mirror of https://github.com/axmolengine/axmol.git
508 lines
16 KiB
C++
508 lines
16 KiB
C++
/****************************************************************************
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Copyright (c) 2018-2019 Xiamen Yaji Software Co., Ltd.
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Copyright (c) 2019-present Axmol Engine contributors (see AUTHORS.md).
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https://axmolengine.github.io/
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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 "CommandBufferGL.h"
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#include "BufferGL.h"
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#include "RenderPipelineGL.h"
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#include "TextureGL.h"
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#include "DepthStencilStateGL.h"
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#include "ProgramGL.h"
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#include "base/EventDispatcher.h"
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#include "base/EventType.h"
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#include "base/Director.h"
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#include "MacrosGL.h"
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#include "UtilsGL.h"
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#include "RenderTargetGL.h"
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#include "DeviceGL.h"
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#include <algorithm>
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NS_AX_BACKEND_BEGIN
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namespace
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{
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void applyTexture(TextureBackend* texture, int slot, int index)
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{
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switch (texture->getTextureType())
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{
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case TextureType::TEXTURE_2D:
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static_cast<Texture2DGL*>(texture)->apply(slot, index);
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break;
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case TextureType::TEXTURE_CUBE:
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static_cast<TextureCubeGL*>(texture)->apply(slot, index);
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break;
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default:
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assert(false);
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return;
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}
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}
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} // namespace
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CommandBufferGL::CommandBufferGL() {}
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CommandBufferGL::~CommandBufferGL()
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{
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cleanResources();
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}
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bool CommandBufferGL::beginFrame()
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{
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return true;
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}
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void CommandBufferGL::beginRenderPass(const RenderTarget* rt, const RenderPassDescriptor& descirptor)
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{
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auto rtGL = static_cast<const RenderTargetGL*>(rt);
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rtGL->bindFrameBuffer();
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rtGL->update();
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auto clearFlags = descirptor.flags.clear;
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// set clear color, depth and stencil
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GLbitfield mask = 0;
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if (bitmask::any(clearFlags, TargetBufferFlags::COLOR))
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{
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mask |= GL_COLOR_BUFFER_BIT;
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const auto& clearColor = descirptor.clearColorValue;
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glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
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}
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CHECK_GL_ERROR_DEBUG();
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GLboolean oldDepthWrite = GL_FALSE;
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GLboolean oldDepthTest = GL_FALSE;
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GLfloat oldDepthClearValue = 0.f;
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GLint oldDepthFunc = GL_LESS;
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if (bitmask::any(clearFlags, TargetBufferFlags::DEPTH))
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{
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glGetBooleanv(GL_DEPTH_WRITEMASK, &oldDepthWrite);
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glGetBooleanv(GL_DEPTH_TEST, &oldDepthTest);
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glGetFloatv(GL_DEPTH_CLEAR_VALUE, &oldDepthClearValue);
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glGetIntegerv(GL_DEPTH_FUNC, &oldDepthFunc);
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mask |= GL_DEPTH_BUFFER_BIT;
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glClearDepth(descirptor.clearDepthValue);
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__gl->enableDepthTest();
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__gl->depthMask(GL_TRUE);
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__gl->depthFunc(GL_ALWAYS);
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}
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CHECK_GL_ERROR_DEBUG();
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if (bitmask::any(clearFlags, TargetBufferFlags::STENCIL))
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{
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mask |= GL_STENCIL_BUFFER_BIT;
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glClearStencil(descirptor.clearStencilValue);
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}
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if (mask)
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glClear(mask);
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CHECK_GL_ERROR_DEBUG();
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// restore depth test
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if (bitmask::any(clearFlags, TargetBufferFlags::DEPTH))
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{
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if (!oldDepthTest)
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__gl->disableDepthTest();
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__gl->depthMask(oldDepthWrite);
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__gl->depthFunc(oldDepthFunc);
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glClearDepth(oldDepthClearValue);
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}
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CHECK_GL_ERROR_DEBUG();
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}
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void CommandBufferGL::setDepthStencilState(DepthStencilState* depthStencilState)
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{
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_depthStencilStateGL = static_cast<DepthStencilStateGL*>(depthStencilState);
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}
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void CommandBufferGL::setRenderPipeline(RenderPipeline* renderPipeline)
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{
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_renderPipeline = static_cast<RenderPipelineGL*>(renderPipeline);
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}
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/**
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* Update depthStencil status, improvment: for metal backend cache it
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* @param depthStencilState Specifies the depth and stencil status
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*/
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void CommandBufferGL::updateDepthStencilState(const DepthStencilDescriptor& descriptor)
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{
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_depthStencilStateGL->update(descriptor);
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}
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/**
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* Update render pipeline status
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* @param depthStencilState Specifies the depth and stencil status
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*/
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void CommandBufferGL::updatePipelineState(const RenderTarget* rt, const PipelineDescriptor& descriptor)
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{
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_renderPipeline->update(rt, descriptor);
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}
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void CommandBufferGL::setViewport(int x, int y, unsigned int w, unsigned int h)
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{
