprogram will be nullptr.
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*/
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UniformValue();
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/**
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Constructor with uniform and glprogram.
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@param uniform Uniform to apply the value.
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@param glprogram Specify the owner GLProgram of this uniform and uniform value.
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*/
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UniformValue(Uniform *uniform, GLProgram* glprogram);
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/**Destructor.*/
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~UniformValue();
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/**@{
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Set data to Uniform value. Generally, there are many type of data could be supported,
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including float, int, Vec2/3/4, Mat4.
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@param value Value to be sent, support float, int, Vec2/3/4, Mat4.
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*/
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void setFloat(float value);
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void setInt(int value);
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void setFloatv(ssize_t size, const float* pointer);
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void setVec2(const Vec2& value);
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void setVec2v(ssize_t size, const Vec2* pointer);
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void setVec3(const Vec3& value);
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void setVec3v(ssize_t size, const Vec3* pointer);
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void setVec4(const Vec4& value);
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void setVec4v(ssize_t size, const Vec4* pointer);
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void setMat4(const Mat4& value);
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/**
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@}
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*/
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/**
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Set call back to uniform value, which could be used for array and struct.
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@param callback Callback function to send data to OpenGL pipeline.
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*/
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void setCallback(const std::function<void(GLProgram*, Uniform*)> &callback);
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/**
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Set texture to uniform value.
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@param textureId The texture handle.
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@param textureUnit The binding texture unit to be used in shader.
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*/
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void setTexture(GLuint textureId, GLuint textureUnit);
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/**Apply the uniform value to openGL pipeline.*/
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void apply();
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protected:
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enum class Type {
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VALUE,
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POINTER,
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CALLBACK_FN // CALLBACK is already defined in windows, can't use it.
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};
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/**Weak reference to Uniform.*/
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Uniform* _uniform;
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/**Weak reference to GLprogram.*/
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GLProgram* _glprogram;
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/** What kind of type is the Uniform */
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Type _type;
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/**
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@name Uniform Value Uniform
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@{
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*/
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union U{
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float floatValue;
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int intValue;
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float v2Value[2];
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float v3Value[3];
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float v4Value[4];
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float matrixValue[16];
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struct {
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GLuint textureId;
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GLuint textureUnit;
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} tex;
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struct {
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const float* pointer;
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GLsizei size;
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} floatv;
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struct {
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const float* pointer;
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GLsizei size;
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} v2f;
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struct {
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const float* pointer;
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GLsizei size;
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} v3f;
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struct {
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const float* pointer;
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GLsizei size;
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} v4f;
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std::function<void(GLProgram*, Uniform*)> *callback;
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U() { memset( this, 0, sizeof(*this) ); }
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~U(){}
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U& operator=( const U& other ) {
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memcpy(this, &other, sizeof(*this));
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return *this;
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}
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} _value;
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/**
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@}
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*/
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};
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/**
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* Vertex Attribute Value, which is an abstraction of VertexAttribute and data pointer.
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*
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* @lua NA
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*/
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class CC_DLL VertexAttribValue
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{
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friend class GLProgram;
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friend class GLProgramState;
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friend class VertexAttribBinding;
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public:
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/**
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Constructor.
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@param vertexAttrib VertexAttrib from shader.
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*/
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VertexAttribValue(VertexAttrib *vertexAttrib);
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/**
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Constructor.
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*/
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VertexAttribValue();
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/**
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Destructor.
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*/
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~VertexAttribValue();
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/**
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Set the data pointer, which is similar as glVertexAttribPointer.
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@param size The number of type in the vertex attribute.
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@param type The type of data in vertex attribute.
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@param normalized If true, 0-255 data will be mapped to 0.0-1.0.
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@param stride The number of bytes if an interleaved vertex array is used. 0 means array is not interleaved.
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@param pointer The pointer to the vertex data.
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*/
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void setPointer(GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLvoid *pointer);
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/**Set a user call back for set VertexAttrib array.*/
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void setCallback(const std::function<void(VertexAttrib*)> &callback);
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/**Apply the vertex attribute to the openGL pipeline.*/
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void apply();
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protected:
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VertexAttrib* _vertexAttrib; // weak ref
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bool _useCallback;
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bool _enabled;
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union U{
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struct {
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GLint size;
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GLenum type;
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GLboolean normalized;
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GLsizei stride;
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GLvoid *pointer;
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} pointer;
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std::function<void(VertexAttrib*)> *callback;
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U() { memset( this, 0, sizeof(*this) ); }
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~U(){}
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U& operator=( const U& other ) {
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memcpy(this, &other, sizeof(*this));
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return *this;
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}
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} _value;
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};
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/**
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GLProgramState holds the 'state' (uniforms and attributes) of the GLProgram.
