mirror of https://github.com/axmolengine/axmol.git
654 lines
25 KiB
C++
654 lines
25 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/CCGLProgramCache.h"
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#include "renderer/CCGLProgram.h"
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#include "renderer/ccShaders.h"
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#include "base/ccMacros.h"
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#include "base/CCConfiguration.h"
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#include "base/CCEventListenerCustom.h"
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#include "base/CCDirector.h"
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#include "base/CCEventDispatcher.h"
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NS_CC_BEGIN
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enum {
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kShaderType_PositionTextureColor,
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kShaderType_PositionTextureColor_noMVP,
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kShaderType_PositionTextureColorAlphaTest,
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kShaderType_PositionTextureColorAlphaTestNoMV,
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kShaderType_PositionColor,
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kShaderType_PositionColorTextureAsPointsize,
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kShaderType_PositionColor_noMVP,
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kShaderType_PositionTexture,
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kShaderType_PositionTexture_uColor,
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kShaderType_PositionTextureA8Color,
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kShaderType_Position_uColor,
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kShaderType_PositionLengthTextureColor,
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kShaderType_LabelDistanceFieldNormal,
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kShaderType_LabelDistanceFieldGlow,
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kShaderType_UIGrayScale,
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kShaderType_LabelNormal,
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kShaderType_LabelOutline,
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kShaderType_3DPosition,
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kShaderType_3DPositionTex,
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kShaderType_3DSkinPositionTex,
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kShaderType_3DPositionNormal,
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kShaderType_3DPositionNormalTex,
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kShaderType_3DSkinPositionNormalTex,
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kShaderType_3DPositionBumpedNormalTex,
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kShaderType_3DSkinPositionBumpedNormalTex,
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kShaderType_3DParticleTex,
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kShaderType_3DParticleColor,
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kShaderType_3DSkyBox,
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kShaderType_3DTerrain,
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kShaderType_CameraClear,
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// ETC1 ALPHA supports.
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kShaderType_ETC1ASPositionTextureColor,
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kShaderType_ETC1ASPositionTextureColor_noMVP,
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kShaderType_ETC1ASPositionTextureGray,
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kShaderType_ETC1ASPositionTextureGray_noMVP,
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kShaderType_MAX,
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};
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static GLProgramCache *_sharedGLProgramCache = nullptr;
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GLProgramCache* GLProgramCache::getInstance()
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{
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if (!_sharedGLProgramCache) {
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_sharedGLProgramCache = new (std::nothrow) GLProgramCache();
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if (!_sharedGLProgramCache->init())
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{
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CC_SAFE_DELETE(_sharedGLProgramCache);
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}
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}
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return _sharedGLProgramCache;
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}
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void GLProgramCache::destroyInstance()
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{
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CC_SAFE_RELEASE_NULL(_sharedGLProgramCache);
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}
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// FIXME: deprecated
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GLProgramCache* GLProgramCache::sharedShaderCache()
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{
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return GLProgramCache::getInstance();
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}
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// FIXME: deprecated
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void GLProgramCache::purgeSharedShaderCache()
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{
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GLProgramCache::destroyInstance();
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}
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GLProgramCache::GLProgramCache()
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: _programs()
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{
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}
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GLProgramCache::~GLProgramCache()
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{
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for( auto it = _programs.begin(); it != _programs.end(); ++it ) {
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(it->second)->release();
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}
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CCLOGINFO("deallocing GLProgramCache: %p", this);
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}
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bool GLProgramCache::init()
