mirror of https://github.com/axmolengine/axmol.git
563 lines
22 KiB
C++
563 lines
22 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 2013-2016 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 <unordered_map>
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#include <string>
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#include "base/ccMacros.h"
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#include "base/CCRef.h"
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#include "base/ccTypes.h"
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#include "platform/CCGL.h"
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#include "math/CCMath.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 Director;
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//FIXME: these two typedefs would be deprecated or removed in version 4.0.
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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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/**VertexAttrib is a structure to encapsulate data got from glGetActiveAttrib.*/
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struct VertexAttrib
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{
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/**Index of attribute, start from 0.*/
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GLuint index;
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/**Number of Data type in the attribute, could range from 0-4.*/
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GLint size;
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/**Data type of the attribute, could be GL_FLOAT, GL_UNSIGNED_BYTE etc.*/
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GLenum type;
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/**The string name in vertex shader.*/
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std::string name;
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};
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/**Uniform is a structure to encapsulate data got from glGetActiveUniform and glGetUniformLocation.*/
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struct Uniform
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{
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/**The place where the uniform placed, starts from 0.*/
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GLint location;
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/**Number of data type in attribute.*/
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GLint size;
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/**Data type of the attribute.*/
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GLenum type;
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/**String of the uniform name.*/
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std::string name;
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};
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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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friend class GLProgramState;
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friend class VertexAttribBinding;
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public:
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/**Enum the preallocated vertex attribute. */
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enum
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{
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/**Index 0 will be used as Position.*/
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VERTEX_ATTRIB_POSITION,
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/**Index 1 will be used as Color.*/
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VERTEX_ATTRIB_COLOR,
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/**Index 2 will be used as Tex coord unit 0.*/
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VERTEX_ATTRIB_TEX_COORD,
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/**Index 3 will be used as Tex coord unit 1.*/
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VERTEX_ATTRIB_TEX_COORD1,
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/**Index 4 will be used as Tex coord unit 2.*/
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VERTEX_ATTRIB_TEX_COORD2,
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/**Index 5 will be used as Tex coord unit 3.*/
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VERTEX_ATTRIB_TEX_COORD3,
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/**Index 6 will be used as Normal.*/
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VERTEX_ATTRIB_NORMAL,
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/**Index 7 will be used as Blend weight for hardware skin.*/
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VERTEX_ATTRIB_BLEND_WEIGHT,
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/**Index 8 will be used as Blend index.*/
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VERTEX_ATTRIB_BLEND_INDEX,
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/**Index 9 will be used as tangent.*/
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VERTEX_ATTRIB_TANGENT,
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/**Index 10 will be used as Binormal.*/
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VERTEX_ATTRIB_BINORMAL,
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VERTEX_ATTRIB_MAX,
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// backward compatibility
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VERTEX_ATTRIB_TEX_COORDS = VERTEX_ATTRIB_TEX_COORD,
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};
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/**Preallocated uniform handle.*/
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enum
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{
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/**Ambient color.*/
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UNIFORM_AMBIENT_COLOR,
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/**Projection matrix.*/
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UNIFORM_P_MATRIX,
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/**Model view matrix.*/
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UNIFORM_MV_MATRIX,
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/**Model view projection matrix.*/
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UNIFORM_MVP_MATRIX,
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/**Normal matrix.*/
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UNIFORM_NORMAL_MATRIX,
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/**Time.*/
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UNIFORM_TIME,
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/**sin(Time).*/
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UNIFORM_SIN_TIME,
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/**cos(Time).*/
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UNIFORM_COS_TIME,
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/**Random number.*/
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UNIFORM_RANDOM01,
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/** @{
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* Sampler 0-3, used for texture.