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A GLProgram can be used by thousands of Nodes, but if different uniform values
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are going to be used, then each node will need its own GLProgramState
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*/
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class CC_DLL GLProgramState : public Ref
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{
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friend class GLProgramStateCache;
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public:
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/** returns a new instance of GLProgramState for a given GLProgram */
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static GLProgramState* create(GLProgram* glprogram);
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/** gets-or-creates an instance of GLProgramState for a given GLProgram */
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static GLProgramState* getOrCreateWithGLProgram(GLProgram* glprogram);
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/** gets-or-creates an instance of GLProgramState for a given GLProgramName */
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static GLProgramState* getOrCreateWithGLProgramName(const std::string& glProgramName );
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/** gets-or-creates an instance of GLProgramState for the given GLProgramName & texture */
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static GLProgramState* getOrCreateWithGLProgramName(const std::string& glProgramName, Texture2D* texture);
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/** gets-or-creates an instance of GLProgramState for given shaders */
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static GLProgramState* getOrCreateWithShaders(const std::string& vertexShader, const std::string& fragShader, const std::string& compileTimeDefines);
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/** Returns a new copy of the GLProgramState. The GLProgram is reused */
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GLProgramState* clone() const;
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/**
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Apply GLProgram, attributes and uniforms.
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@param modelView The applied modelView matrix to shader.
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*/
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void apply(const Mat4& modelView);
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/**
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Apply GLProgram, and built in uniforms.
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@param modelView The applied modelView matrix to shader.
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*/
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void applyGLProgram(const Mat4& modelView);
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/**
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Apply attributes.
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@param applyAttribFlags Call GL::enableVertexAttribs(_vertexAttribsFlags) or not.
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*/
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void applyAttributes(bool applyAttribFlags = true);
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/**
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Apply user defined uniforms.
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*/
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void applyUniforms();
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/**@{
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Setter and Getter of the owner GLProgram binded in this program state.
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*/
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void setGLProgram(GLProgram* glprogram);
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GLProgram* getGLProgram() const { return _glprogram; }
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/**@}*/
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/** Get the flag of vertex attribs used by OR operation.*/
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uint32_t getVertexAttribsFlags() const;
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/**Get the number of vertex attributes.*/
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ssize_t getVertexAttribCount() const;
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/**@{
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Set the vertex attribute value.
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*/
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void setVertexAttribCallback(const std::string& name, const std::function<void(VertexAttrib*)> &callback);
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void setVertexAttribPointer(const std::string& name, GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLvoid *pointer);
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/**@}*/
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/**Get the number of user defined uniform count.*/
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ssize_t getUniformCount() const { return _uniforms.size(); }
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/** @{
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Setting user defined uniforms by uniform string name in the shader.
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*/
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void setUniformInt(const std::string& uniformName, int value);
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void setUniformFloat(const std::string& uniformName, float value);
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void setUniformFloatv(const std::string& uniformName, ssize_t size, const float* pointer);
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void setUniformVec2(const std::string& uniformName, const Vec2& value);
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void setUniformVec2v(const std::string& uniformName, ssize_t size, const Vec2* pointer);
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void setUniformVec3(const std::string& uniformName, const Vec3& value);
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void setUniformVec3v(const std::string& uniformName, ssize_t size, const Vec3* pointer);
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void setUniformVec4(const std::string& uniformName, const Vec4& value);
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void setUniformVec4v(const std::string& uniformName, ssize_t size, const Vec4* pointer);
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void setUniformMat4(const std::string& uniformName, const Mat4& value);
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void setUniformCallback(const std::string& uniformName, const std::function<void(GLProgram*, Uniform*)> &callback);
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void setUniformTexture(const std::string& uniformName, Texture2D *texture);
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void setUniformTexture(const std::string& uniformName, GLuint textureId);
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/**@}*/
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/** @{
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Setting user defined uniforms by uniform location in the shader.
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*/
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void setUniformInt(GLint uniformLocation, int value);
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void setUniformFloat(GLint uniformLocation, float value);
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void setUniformFloatv(GLint uniformLocation, ssize_t size, const float* pointer);
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void setUniformVec2(GLint uniformLocation, const Vec2& value);
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void setUniformVec2v(GLint uniformLocation, ssize_t size, const Vec2* pointer);
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void setUniformVec3(GLint uniformLocation, const Vec3& value);
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void setUniformVec3v(GLint uniformLocation, ssize_t size, const Vec3* pointer);
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void setUniformVec4(GLint uniformLocation, const Vec4& value);
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void setUniformVec4v(GLint uniformLocation, ssize_t size, const Vec4* pointer);
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void setUniformMat4(GLint uniformLocation, const Mat4& value);
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void setUniformCallback(GLint uniformLocation, const std::function<void(GLProgram*, Uniform*)> &callback);
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void setUniformTexture(GLint uniformLocation, Texture2D *texture);
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void setUniformTexture(GLint uniformLocation, GLuint textureId);
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/**@}*/
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/**
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* Returns the Node bound to the GLProgramState
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*/
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Node* getNodeBinding() const;
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/**
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* Sets the node that this render state is bound to.