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{
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loadDefaultGLPrograms();
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auto listener = EventListenerCustom::create(Configuration::CONFIG_FILE_LOADED, [this](EventCustom* event){
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reloadDefaultGLProgramsRelativeToLights();
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});
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Director::getInstance()->getEventDispatcher()->addEventListenerWithFixedPriority(listener, -1);
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return true;
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}
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void GLProgramCache::loadDefaultGLPrograms()
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{
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// Position Texture Color shader
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GLProgram *p = new (std::nothrow) GLProgram();
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loadDefaultGLProgram(p, kShaderType_PositionTextureColor);
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_programs.insert( std::make_pair( GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR, p ) );
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// Position Texture Color without MVP shader
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p = new (std::nothrow) GLProgram();
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loadDefaultGLProgram(p, kShaderType_PositionTextureColor_noMVP);
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_programs.insert( std::make_pair( GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR_NO_MVP, p ) );
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// Position Texture Color alpha test
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p = new (std::nothrow) GLProgram();
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loadDefaultGLProgram(p, kShaderType_PositionTextureColorAlphaTest);
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_programs.insert( std::make_pair(GLProgram::SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST, p) );
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// Position Texture Color alpha test
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p = new (std::nothrow) GLProgram();
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loadDefaultGLProgram(p, kShaderType_PositionTextureColorAlphaTestNoMV);
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_programs.insert( std::make_pair(GLProgram::SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST_NO_MV, p) );
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//
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// Position, Color shader
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//
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p = new (std::nothrow) GLProgram();
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loadDefaultGLProgram(p, kShaderType_PositionColor);
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_programs.insert( std::make_pair(GLProgram::SHADER_NAME_POSITION_COLOR, p) );
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// Position, Color, PointSize shader
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p = new (std::nothrow) GLProgram();
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loadDefaultGLProgram(p, kShaderType_PositionColorTextureAsPointsize);
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_programs.insert( std::make_pair(GLProgram::SHADER_NAME_POSITION_COLOR_TEXASPOINTSIZE, p) );
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//
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// Position, Color shader no MVP
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//
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p = new (std::nothrow) GLProgram();
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loadDefaultGLProgram(p, kShaderType_PositionColor_noMVP);
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_programs.insert( std::make_pair(GLProgram::SHADER_NAME_POSITION_COLOR_NO_MVP, p) );
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//
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// Position Texture shader
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//
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p = new (std::nothrow) GLProgram();
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loadDefaultGLProgram(p, kShaderType_PositionTexture);
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_programs.insert( std::make_pair( GLProgram::SHADER_NAME_POSITION_TEXTURE, p) );
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//
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// Position, Texture attribs, 1 Color as uniform shader
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//
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p = new (std::nothrow) GLProgram();
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loadDefaultGLProgram(p, kShaderType_PositionTexture_uColor);
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_programs.insert( std::make_pair( GLProgram::SHADER_NAME_POSITION_TEXTURE_U_COLOR, p) );
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//
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// Position Texture A8 Color shader
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//
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p = new (std::nothrow) GLProgram();
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loadDefaultGLProgram(p, kShaderType_PositionTextureA8Color);
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_programs.insert( std::make_pair(GLProgram::SHADER_NAME_POSITION_TEXTURE_A8_COLOR, p) );
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//
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// Position and 1 color passed as a uniform (to simulate glColor4ub )
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//
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p = new (std::nothrow) GLProgram();
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loadDefaultGLProgram(p, kShaderType_Position_uColor);
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_programs.insert( std::make_pair(GLProgram::SHADER_NAME_POSITION_U_COLOR, p) );
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//
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// Position, Length(TexCoords, Color (used by Draw Node basically )
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//
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p = new (std::nothrow) GLProgram();
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loadDefaultGLProgram(p, kShaderType_PositionLengthTextureColor);