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*/
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UNIFORM_SAMPLER0,
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UNIFORM_SAMPLER1,
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UNIFORM_SAMPLER2,
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UNIFORM_SAMPLER3,
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/**@}*/
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UNIFORM_MAX,
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};
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/** Flags used by the uniforms */
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struct UniformFlags {
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unsigned int usesTime:1;
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unsigned int usesNormal: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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UniformFlags() { memset(this, 0, sizeof(*this)); }
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};
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/**
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@name Built Shader types
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@{
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*/
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/** ETC1 ALPHA supports for 2d */
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static const char* SHADER_NAME_ETC1AS_POSITION_TEXTURE_COLOR;
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static const char* SHADER_NAME_ETC1AS_POSITION_TEXTURE_COLOR_NO_MVP;
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static const char* SHADER_NAME_ETC1AS_POSITION_TEXTURE_GRAY;
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static const char* SHADER_NAME_ETC1AS_POSITION_TEXTURE_GRAY_NO_MVP;
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/**Built in shader for 2d. Support Position, Texture and Color vertex attribute.*/
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static const char* SHADER_NAME_POSITION_TEXTURE_COLOR;
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/**Built in shader for 2d. Support Position, Texture and Color vertex attribute, but without multiply vertex by MVP matrix.*/
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static const char* SHADER_NAME_POSITION_TEXTURE_COLOR_NO_MVP;
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/**Built in shader for 2d. Support Position, Texture vertex attribute, but include alpha test.*/
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static const char* SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST;
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/**Built in shader for 2d. Support Position, Texture and Color vertex attribute, include alpha test and without multiply vertex by MVP matrix.*/
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static const char* SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST_NO_MV;
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/**Built in shader for 2d. Support Position, Color vertex attribute.*/
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static const char* SHADER_NAME_POSITION_COLOR;
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/**Built in shader for 2d. Support Position, Color, Texture vertex attribute. texture coordinate will used as point size.*/
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static const char* SHADER_NAME_POSITION_COLOR_TEXASPOINTSIZE;
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/**Built in shader for 2d. Support Position, Color vertex attribute, without multiply vertex by MVP matrix.*/
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static const char* SHADER_NAME_POSITION_COLOR_NO_MVP;
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/**Built in shader for 2d. Support Position, Texture vertex attribute.*/
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static const char* SHADER_NAME_POSITION_TEXTURE;
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/**Built in shader for 2d. Support Position, Texture vertex attribute. with a specified uniform as color*/
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static const char* SHADER_NAME_POSITION_TEXTURE_U_COLOR;
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/**Built in shader for 2d. Support Position, Texture and Color vertex attribute. but alpha will be the multiplication of color attribute and texture.*/
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static const char* SHADER_NAME_POSITION_TEXTURE_A8_COLOR;
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/**Built in shader for 2d. Support Position, with color specified by a uniform.*/
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static const char* SHADER_NAME_POSITION_U_COLOR;
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/**Built in shader for draw a sector with 90 degrees with center at bottom left point.*/
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static const char* SHADER_NAME_POSITION_LENGTH_TEXTURE_COLOR;
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/**Built in shader for ui effects */
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static const char* SHADER_NAME_POSITION_GRAYSCALE;
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/** @{
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Built in shader for label and label with effects.
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*/
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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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/**Built in shader used for 3D, support Position vertex attribute, with color specified by a uniform.*/
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static const char* SHADER_3D_POSITION;
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/**Built in shader used for 3D, support Position and Texture vertex attribute, with color specified by a uniform.*/
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static const char* SHADER_3D_POSITION_TEXTURE;
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/**
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Built in shader used for 3D, support Position (Skeletal animation by hardware skin) and Texture vertex attribute,
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with color specified by a uniform.
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*/
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static const char* SHADER_3D_SKINPOSITION_TEXTURE;
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/**
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Built in shader used for 3D, support Position and Normal vertex attribute, used in lighting. with color specified by a uniform.
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*/
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static const char* SHADER_3D_POSITION_NORMAL;
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/**
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Built in shader used for 3D, support Position, Normal, Texture vertex attribute, used in lighting. with color specified by a uniform.
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*/
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static const char* SHADER_3D_POSITION_NORMAL_TEXTURE;
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/**
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Built in shader used for 3D, support Position(skeletal animation by hardware skin), Normal, Texture vertex attribute,
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used in lighting. with color specified by a uniform.
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*/
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static const char* SHADER_3D_SKINPOSITION_NORMAL_TEXTURE;
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/**
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Built in shader used for 3D, support Position, Bumped Normal, Texture vertex attribute, used in lighting. with color specified by a uniform.
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*/
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static const char* SHADER_3D_POSITION_BUMPEDNORMAL_TEXTURE;
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/**
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Built in shader used for 3D, support Position(skeletal animation by hardware skin), Bumped Normal, Texture vertex attribute,
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used in lighting. with color specified by a uniform.
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*/
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static const char* SHADER_3D_SKINPOSITION_BUMPEDNORMAL_TEXTURE;
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/**
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Built in shader for particles, support Position and Texture, with a color specified by a uniform.
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*/
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static const char* SHADER_3D_PARTICLE_TEXTURE;
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/**
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Built in shader for particles, support Position, with a color specified by a uniform.