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*
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* The specified node is used to apply auto-bindings for the render state.
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* This is typically set to the node of the model that a material is
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* applied to.
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*
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* @param node The node to use for applying auto-bindings.
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*/
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void setNodeBinding(Node* node);
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/**
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* Applies the specified custom auto-binding.
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*
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* @param uniformName Name of the shader uniform.
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* @param autoBinding Name of the auto binding.
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*/
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void applyAutoBinding(const std::string& uniformName, const std::string& autoBinding);
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/**
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* Sets a uniform auto-binding.
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*
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* This method parses the passed in autoBinding string and attempts to convert it
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* to an enumeration value. If it matches to one of the predefined strings, it will create a
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* callback to get the correct value at runtime.
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*
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* @param uniformName The name of the material parameter to store an auto-binding for.
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* @param autoBinding A string matching one of the built-in AutoBinding enum constants.
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*/
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void setParameterAutoBinding(const std::string& uniformName, const std::string& autoBinding);
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/**
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* An abstract base class that can be extended to support custom material auto bindings.
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*
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* Implementing a custom auto binding resolver allows the set of built-in parameter auto
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* bindings to be extended or overridden. Any parameter auto binding that is set on a
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* material will be forwarded to any custom auto binding resolvers, in the order in which
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* they are registered. If a registered resolver returns true (specifying that it handles
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* the specified autoBinding), no further code will be executed for that autoBinding.
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* This allows auto binding resolvers to not only implement new/custom binding strings,
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* but it also lets them override existing/built-in ones. For this reason, you should
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* ensure that you ONLY return true if you explicitly handle a custom auto binding; return
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* false otherwise.
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*
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* Note that the custom resolver is called only once for a GLProgramState object when its
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* node binding is initially set. This occurs when a material is initially bound to a
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* Node. The resolver is NOT called each frame or each time the GLProgramState is bound.
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*
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* If no registered resolvers explicitly handle an auto binding, the binding will attempt
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* to be resolved using the internal/built-in resolver, which is able to handle any
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* auto bindings found in the GLProgramState::AutoBinding enumeration.
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*
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* When an instance of a class that extends AutoBindingResolver is created, it is automatically
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* registered as a custom auto binding handler. Likewise, it is automatically unregistered
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* on destruction.
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*
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* @script{ignore}
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*/
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class CC_DLL AutoBindingResolver
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{
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public:
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/**
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* Destructor.
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*/
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virtual ~AutoBindingResolver();
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/**
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* Called when an unrecognized uniform variable is encountered
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* during material loading.
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*
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* Implementations of this method should do a string comparison on the passed
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* in name parameter and decide whether or not they should handle the
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* parameter. If the parameter is not handled, false should be returned so
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* that other auto binding resolvers get a chance to handle the parameter.
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* Otherwise, the parameter should be set or bound and true should be returned.
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*
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* @param glProgramState The glProgramState
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* @param node The node that the material is attached to.
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* @param uniformName Name of the uniform
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* @param autoBinding Name of the auto binding to be resolved.
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*
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* @return True if the auto binding is handled and the associated parameter is
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* bound, false otherwise.
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*/
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virtual bool resolveAutoBinding(GLProgramState* glProgramState, Node* node, const std::string& uniformName, const std::string& autoBinding) = 0;
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protected:
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/**
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* Constructor.
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*/
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AutoBindingResolver();
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};
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protected:
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GLProgramState();
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virtual ~GLProgramState();
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bool init(GLProgram* program);
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void resetGLProgram();
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void updateUniformsAndAttributes();
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VertexAttribValue* getVertexAttribValue(const std::string& attributeName);
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UniformValue* getUniformValue(const std::string& uniformName);
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UniformValue* getUniformValue(GLint uniformLocation);
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bool _uniformAttributeValueDirty;
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std::unordered_map<std::string, GLint> _uniformsByName;
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std::unordered_map<GLint, UniformValue> _uniforms;
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std::unordered_map<std::string, VertexAttribValue> _attributes;
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std::unordered_map<std::string, int> _boundTextureUnits;
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int _textureUnitIndex;
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uint32_t _vertexAttribsFlags;
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GLProgram* _glprogram;
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Node* _nodeBinding; // weak ref
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// contains uniform name and variable
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std::unordered_map<std::string, std::string> _autoBindings;
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// Map of custom auto binding resolvers.
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static std::vector<AutoBindingResolver*> _customAutoBindingResolvers;
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
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EventListenerCustom* _backToForegroundlistener;
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#endif
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};
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NS_CC_END
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/**
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end of support group
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@}
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*/
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#endif /* __CCGLPROGRAMSTATE_H__ */
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