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_programs.insert( std::make_pair(GLProgram::SHADER_NAME_POSITION_LENGTH_TEXTURE_COLOR, p) );
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p = new (std::nothrow) GLProgram();
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loadDefaultGLProgram(p, kShaderType_LabelDistanceFieldNormal);
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_programs.insert( std::make_pair(GLProgram::SHADER_NAME_LABEL_DISTANCEFIELD_NORMAL, p) );
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p = new (std::nothrow) GLProgram();
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loadDefaultGLProgram(p, kShaderType_LabelDistanceFieldGlow);
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_programs.insert( std::make_pair(GLProgram::SHADER_NAME_LABEL_DISTANCEFIELD_GLOW, p) );
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p = new (std::nothrow) GLProgram();
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loadDefaultGLProgram(p, kShaderType_UIGrayScale);
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_programs.insert(std::make_pair(GLProgram::SHADER_NAME_POSITION_GRAYSCALE, p));
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p = new (std::nothrow) GLProgram();
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loadDefaultGLProgram(p, kShaderType_LabelNormal);
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_programs.insert( std::make_pair(GLProgram::SHADER_NAME_LABEL_NORMAL, p) );
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p = new (std::nothrow) GLProgram();
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loadDefaultGLProgram(p, kShaderType_LabelOutline);
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_programs.insert( std::make_pair(GLProgram::SHADER_NAME_LABEL_OUTLINE, p) );
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p = new (std::nothrow) GLProgram();
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loadDefaultGLProgram(p, kShaderType_3DPosition);
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_programs.insert( std::make_pair(GLProgram::SHADER_3D_POSITION, p) );
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p = new (std::nothrow) GLProgram();
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loadDefaultGLProgram(p, kShaderType_3DPositionTex);
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_programs.insert( std::make_pair(GLProgram::SHADER_3D_POSITION_TEXTURE, p) );
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p = new (std::nothrow) GLProgram();
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loadDefaultGLProgram(p, kShaderType_3DSkinPositionTex);
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_programs.insert(std::make_pair(GLProgram::SHADER_3D_SKINPOSITION_TEXTURE, p));
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p = new (std::nothrow) GLProgram();
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loadDefaultGLProgram(p, kShaderType_3DPositionNormal);
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_programs.insert( std::make_pair(GLProgram::SHADER_3D_POSITION_NORMAL, p) );
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p = new (std::nothrow) GLProgram();
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loadDefaultGLProgram(p, kShaderType_3DPositionNormalTex);
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_programs.insert( std::make_pair(GLProgram::SHADER_3D_POSITION_NORMAL_TEXTURE, p) );
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p = new (std::nothrow) GLProgram();
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loadDefaultGLProgram(p, kShaderType_3DSkinPositionNormalTex);
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_programs.insert(std::make_pair(GLProgram::SHADER_3D_SKINPOSITION_NORMAL_TEXTURE, p));
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p = new (std::nothrow) GLProgram();
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loadDefaultGLProgram(p, kShaderType_3DPositionBumpedNormalTex);
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_programs.insert(std::make_pair(GLProgram::SHADER_3D_POSITION_BUMPEDNORMAL_TEXTURE, p));
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p = new (std::nothrow) GLProgram();
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loadDefaultGLProgram(p, kShaderType_3DSkinPositionBumpedNormalTex);
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_programs.insert(std::make_pair(GLProgram::SHADER_3D_SKINPOSITION_BUMPEDNORMAL_TEXTURE, p));
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p = new (std::nothrow) GLProgram();
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loadDefaultGLProgram(p, kShaderType_3DParticleColor);
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_programs.insert(std::make_pair(GLProgram::SHADER_3D_PARTICLE_COLOR, p));
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p = new (std::nothrow) GLProgram();
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loadDefaultGLProgram(p, kShaderType_3DParticleTex);
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_programs.insert(std::make_pair(GLProgram::SHADER_3D_PARTICLE_TEXTURE, p));
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p = new (std::nothrow) GLProgram();
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loadDefaultGLProgram(p, kShaderType_3DSkyBox);
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_programs.insert(std::make_pair(GLProgram::SHADER_3D_SKYBOX, p));
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p = new (std::nothrow) GLProgram();
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loadDefaultGLProgram(p, kShaderType_3DTerrain);
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_programs.insert(std::make_pair(GLProgram::SHADER_3D_TERRAIN, p));
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p = new (std::nothrow) GLProgram();
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loadDefaultGLProgram(p, kShaderType_CameraClear);
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_programs.insert(std::make_pair(GLProgram::SHADER_CAMERA_CLEAR, p));
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/// ETC1 ALPHA supports.
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p = new(std::nothrow) GLProgram();
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loadDefaultGLProgram(p, kShaderType_ETC1ASPositionTextureColor);
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_programs.insert(std::make_pair(GLProgram::SHADER_NAME_ETC1AS_POSITION_TEXTURE_COLOR, p));
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p = new(std::nothrow) GLProgram();
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loadDefaultGLProgram(p, kShaderType_ETC1ASPositionTextureColor_noMVP);
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_programs.insert(std::make_pair(GLProgram::SHADER_NAME_ETC1AS_POSITION_TEXTURE_COLOR_NO_MVP, p));
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/// ETC1 Gray supports.