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*/
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static const char* SHADER_3D_PARTICLE_COLOR;
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/**
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Built in shader for skybox
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*/
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static const char* SHADER_3D_SKYBOX;
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/**
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Built in shader for terrain
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*/
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static const char* SHADER_3D_TERRAIN;
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/**
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Built in shader for camera clear
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*/
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static const char* SHADER_CAMERA_CLEAR;
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/**
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end of built shader types.
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@}
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*/
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/**
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@name Built uniform names
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@{
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*/
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/**Ambient Color uniform.*/
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static const char* UNIFORM_NAME_AMBIENT_COLOR;
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/**Projection Matrix uniform.*/
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static const char* UNIFORM_NAME_P_MATRIX;
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/**Model view matrix uniform.*/
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static const char* UNIFORM_NAME_MV_MATRIX;
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/**Model view projection uniform.*/
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static const char* UNIFORM_NAME_MVP_MATRIX;
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/**Normal matrix uniform.*/
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static const char* UNIFORM_NAME_NORMAL_MATRIX;
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/**Time uniform.*/
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static const char* UNIFORM_NAME_TIME;
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/**Sin time uniform.*/
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static const char* UNIFORM_NAME_SIN_TIME;
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/**Cos time uniform.*/
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static const char* UNIFORM_NAME_COS_TIME;
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/**Random number uniform.*/
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static const char* UNIFORM_NAME_RANDOM01;
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/**
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@{ Sampler uniform 0-3, used for textures.
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*/
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static const char* UNIFORM_NAME_SAMPLER0;
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static const char* UNIFORM_NAME_SAMPLER1;
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static const char* UNIFORM_NAME_SAMPLER2;
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static const char* UNIFORM_NAME_SAMPLER3;
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/**
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@}
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*/
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/**Alpha test value uniform.*/
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static const char* UNIFORM_NAME_ALPHA_TEST_VALUE;
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/**
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end of Built uniform names
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@}
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*/
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/**
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@name Built Attribute names
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@{
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*/
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/**Attribute color.*/
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static const char* ATTRIBUTE_NAME_COLOR;
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/**Attribute position.*/
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static const char* ATTRIBUTE_NAME_POSITION;
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/**@{ Attribute Texcoord 0-3.*/
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static const char* ATTRIBUTE_NAME_TEX_COORD;
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static const char* ATTRIBUTE_NAME_TEX_COORD1;
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static const char* ATTRIBUTE_NAME_TEX_COORD2;
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static const char* ATTRIBUTE_NAME_TEX_COORD3;
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/**@}*/
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/**Attribute normal.*/
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static const char* ATTRIBUTE_NAME_NORMAL;
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/**Attribute blend weight.*/
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static const char* ATTRIBUTE_NAME_BLEND_WEIGHT;
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/**Attribute blend index.*/
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static const char* ATTRIBUTE_NAME_BLEND_INDEX;
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/**Attribute blend tangent.*/
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static const char* ATTRIBUTE_NAME_TANGENT;
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/**Attribute blend binormal.*/
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static const char* ATTRIBUTE_NAME_BINORMAL;
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/**
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end of Built Attribute names
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@}
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*/
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/**Constructor.*/
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GLProgram();
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/**Destructor.*/
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virtual ~GLProgram();
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/** @{
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Create or 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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static GLProgram* createWithByteArrays(const GLchar* vShaderByteArray, const GLchar* fShaderByteArray);
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bool initWithByteArrays(const GLchar* vShaderByteArray, const GLchar* fShaderByteArray);
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static GLProgram* createWithByteArrays(const GLchar* vShaderByteArray, const GLchar* fShaderByteArray, const std::string& compileTimeDefines);
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bool initWithByteArrays(const GLchar* vShaderByteArray, const GLchar* fShaderByteArray, const std::string& compileTimeDefines);
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/**
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@}
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*/
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/** @{
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Create or 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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static GLProgram* createWithFilenames(const std::string& vShaderFilename, const std::string& fShaderFilename);
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bool initWithFilenames(const std::string& vShaderFilename, const std::string& fShaderFilename);
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static GLProgram* createWithFilenames(const std::string& vShaderFilename, const std::string& fShaderFilename, const std::string& compileTimeDefines);
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bool initWithFilenames(const std::string& vShaderFilename, const std::string& fShaderFilename, const std::string& compileTimeDefines);
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/**
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@}
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*/
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/**@{ Get the uniform or vertex attribute by string name in shader, return null if it does not exist.*/
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Uniform* getUniform(const std::string& name);
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VertexAttrib* getVertexAttrib(const std::string& name);
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/**@}*/
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/** It will add a new attribute to the shader by calling glBindAttribLocation. */
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void bindAttribLocation(const std::string& attributeName, GLuint index) const;
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/** Calls glGetAttribLocation. */
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GLint getAttribLocation(const std::string& attributeName) const;
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/** Calls glGetUniformLocation(). */
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GLint getUniformLocation(const std::string& 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 glUniformfv only if the values are different than the previous call for this same shader program. */
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void setUniformLocationWith1fv(GLint location, const GLfloat* floats, unsigned int numberOfArrays);
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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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/**
|
|
Update the builtin uniforms if they are different than the previous call for this same shader program.
|
|
@param modelView modelView matrix applied to the built in uniform of the shader.
