mirror of https://github.com/axmolengine/axmol.git
308 lines
12 KiB
C++
308 lines
12 KiB
C++
/****************************************************************************
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Copyright 2011 Jeff Lamarche
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Copyright 2012 Goffredo Marocchi
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Copyright 2012 Ricardo Quesada
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Copyright 2012 cocos2d-x.org
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Copyright 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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#ifndef __CCGLPROGRAM_H__
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#define __CCGLPROGRAM_H__
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#include "ccMacros.h"
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#include "CCRef.h"
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#include "CCGL.h"
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#include "CCMath.h"
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#include <set>
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NS_CC_BEGIN
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USING_NS_CC_MATH;
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/**
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* @addtogroup shaders
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* @{
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*/
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struct _hashUniformEntry;
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typedef void (*GLInfoFunction)(GLuint program, GLenum pname, GLint* params);
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typedef void (*GLLogFunction) (GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog);
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/** GLProgram
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Class that implements a glProgram
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@since v2.0.0
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*/
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class CC_DLL GLProgram : public Ref
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{
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public:
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enum
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{
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VERTEX_ATTRIB_POSITION,
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VERTEX_ATTRIB_COLOR,
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VERTEX_ATTRIB_TEX_COORDS,
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VERTEX_ATTRIB_MAX,
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};
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enum
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{
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UNIFORM_P_MATRIX,
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UNIFORM_MV_MATRIX,
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UNIFORM_MVP_MATRIX,
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UNIFORM_TIME,
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UNIFORM_SIN_TIME,
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UNIFORM_COS_TIME,
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UNIFORM_RANDOM01,
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UNIFORM_SAMPLER,
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UNIFORM_MAX,
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};
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static const char* SHADER_NAME_POSITION_TEXTURE_COLOR;
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static const char* SHADER_NAME_POSITION_TEXTURE_COLOR_NO_MVP;
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static const char* SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST;
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static const char* SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST_NO_MV;
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static const char* SHADER_NAME_POSITION_COLOR;
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static const char* SHADER_NAME_POSITION_COLOR_NO_MVP;
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static const char* SHADER_NAME_POSITION_TEXTURE;
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static const char* SHADER_NAME_POSITION_TEXTURE_U_COLOR;
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static const char* SHADER_NAME_POSITION_TEXTURE_A8_COLOR;
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static const char* SHADER_NAME_POSITION_U_COLOR;
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static const char* SHADER_NAME_POSITION_LENGTH_TEXTURE_COLOR;
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static const char* SHADER_NAME_LABEL_NORMAL;
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static const char* SHADER_NAME_LABEL_OUTLINE;
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static const char* SHADER_NAME_LABEL_DISTANCEFIELD_NORMAL;
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static const char* SHADER_NAME_LABEL_DISTANCEFIELD_GLOW;
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// uniform names
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static const char* UNIFORM_NAME_P_MATRIX;
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static const char* UNIFORM_NAME_MV_MATRIX;
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static const char* UNIFORM_NAME_MVP_MATRIX;
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static const char* UNIFORM_NAME_TIME;
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static const char* UNIFORM_NAME_SIN_TIME;
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static const char* UNIFORM_NAME_COS_TIME;
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static const char* UNIFORM_NAME_RANDOM01;
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static const char* UNIFORM_NAME_SAMPLER;
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static const char* UNIFORM_NAME_ALPHA_TEST_VALUE;
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// Attribute names
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static const char* ATTRIBUTE_NAME_COLOR;
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static const char* ATTRIBUTE_NAME_POSITION;
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static const char* ATTRIBUTE_NAME_TEX_COORD;
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/**
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* @js ctor
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*/
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GLProgram();
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/**
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* @js NA
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* @lua NA
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*/
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virtual ~GLProgram();
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/** Initializes the GLProgram with a vertex and fragment with bytes array
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* @js initWithString
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* @lua initWithString
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*/
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT) || (CC_TARGET_PLATFORM == CC_PLATFORM_WP8)
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/** Initializes the CCGLProgram with precompiled shader program */
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bool initWithPrecompiledProgramByteArray(const GLchar* vShaderByteArray, const GLchar* fShaderByteArray);
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#endif
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/** Initializes the GLProgram with a vertex and fragment with bytes array
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* @js initWithString
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* @lua initWithString
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*/
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bool initWithByteArrays(const GLchar* vShaderByteArray, const GLchar* fShaderByteArray);
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/** Initializes the GLProgram with a vertex and fragment with contents of filenames
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* @js init
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* @lua init
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*/
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bool initWithFilenames(const std::string& vShaderFilename, const std::string& fShaderFilename);
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/** It will add a new attribute to the shader by calling glBindAttribLocation */
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void bindAttribLocation(const char* attributeName, GLuint index) const;
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/** calls glGetAttribLocation */
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GLint getAttribLocation(const char* attributeName) const;
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/** calls glGetUniformLocation() */
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GLint getUniformLocation(const char* attributeName) const;
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/** links the glProgram */
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bool link();
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/** it will call glUseProgram() */
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void use();
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/** It will create 4 uniforms:
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- kUniformPMatrix
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- kUniformMVMatrix
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- kUniformMVPMatrix
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- GLProgram::UNIFORM_SAMPLER
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And it will bind "GLProgram::UNIFORM_SAMPLER" to 0
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*/
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void updateUniforms();
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/** calls retrieves the named uniform location for this shader program. */
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GLint getUniformLocationForName(const char* name) const;
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/** calls glUniform1i only if the values are different than the previous call for this same shader program.