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p = new(std::nothrow) GLProgram();
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loadDefaultGLProgram(p, kShaderType_ETC1ASPositionTextureGray);
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_programs.insert(std::make_pair(GLProgram::SHADER_NAME_ETC1AS_POSITION_TEXTURE_GRAY, p));
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p = new(std::nothrow) GLProgram();
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loadDefaultGLProgram(p, kShaderType_ETC1ASPositionTextureGray_noMVP);
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_programs.insert(std::make_pair(GLProgram::SHADER_NAME_ETC1AS_POSITION_TEXTURE_GRAY_NO_MVP, p));
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}
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void GLProgramCache::reloadDefaultGLPrograms()
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{
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// reset all programs and reload them
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// Position Texture Color shader
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GLProgram *p = getGLProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR);
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p->reset();
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loadDefaultGLProgram(p, kShaderType_PositionTextureColor);
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// Position Texture Color without MVP shader
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p = getGLProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR_NO_MVP);
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p->reset();
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loadDefaultGLProgram(p, kShaderType_PositionTextureColor_noMVP);
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// Position Texture Color alpha test
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p = getGLProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST);
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p->reset();
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loadDefaultGLProgram(p, kShaderType_PositionTextureColorAlphaTest);
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// Position Texture Color alpha test
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p = getGLProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST_NO_MV);
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p->reset();
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loadDefaultGLProgram(p, kShaderType_PositionTextureColorAlphaTestNoMV);
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//
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// Position, Color shader
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//
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p = getGLProgram(GLProgram::SHADER_NAME_POSITION_COLOR);
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p->reset();
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loadDefaultGLProgram(p, kShaderType_PositionColor);
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// Position, Color, PointSize shader
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p = getGLProgram(GLProgram::SHADER_NAME_POSITION_COLOR_TEXASPOINTSIZE);
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p->reset();
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loadDefaultGLProgram(p, kShaderType_PositionColorTextureAsPointsize);
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//
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// Position, Color shader no MVP
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//
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p = getGLProgram(GLProgram::SHADER_NAME_POSITION_COLOR_NO_MVP);
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loadDefaultGLProgram(p, kShaderType_PositionColor_noMVP);
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//
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// Position Texture shader
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//
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p = getGLProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE);
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p->reset();
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loadDefaultGLProgram(p, kShaderType_PositionTexture);
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//
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// Position, Texture attribs, 1 Color as uniform shader
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//
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p = getGLProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_U_COLOR);
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p->reset();
