mirror of https://github.com/axmolengine/axmol.git
271 lines
7.0 KiB
C++
271 lines
7.0 KiB
C++
/****************************************************************************
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Copyright (c) 2011 Ricardo Quesada
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Copyright (c) 2010-2012 cocos2d-x.org
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Copyright (c) 2011 Zynga Inc.
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Copyright (C) 2013-2014 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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****************************************************************************/
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#include "renderer/ccGLStateCache.h"
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#include "renderer/CCGLProgram.h"
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#include "renderer/CCRenderState.h"
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#include "base/CCDirector.h"
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#include "base/ccConfig.h"
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#include "base/CCConfiguration.h"
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NS_CC_BEGIN
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static const int MAX_ATTRIBUTES = 16;
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static const int MAX_ACTIVE_TEXTURE = 16;
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namespace
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{
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static GLuint s_currentProjectionMatrix = -1;
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static uint32_t s_attributeFlags = 0; // 32 attributes max
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#if CC_ENABLE_GL_STATE_CACHE
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static GLuint s_currentShaderProgram = -1;
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static GLuint s_currentBoundTexture[MAX_ACTIVE_TEXTURE] = {(GLuint)-1,(GLuint)-1,(GLuint)-1,(GLuint)-1, (GLuint)-1,(GLuint)-1,(GLuint)-1,(GLuint)-1, (GLuint)-1,(GLuint)-1,(GLuint)-1,(GLuint)-1, (GLuint)-1,(GLuint)-1,(GLuint)-1,(GLuint)-1, };
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static GLenum s_blendingSource = -1;
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static GLenum s_blendingDest = -1;
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static int s_GLServerState = 0;
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static GLuint s_VAO = 0;
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static GLenum s_activeTexture = -1;
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#endif // CC_ENABLE_GL_STATE_CACHE
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}
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// GL State Cache functions
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namespace GL {
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void invalidateStateCache( void )
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{
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Director::getInstance()->resetMatrixStack();
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s_currentProjectionMatrix = -1;
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s_attributeFlags = 0;
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#if CC_ENABLE_GL_STATE_CACHE
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s_currentShaderProgram = -1;
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for( int i=0; i < MAX_ACTIVE_TEXTURE; i++ )
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{
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s_currentBoundTexture[i] = -1;
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}
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s_blendingSource = -1;
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s_blendingDest = -1;
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s_GLServerState = 0;
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s_VAO = 0;
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#endif // CC_ENABLE_GL_STATE_CACHE
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}
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void deleteProgram( GLuint program )
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{
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#if CC_ENABLE_GL_STATE_CACHE
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if(program == s_currentShaderProgram)
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{
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s_currentShaderProgram = -1;
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}
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#endif // CC_ENABLE_GL_STATE_CACHE
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glDeleteProgram( program );
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}
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void useProgram( GLuint program )
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{
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#if CC_ENABLE_GL_STATE_CACHE
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if( program != s_currentShaderProgram ) {
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s_currentShaderProgram = program;
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glUseProgram(program);
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}
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#else
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glUseProgram(program);
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#endif // CC_ENABLE_GL_STATE_CACHE
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}
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static void SetBlending(GLenum sfactor, GLenum dfactor)
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{
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if (sfactor == GL_ONE && dfactor == GL_ZERO)
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{
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glDisable(GL_BLEND);
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RenderState::StateBlock::_defaultState->setBlend(false);
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}
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else
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{
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glEnable(GL_BLEND);
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glBlendFunc(sfactor, dfactor);
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RenderState::StateBlock::_defaultState->setBlend(true);
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RenderState::StateBlock::_defaultState->setBlendSrc((RenderState::Blend)sfactor);
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RenderState::StateBlock::_defaultState->setBlendDst((RenderState::Blend)dfactor);
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}
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}
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void blendFunc(GLenum sfactor, GLenum dfactor)
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{
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#if CC_ENABLE_GL_STATE_CACHE
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if (sfactor != s_blendingSource || dfactor != s_blendingDest)
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{
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s_blendingSource = sfactor;
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s_blendingDest = dfactor;
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SetBlending(sfactor, dfactor);
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}
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#else
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SetBlending( sfactor, dfactor );
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#endif // CC_ENABLE_GL_STATE_CACHE
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}
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void blendResetToCache(void)
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{
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glBlendEquation(GL_FUNC_ADD);
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#if CC_ENABLE_GL_STATE_CACHE