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|
*/
|
|
void setUniformsForBuiltins(const Mat4 &modelView);
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/**
|
|
Update the builtin uniforms if they are different than the previous call for this same shader program.
|
|
*/
|
|
void setUniformsForBuiltins();
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|
|
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/** returns the vertexShader error log */
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|
std::string getVertexShaderLog() const;
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|
|
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/** returns the fragmentShader error log */
|
|
std::string getFragmentShaderLog() const;
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|
|
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/** returns the program error log */
|
|
std::string getProgramLog() const;
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|
|
|
/** Reload all shaders, this function is designed for android
|
|
when opengl context lost, so don't call it.
|
|
*/
|
|
void reset();
|
|
/** returns the OpenGL Program object */
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|
inline GLuint getProgram() const { return _program; }
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|
|
|
/** returns the Uniform flags */
|
|
inline const UniformFlags& getUniformFlags() const { return _flags; }
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|
|
|
//DEPRECATED
|
|
CC_DEPRECATED_ATTRIBUTE bool initWithVertexShaderByteArray(const GLchar* vertexByteArray, const GLchar* fragByteArray)
|
|
{ return initWithByteArrays(vertexByteArray, fragByteArray); }
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|
CC_DEPRECATED_ATTRIBUTE bool initWithVertexShaderFilename(const std::string &vertexFilename, const std::string& fragFilename)
|
|
{ return initWithFilenames(vertexFilename, fragFilename); }
|
|
CC_DEPRECATED_ATTRIBUTE void addAttribute(const std::string &attributeName, GLuint index) const { return bindAttribLocation(attributeName, index); }
|
|
|
|
|
|
protected:
|
|
/**
|
|
Update the uniform data in location.
|
|
@param location The location of the uniform.
|
|
@param data Updated data.
|
|
@param bytes Data length in bytes to update.
|
|
*/
|
|
bool updateUniformLocation(GLint location, const GLvoid* data, unsigned int bytes);
|
|
/**Get a general description of the shader.*/
|
|
virtual std::string getDescription() const;
|
|
|
|
/**Bind the predefined vertex attributes to their specific slot.*/
|
|
void bindPredefinedVertexAttribs();
|
|
/**Parse user defined Vertex Attributes automatically.*/
|
|
void parseVertexAttribs();
|
|
/**Parse user defined uniform automatically.*/
|
|
void parseUniforms();
|
|
/**Compile the shader sources.*/
|
|
bool compileShader(GLuint * shader, GLenum type, const GLchar* source, const std::string& convertedDefines);
|
|
bool compileShader(GLuint * shader, GLenum type, const GLchar* source);
|
|
void clearShader();
|
|
|
|
/**OpenGL handle for program.*/
|
|
GLuint _program;
|
|
/**OpenGL handle for vertex shader.*/
|
|
GLuint _vertShader;
|
|
/**OpenGL handle for fragment shader.*/
|
|
GLuint _fragShader;
|
|
/**Built in uniforms.*/
|
|
GLint _builtInUniforms[UNIFORM_MAX];
|
|
/**Indicate whether it has a offline shader compiler or not.*/
|
|
bool _hasShaderCompiler;
|
|
|
|
/**User defined Uniforms.*/
|
|
std::unordered_map<std::string, Uniform> _userUniforms;
|
|
/**User defined vertex attributes.*/
|
|
std::unordered_map<std::string, VertexAttrib> _vertexAttribs;
|
|
/**Hash value of uniforms for quick access.*/
|
|
std::unordered_map<GLint, std::pair<GLvoid*, unsigned int>> _hashForUniforms;
|
|
//cached director pointer for calling
|
|
Director* _director;
|
|
|
|
/*needed uniforms*/
|
|
UniformFlags _flags;
|
|
};
|
|
|
|
NS_CC_END
|
|
/**
|
|
end of support group
|
|
@}
|
|
*/
|
|
#endif /* __CCGLPROGRAM_H__ */
|