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loadDefaultGLProgram(p, kShaderType_PositionTexture_uColor);
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//
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// Position Texture A8 Color shader
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//
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p = getGLProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_A8_COLOR);
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p->reset();
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loadDefaultGLProgram(p, kShaderType_PositionTextureA8Color);
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//
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// Position and 1 color passed as a uniform (to simulate glColor4ub )
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//
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p = getGLProgram(GLProgram::SHADER_NAME_POSITION_U_COLOR);
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p->reset();
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loadDefaultGLProgram(p, kShaderType_Position_uColor);
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//
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// Position, Length(TexCoords, Color (used by Draw Node basically )
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//
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p = getGLProgram(GLProgram::SHADER_NAME_POSITION_LENGTH_TEXTURE_COLOR);
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p->reset();
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loadDefaultGLProgram(p, kShaderType_PositionLengthTextureColor);
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p = getGLProgram(GLProgram::SHADER_NAME_LABEL_DISTANCEFIELD_NORMAL);
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p->reset();
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loadDefaultGLProgram(p, kShaderType_LabelDistanceFieldNormal);
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p = getGLProgram(GLProgram::SHADER_NAME_LABEL_DISTANCEFIELD_GLOW);
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p->reset();
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loadDefaultGLProgram(p, kShaderType_LabelDistanceFieldGlow);
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p = getGLProgram(GLProgram::SHADER_NAME_POSITION_GRAYSCALE);
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p->reset();
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loadDefaultGLProgram(p, kShaderType_UIGrayScale);
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p = getGLProgram(GLProgram::SHADER_NAME_LABEL_NORMAL);
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p->reset();
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loadDefaultGLProgram(p, kShaderType_LabelNormal);
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p = getGLProgram(GLProgram::SHADER_NAME_LABEL_OUTLINE);
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p->reset();
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loadDefaultGLProgram(p, kShaderType_LabelOutline);
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p = getGLProgram(GLProgram::SHADER_3D_POSITION);
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p->reset();
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loadDefaultGLProgram(p, kShaderType_3DPosition);
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p = getGLProgram(GLProgram::SHADER_3D_POSITION_TEXTURE);
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p->reset();
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loadDefaultGLProgram(p, kShaderType_3DPositionTex);
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p = getGLProgram(GLProgram::SHADER_3D_SKINPOSITION_TEXTURE);
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p->reset();
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loadDefaultGLProgram(p, kShaderType_3DSkinPositionTex);
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p = getGLProgram(GLProgram::SHADER_3D_POSITION_NORMAL);
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p->reset();
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loadDefaultGLProgram(p, kShaderType_3DPositionNormal);
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p = getGLProgram(GLProgram::SHADER_3D_POSITION_NORMAL_TEXTURE);
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p->reset();
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loadDefaultGLProgram(p, kShaderType_3DPositionNormalTex);
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p = getGLProgram(GLProgram::SHADER_3D_SKINPOSITION_NORMAL_TEXTURE);
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p->reset();
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loadDefaultGLProgram(p, kShaderType_3DSkinPositionNormalTex);