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__gl->viewport(_viewPort.set(x, y, w, h));
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}
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void CommandBufferGL::setCullMode(CullMode mode)
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{
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_cullMode = mode;
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}
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void CommandBufferGL::setWinding(Winding winding)
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{
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__gl->winding(winding);
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}
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void CommandBufferGL::setIndexBuffer(Buffer* buffer)
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{
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assert(buffer != nullptr);
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if (buffer == nullptr || _indexBuffer == buffer)
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return;
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buffer->retain();
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AX_SAFE_RELEASE(_indexBuffer);
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_indexBuffer = static_cast<BufferGL*>(buffer);
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}
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void CommandBufferGL::setInstanceBuffer(Buffer* buffer)
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{
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assert(buffer != nullptr);
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if (buffer == nullptr || _instanceTransformBuffer == buffer)
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return;
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buffer->retain();
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AX_SAFE_RELEASE(_instanceTransformBuffer);
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_instanceTransformBuffer = static_cast<BufferGL*>(buffer);
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}
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void CommandBufferGL::setVertexBuffer(Buffer* buffer)
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{
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assert(buffer != nullptr);
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if (buffer == nullptr || _vertexBuffer == buffer)
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return;
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buffer->retain();
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AX_SAFE_RELEASE(_vertexBuffer);
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_vertexBuffer = static_cast<BufferGL*>(buffer);
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}
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void CommandBufferGL::setProgramState(ProgramState* programState)
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{
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AX_SAFE_RETAIN(programState);
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AX_SAFE_RELEASE(_programState);
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_programState = programState;
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}
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void CommandBufferGL::drawArrays(PrimitiveType primitiveType, std::size_t start, std::size_t count, bool wireframe)
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{
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prepareDrawing();
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#if !AX_GLES_PROFILE // glPolygonMode is only supported in Desktop OpenGL
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if (wireframe)
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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#else
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if (wireframe)
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primitiveType = PrimitiveType::LINE;
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#endif
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glDrawArrays(UtilsGL::toGLPrimitiveType(primitiveType), start, count);
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#if !AX_GLES_PROFILE // glPolygonMode is only supported in Desktop OpenGL
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if (wireframe)
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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#endif
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cleanResources();
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}
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void CommandBufferGL::drawElements(PrimitiveType primitiveType,
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IndexFormat indexType,
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std::size_t count,
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std::size_t offset,
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bool wireframe)
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{
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prepareDrawing();
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#if !AX_GLES_PROFILE // glPolygonMode is only supported in Desktop OpenGL
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if (wireframe)
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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#else
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if (wireframe)
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primitiveType = PrimitiveType::LINE;
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#endif
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__gl->bindBuffer(BufferType::ELEMENT_ARRAY_BUFFER, _indexBuffer->getHandler());
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glDrawElements(UtilsGL::toGLPrimitiveType(primitiveType), count, UtilsGL::toGLIndexType(indexType),
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(GLvoid*)offset);
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CHECK_GL_ERROR_DEBUG();
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#if !AX_GLES_PROFILE // glPolygonMode is only supported in Desktop OpenGL
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if (wireframe)
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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#endif
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cleanResources();
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}
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void CommandBufferGL::drawElementsInstanced(PrimitiveType primitiveType,
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IndexFormat indexType,
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std::size_t count,
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std::size_t offset,
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int instanceCount,
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bool wireframe)
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{
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prepareDrawing();
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#if !AX_GLES_PROFILE // glPolygonMode is only supported in Desktop OpenGL
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if (wireframe)
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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#else
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if (wireframe)
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primitiveType = PrimitiveType::LINE;
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#endif
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__gl->bindBuffer(BufferType::ELEMENT_ARRAY_BUFFER, _indexBuffer->getHandler());
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glDrawElementsInstanced(UtilsGL::toGLPrimitiveType(primitiveType), count, UtilsGL::toGLIndexType(indexType),
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(GLvoid*)offset, instanceCount);
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CHECK_GL_ERROR_DEBUG();
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#if !AX_GLES_PROFILE // glPolygonMode is only supported in Desktop OpenGL
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if (wireframe)
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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#endif
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cleanResources();
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}
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void CommandBufferGL::endRenderPass()
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{
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AX_SAFE_RELEASE_NULL(_indexBuffer);
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AX_SAFE_RELEASE_NULL(_vertexBuffer);
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AX_SAFE_RELEASE_NULL(_instanceTransformBuffer);
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}
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void CommandBufferGL::endFrame() {}
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void CommandBufferGL::prepareDrawing() const
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{
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const auto& program = _renderPipeline->getProgram();
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__gl->useProgram(program->getHandler());
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uint32_t usedBits{0};
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bindVertexBuffer(usedBits);
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bindInstanceBuffer(program, usedBits);
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__gl->disableUnusedVertexAttribs(usedBits);
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bindUniforms(program);
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// Set depth/stencil state.