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SetBlending(s_blendingSource, s_blendingDest);
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#else
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SetBlending(CC_BLEND_SRC, CC_BLEND_DST);
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#endif // CC_ENABLE_GL_STATE_CACHE
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}
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void bindTexture2D(GLuint textureId)
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{
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GL::bindTexture2DN(0, textureId);
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}
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void bindTexture2DN(GLuint textureUnit, GLuint textureId)
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{
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#if CC_ENABLE_GL_STATE_CACHE
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CCASSERT(textureUnit < MAX_ACTIVE_TEXTURE, "textureUnit is too big");
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if (s_currentBoundTexture[textureUnit] != textureId)
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{
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s_currentBoundTexture[textureUnit] = textureId;
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activeTexture(GL_TEXTURE0 + textureUnit);
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glBindTexture(GL_TEXTURE_2D, textureId);
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}
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#else
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glActiveTexture(GL_TEXTURE0 + textureUnit);
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glBindTexture(GL_TEXTURE_2D, textureId);
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#endif
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}
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void bindTextureN(GLuint textureUnit, GLuint textureId, GLuint textureType/* = GL_TEXTURE_2D*/)
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{
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#if CC_ENABLE_GL_STATE_CACHE
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CCASSERT(textureUnit < MAX_ACTIVE_TEXTURE, "textureUnit is too big");
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if (s_currentBoundTexture[textureUnit] != textureId)
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{
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s_currentBoundTexture[textureUnit] = textureId;
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activeTexture(GL_TEXTURE0 + textureUnit);
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glBindTexture(textureType, textureId);
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}
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#else
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glActiveTexture(GL_TEXTURE0 + textureUnit);
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glBindTexture(textureType, textureId);
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#endif
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}
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void deleteTexture(GLuint textureId)
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{
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#if CC_ENABLE_GL_STATE_CACHE
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for (size_t i = 0; i < MAX_ACTIVE_TEXTURE; ++i)
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{
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if (s_currentBoundTexture[i] == textureId)
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{
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s_currentBoundTexture[i] = -1;
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}
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}
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#endif // CC_ENABLE_GL_STATE_CACHE
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glDeleteTextures(1, &textureId);
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}
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void deleteTextureN(GLuint textureUnit, GLuint textureId)
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{
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deleteTexture(textureId);
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}
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void activeTexture(GLenum texture)
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{
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#if CC_ENABLE_GL_STATE_CACHE
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if(s_activeTexture != texture) {
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s_activeTexture = texture;
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glActiveTexture(s_activeTexture);
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}
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#else
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glActiveTexture(texture);
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#endif
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}
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void bindVAO(GLuint vaoId)
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{
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if (Configuration::getInstance()->supportsShareableVAO())
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{
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#if CC_ENABLE_GL_STATE_CACHE
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if (s_VAO != vaoId)
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{
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s_VAO = vaoId;
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glBindVertexArray(vaoId);
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}
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#else
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glBindVertexArray(vaoId);
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#endif // CC_ENABLE_GL_STATE_CACHE
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}
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}
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// GL Vertex Attrib functions
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void enableVertexAttribs(uint32_t flags)
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{
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bindVAO(0);
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// hardcoded!
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for(int i=0; i < MAX_ATTRIBUTES; i++) {
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unsigned int bit = 1 << i;
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//FIXME:Cache is disabled, try to enable cache as before
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bool enabled = (flags & bit) != 0;
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bool enabledBefore = (s_attributeFlags & bit) != 0;
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if(enabled != enabledBefore)
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{
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if( enabled )
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glEnableVertexAttribArray(i);
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else
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glDisableVertexAttribArray(i);
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}
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}
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s_attributeFlags = flags;
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}
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// GL Uniforms functions
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void setProjectionMatrixDirty( void )
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{
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s_currentProjectionMatrix = -1;
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}
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} // Namespace GL
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NS_CC_END
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