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p = getGLProgram(GLProgram::SHADER_3D_POSITION_BUMPEDNORMAL_TEXTURE);
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p->reset();
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loadDefaultGLProgram(p, kShaderType_3DPositionBumpedNormalTex);
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p = getGLProgram(GLProgram::SHADER_3D_SKINPOSITION_BUMPEDNORMAL_TEXTURE);
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p->reset();
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loadDefaultGLProgram(p, kShaderType_3DSkinPositionBumpedNormalTex);
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p = getGLProgram(GLProgram::SHADER_3D_PARTICLE_TEXTURE);
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p->reset();
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loadDefaultGLProgram(p, kShaderType_3DParticleTex);
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p = getGLProgram(GLProgram::SHADER_3D_PARTICLE_COLOR);
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p->reset();
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loadDefaultGLProgram(p, kShaderType_3DParticleColor);
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p = getGLProgram(GLProgram::SHADER_3D_SKYBOX);
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p->reset();
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loadDefaultGLProgram(p, kShaderType_3DSkyBox);
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p = getGLProgram(GLProgram::SHADER_3D_TERRAIN);
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p->reset();
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loadDefaultGLProgram(p, kShaderType_3DTerrain);
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|
|
p = getGLProgram(GLProgram::SHADER_CAMERA_CLEAR);
|
|
p->reset();
|
|
loadDefaultGLProgram(p, kShaderType_CameraClear);
|
|
}
|
|
|
|
void GLProgramCache::reloadDefaultGLProgramsRelativeToLights()
|
|
{
|
|
GLProgram *p = getGLProgram(GLProgram::SHADER_3D_POSITION_NORMAL);
|
|
p->reset();
|
|
loadDefaultGLProgram(p, kShaderType_3DPositionNormal);
|
|
|
|
p = getGLProgram(GLProgram::SHADER_3D_POSITION_NORMAL_TEXTURE);
|
|
p->reset();
|
|
loadDefaultGLProgram(p, kShaderType_3DPositionNormalTex);
|
|
|
|
p = getGLProgram(GLProgram::SHADER_3D_SKINPOSITION_NORMAL_TEXTURE);
|
|
p->reset();
|
|
loadDefaultGLProgram(p, kShaderType_3DSkinPositionNormalTex);
|
|
|
|
p = getGLProgram(GLProgram::SHADER_3D_POSITION_BUMPEDNORMAL_TEXTURE);
|
|
p->reset();
|
|
loadDefaultGLProgram(p, kShaderType_3DPositionBumpedNormalTex);
|
|
|
|
p = getGLProgram(GLProgram::SHADER_3D_SKINPOSITION_BUMPEDNORMAL_TEXTURE);
|
|
p->reset();
|
|
loadDefaultGLProgram(p, kShaderType_3DSkinPositionBumpedNormalTex);
|
|
}
|
|
|
|
void GLProgramCache::loadDefaultGLProgram(GLProgram *p, int type)
|
|
{
|
|
switch (type) {
|
|
case kShaderType_PositionTextureColor:
|
|
p->initWithByteArrays(ccPositionTextureColor_vert, ccPositionTextureColor_frag);
|
|
break;
|
|
case kShaderType_PositionTextureColor_noMVP:
|
|
p->initWithByteArrays(ccPositionTextureColor_noMVP_vert, ccPositionTextureColor_noMVP_frag);
|
|
break;
|
|
case kShaderType_PositionTextureColorAlphaTest:
|
|
p->initWithByteArrays(ccPositionTextureColor_vert, ccPositionTextureColorAlphaTest_frag);
|
|
break;
|
|
case kShaderType_PositionTextureColorAlphaTestNoMV:
|
|
p->initWithByteArrays(ccPositionTextureColor_noMVP_vert, ccPositionTextureColorAlphaTest_frag);
|
|
break;
|
|
case kShaderType_PositionColor:
|
|
p->initWithByteArrays(ccPositionColor_vert ,ccPositionColor_frag);
|
|
break;
|
|
case kShaderType_PositionColorTextureAsPointsize:
|
|
p->initWithByteArrays(ccPositionColorTextureAsPointsize_vert ,ccPositionColor_frag);
|
|
break;
|
|
case kShaderType_PositionColor_noMVP:
|
|
p->initWithByteArrays(ccPositionTextureColor_noMVP_vert ,ccPositionColor_frag);
|
|
break;
|
|
case kShaderType_PositionTexture:
|
|
p->initWithByteArrays(ccPositionTexture_vert ,ccPositionTexture_frag);
|
|
break;
|
|
case kShaderType_PositionTexture_uColor:
|
|
p->initWithByteArrays(ccPositionTexture_uColor_vert, ccPositionTexture_uColor_frag);
|
|
break;
|
|
case kShaderType_PositionTextureA8Color:
|
|
p->initWithByteArrays(ccPositionTextureA8Color_vert, ccPositionTextureA8Color_frag);
|
|
break;
|
|
case kShaderType_Position_uColor:
|
|
p->initWithByteArrays(ccPosition_uColor_vert, ccPosition_uColor_frag);
|
|
p->bindAttribLocation("aVertex", GLProgram::VERTEX_ATTRIB_POSITION);
|
|
break;
|
|
case kShaderType_PositionLengthTextureColor:
|
|
p->initWithByteArrays(ccPositionColorLengthTexture_vert, ccPositionColorLengthTexture_frag);
|
|
break;
|
|
case kShaderType_LabelDistanceFieldNormal:
|
|
p->initWithByteArrays(ccLabel_vert, ccLabelDistanceFieldNormal_frag);