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* @js setUniformLocationI32
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* @lua setUniformLocationI32
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*/
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void setUniformLocationWith1i(GLint location, GLint i1);
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/** calls glUniform2i only if the values are different than the previous call for this same shader program. */
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void setUniformLocationWith2i(GLint location, GLint i1, GLint i2);
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/** calls glUniform3i only if the values are different than the previous call for this same shader program. */
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void setUniformLocationWith3i(GLint location, GLint i1, GLint i2, GLint i3);
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/** calls glUniform4i only if the values are different than the previous call for this same shader program. */
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void setUniformLocationWith4i(GLint location, GLint i1, GLint i2, GLint i3, GLint i4);
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/** calls glUniform2iv only if the values are different than the previous call for this same shader program. */
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void setUniformLocationWith2iv(GLint location, GLint* ints, unsigned int numberOfArrays);
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/** calls glUniform3iv only if the values are different than the previous call for this same shader program. */
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void setUniformLocationWith3iv(GLint location, GLint* ints, unsigned int numberOfArrays);
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/** calls glUniform4iv only if the values are different than the previous call for this same shader program. */
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void setUniformLocationWith4iv(GLint location, GLint* ints, unsigned int numberOfArrays);
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/** calls glUniform1f only if the values are different than the previous call for this same shader program.
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* In js or lua,please use setUniformLocationF32
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* @js NA
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*/
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void setUniformLocationWith1f(GLint location, GLfloat f1);
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/** calls glUniform2f only if the values are different than the previous call for this same shader program.
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* In js or lua,please use setUniformLocationF32
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* @js NA
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*/
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void setUniformLocationWith2f(GLint location, GLfloat f1, GLfloat f2);
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/** calls glUniform3f only if the values are different than the previous call for this same shader program.
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* In js or lua,please use setUniformLocationF32
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* @js NA
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*/
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void setUniformLocationWith3f(GLint location, GLfloat f1, GLfloat f2, GLfloat f3);
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/** calls glUniform4f only if the values are different than the previous call for this same shader program.
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* In js or lua,please use setUniformLocationF32
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* @js NA
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*/
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void setUniformLocationWith4f(GLint location, GLfloat f1, GLfloat f2, GLfloat f3, GLfloat f4);
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/** calls glUniform2fv only if the values are different than the previous call for this same shader program. */
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void setUniformLocationWith2fv(GLint location, const GLfloat* floats, unsigned int numberOfArrays);
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/** calls glUniform3fv only if the values are different than the previous call for this same shader program. */
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void setUniformLocationWith3fv(GLint location, const GLfloat* floats, unsigned int numberOfArrays);
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/** calls glUniform4fv only if the values are different than the previous call for this same shader program. */
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void setUniformLocationWith4fv(GLint location, const GLfloat* floats, unsigned int numberOfArrays);
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/** calls glUniformMatrix2fv only if the values are different than the previous call for this same shader program. */
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void setUniformLocationWithMatrix2fv(GLint location, const GLfloat* matrixArray, unsigned int numberOfMatrices);
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/** calls glUniformMatrix3fv only if the values are different than the previous call for this same shader program. */
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void setUniformLocationWithMatrix3fv(GLint location, const GLfloat* matrixArray, unsigned int numberOfMatrices);
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/** calls glUniformMatrix4fv only if the values are different than the previous call for this same shader program. */
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void setUniformLocationWithMatrix4fv(GLint location, const GLfloat* matrixArray, unsigned int numberOfMatrices);
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/** will update the builtin uniforms if they are different than the previous call for this same shader program. */
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void setUniformsForBuiltins();
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void setUniformsForBuiltins(const Matrix &modelView);
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/** returns the vertexShader error log */
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std::string getVertexShaderLog() const;
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/** returns the fragmentShader error log */
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std::string getFragmentShaderLog() const;
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/** returns the program error log */
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std::string getProgramLog() const;
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// reload all shaders, this function is designed for android
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// when opengl context lost, so don't call it.
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void reset();
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inline const GLuint getProgram() const { return _program; }
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// DEPRECATED
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CC_DEPRECATED_ATTRIBUTE bool initWithVertexShaderByteArray(const GLchar* vShaderByteArray, const GLchar* fShaderByteArray)
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{ return initWithByteArrays(vShaderByteArray, fShaderByteArray); }
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CC_DEPRECATED_ATTRIBUTE bool initWithVertexShaderFilename(const GLchar* vShaderByteArray, const GLchar* fShaderByteArray)
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{ return initWithFilenames(vShaderByteArray, fShaderByteArray); }
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CC_DEPRECATED_ATTRIBUTE void addAttribute(const char* attributeName, GLuint index) const { return bindAttribLocation(attributeName, index); }
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private:
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bool updateUniformLocation(GLint location, const GLvoid* data, unsigned int bytes);
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virtual std::string getDescription() const;
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bool compileShader(GLuint * shader, GLenum type, const GLchar* source);
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std::string logForOpenGLObject(GLuint object, GLInfoFunction infoFunc, GLLogFunction logFunc) const;
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private:
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GLuint _program;
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GLuint _vertShader;
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GLuint _fragShader;
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GLint _uniforms[UNIFORM_MAX];
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struct _hashUniformEntry* _hashForUniforms;
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bool _hasShaderCompiler;
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT) || (CC_TARGET_PLATFORM == CC_PLATFORM_WP8)
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std::string _shaderId;
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#endif
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struct flag_struct {
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unsigned int usesTime:1;
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unsigned int usesMVP:1;
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unsigned int usesMV:1;
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unsigned int usesP:1;
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unsigned int usesRandom:1;
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// handy way to initialize the bitfield
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flag_struct() { memset(this, 0, sizeof(*this)); }
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} _flags;
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public:
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static const GLuint _maxMaterialIDNumber;
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};
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// end of shaders group
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/// @}
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NS_CC_END
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#endif /* __CCGLPROGRAM_H__ */
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