|
|
break;
|
|
case kShaderType_LabelDistanceFieldGlow:
|
|
p->initWithByteArrays(ccLabel_vert, ccLabelDistanceFieldGlow_frag);
|
|
break;
|
|
case kShaderType_UIGrayScale:
|
|
p->initWithByteArrays(ccPositionTextureColor_noMVP_vert,
|
|
ccPositionTexture_GrayScale_frag);
|
|
break;
|
|
case kShaderType_LabelNormal:
|
|
p->initWithByteArrays(ccLabel_vert, ccLabelNormal_frag);
|
|
break;
|
|
case kShaderType_LabelOutline:
|
|
p->initWithByteArrays(ccLabel_vert, ccLabelOutline_frag);
|
|
break;
|
|
case kShaderType_3DPosition:
|
|
p->initWithByteArrays(cc3D_PositionTex_vert, cc3D_Color_frag);
|
|
break;
|
|
case kShaderType_3DPositionTex:
|
|
p->initWithByteArrays(cc3D_PositionTex_vert, cc3D_ColorTex_frag);
|
|
break;
|
|
case kShaderType_3DSkinPositionTex:
|
|
p->initWithByteArrays(cc3D_SkinPositionTex_vert, cc3D_ColorTex_frag);
|
|
break;
|
|
case kShaderType_3DPositionNormal:
|
|
{
|
|
std::string def = getShaderMacrosForLight();
|
|
p->initWithByteArrays((def + std::string(cc3D_PositionNormalTex_vert)).c_str(), (def + std::string(cc3D_ColorNormal_frag)).c_str());
|
|
}
|
|
break;
|
|
case kShaderType_3DPositionNormalTex:
|
|
{
|
|
std::string def = getShaderMacrosForLight();
|
|
p->initWithByteArrays((def + std::string(cc3D_PositionNormalTex_vert)).c_str(), (def + std::string(cc3D_ColorNormalTex_frag)).c_str());
|
|
}
|
|
break;
|
|
case kShaderType_3DSkinPositionNormalTex:
|
|
{
|
|
std::string def = getShaderMacrosForLight();
|
|
p->initWithByteArrays((def + std::string(cc3D_SkinPositionNormalTex_vert)).c_str(), (def + std::string(cc3D_ColorNormalTex_frag)).c_str());
|
|
}
|
|
break;
|
|
case kShaderType_3DPositionBumpedNormalTex:
|
|
{
|
|
std::string def = getShaderMacrosForLight();
|
|
std::string normalMapDef = "\n#define USE_NORMAL_MAPPING 1 \n";
|
|
p->initWithByteArrays((def + normalMapDef + std::string(cc3D_PositionNormalTex_vert)).c_str(), (def + normalMapDef + std::string(cc3D_ColorNormalTex_frag)).c_str());
|
|
}
|
|
break;
|
|
case kShaderType_3DSkinPositionBumpedNormalTex:
|
|
{
|
|
std::string def = getShaderMacrosForLight();
|
|
std::string normalMapDef = "\n#define USE_NORMAL_MAPPING 1 \n";
|
|
p->initWithByteArrays((def + normalMapDef + std::string(cc3D_SkinPositionNormalTex_vert)).c_str(), (def + normalMapDef + std::string(cc3D_ColorNormalTex_frag)).c_str());
|
|
}
|
|
break;
|
|
case kShaderType_3DParticleTex:
|
|
{
|
|
p->initWithByteArrays(cc3D_Particle_vert, cc3D_Particle_tex_frag);
|
|
}
|
|
break;
|
|
case kShaderType_3DParticleColor:
|
|
p->initWithByteArrays(cc3D_Particle_vert, cc3D_Particle_color_frag);
|
|
break;
|
|
case kShaderType_3DSkyBox:
|
|
p->initWithByteArrays(cc3D_Skybox_vert, cc3D_Skybox_frag);
|
|
break;
|
|
case kShaderType_3DTerrain:
|
|
p->initWithByteArrays(cc3D_Terrain_vert, cc3D_Terrain_frag);
|
|
break;
|
|
case kShaderType_CameraClear:
|
|
p->initWithByteArrays(ccCameraClearVert, ccCameraClearFrag);
|
|
break;
|
|
/// ETC1 ALPHA supports.
|
|
case kShaderType_ETC1ASPositionTextureColor:
|
|
p->initWithByteArrays(ccPositionTextureColor_vert, ccETC1ASPositionTextureColor_frag);
|
|
break;
|
|
case kShaderType_ETC1ASPositionTextureColor_noMVP:
|
|
p->initWithByteArrays(ccPositionTextureColor_noMVP_vert, ccETC1ASPositionTextureColor_frag);
|
|
break;
|
|
/// ETC1 GRAY supports.
|
|
case kShaderType_ETC1ASPositionTextureGray:
|
|
p->initWithByteArrays(ccPositionTextureColor_vert, ccETC1ASPositionTextureGray_frag);
|
|
break;
|
|
case kShaderType_ETC1ASPositionTextureGray_noMVP:
|
|
p->initWithByteArrays(ccPositionTextureColor_noMVP_vert, ccETC1ASPositionTextureGray_frag);
|
|
break;
|
|
default:
|
|
CCLOG("cocos2d: %s:%d, error shader type", __FUNCTION__, __LINE__);
|
|
return;
|
|
}
|
|
|
|
p->link();
|
|
p->updateUniforms();
|
|
|
|
CHECK_GL_ERROR_DEBUG();
|
|
}
|
|
|
|
GLProgram* GLProgramCache::getGLProgram(const std::string &key)
|
|
{
|
|
auto it = _programs.find(key);
|
|
if( it != _programs.end() )
|
|
return it->second;
|
|
return nullptr;
|
|
}
|
|
|
|
void GLProgramCache::addGLProgram(GLProgram* program, const std::string &key)
|
|
{
|
|
// release old one
|
|
auto prev = getGLProgram(key);
|
|
if( prev == program )
|
|
return;
|
|
|
|
_programs.erase(key);
|
|
CC_SAFE_RELEASE_NULL(prev);
|
|
|
|
if (program)
|
|
program->retain();
|
|
_programs[key] = program;
|
|
}
|
|
|
|
std::string GLProgramCache::getShaderMacrosForLight() const
|
|
{
|
|
GLchar def[256];
|
|
auto conf = Configuration::getInstance();
|
|
|
|
snprintf(def, sizeof(def)-1, "\n#define MAX_DIRECTIONAL_LIGHT_NUM %d \n"
|
|
"\n#define MAX_POINT_LIGHT_NUM %d \n"
|
|
"\n#define MAX_SPOT_LIGHT_NUM %d \n",
|
|
conf->getMaxSupportDirLightInShader(),
|
|
conf->getMaxSupportPointLightInShader(),
|
|
conf->getMaxSupportSpotLightInShader());
|
|
return std::string(def);
|
|
}
|
|
|
|
NS_CC_END
|