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if (_depthStencilStateGL->isEnabled())
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_depthStencilStateGL->apply(_stencilReferenceValueFront, _stencilReferenceValueBack);
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else
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DepthStencilStateGL::reset();
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// Set cull mode.
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if (_cullMode != CullMode::NONE)
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__gl->enableCullFace(UtilsGL::toGLCullMode(_cullMode));
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else
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__gl->disableCullFace();
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}
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void CommandBufferGL::bindVertexBuffer(uint32_t& usedBits) const
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{
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// Bind vertex buffers and set the attributes.
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auto vertexLayout = _programState->getVertexLayout();
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const auto& attributes = vertexLayout->getAttributes();
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if (!vertexLayout->isValid())
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return;
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// Bind VAO, engine share 1 VAO for all vertexLayouts aka vfmts
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// optimize proposal: create VAO per vertexLayout, just need bind VAO
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__gl->bindBuffer(BufferType::ARRAY_BUFFER, _vertexBuffer->getHandler());
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for (const auto& attributeInfo : attributes)
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{
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const auto& attribute = attributeInfo.second;
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__gl->enableVertexAttribArray(attribute.index);
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glVertexAttribPointer(attribute.index, UtilsGL::getGLAttributeSize(attribute.format),
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UtilsGL::toGLAttributeType(attribute.format), attribute.needToBeNormallized,
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vertexLayout->getStride(), (GLvoid*)attribute.offset);
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// non-instance attrib not use divisor, so clear to 0
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__gl->clearVertexAttribDivisor(attribute.index);
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usedBits |= (1 << attribute.index);
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}
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}
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void CommandBufferGL::bindInstanceBuffer(ProgramGL* program, uint32_t& usedBits) const
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{
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// if we have an instance transform buffer pointer then we must be rendering in instance mode.
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if (_instanceTransformBuffer)
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{
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auto instanceLoc = program->getAttributeLocation(Attribute::INSTANCE);
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if (instanceLoc != -1)
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{
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__gl->bindBuffer(BufferType::ARRAY_BUFFER, _instanceTransformBuffer->getHandler());
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for (auto i = 0; i < 4; ++i)
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{
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auto elementLoc = instanceLoc + i;
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__gl->enableVertexAttribArray(elementLoc);
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glVertexAttribPointer(elementLoc, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 16,
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(void*)(sizeof(float) * 4 * i));
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__gl->setVertexAttribDivisor(elementLoc);
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usedBits |= (1 << elementLoc);
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}
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}
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}
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}
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void CommandBufferGL::bindUniforms(ProgramGL* program) const
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{
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if (_programState)
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{
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assert(program == _programState->getProgram());
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auto& callbacks = _programState->getCallbackUniforms();
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for (auto&& cb : callbacks)
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cb.second(_programState, cb.first);
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auto& uniformInfos = program->getAllActiveUniformInfo(ShaderStage::VERTEX);
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std::size_t bufferSize = 0;
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auto buffer = _programState->getVertexUniformBuffer(bufferSize);
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program->bindUniformBuffers(buffer, bufferSize);
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const auto& textureInfo = _programState->getVertexTextureInfos();
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for (const auto& iter : textureInfo)
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{
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/* About mutli textures support
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* a. sampler2DArray, sampler2D[2], bind BackendTexture one by one, not use GL_TEXTURE_2D_ARRAY, not used
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* at all engine interanl b. texture slot, one BackendTexture, multi GPU texture handlers, used by etc1,
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* restrict: textures must have same size c. Bind multi BackendTexture to 1 Shader Program, see the
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* ShaderTest
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*/
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auto& textures = iter.second.textures;
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auto& slots = iter.second.slots;
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auto& indexs = iter.second.indexs;
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auto location = iter.first;
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#if AX_ENABLE_CACHE_TEXTURE_DATA
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location = iter.second.location;
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#endif
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int i = 0;
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for (const auto& texture : textures)
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{
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applyTexture(texture, slots[i], indexs[i]);
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++i;
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}
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auto arrayCount = slots.size();
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if (arrayCount == 1) // Most of the time, not use sampler2DArray, should be 1
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glUniform1i(location, slots[0]);
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else
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glUniform1iv(location, static_cast<GLsizei>(arrayCount), static_cast<const GLint*>(slots.data()));
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}
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}
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}
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void CommandBufferGL::cleanResources()
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{
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AX_SAFE_RELEASE_NULL(_programState);
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}
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void CommandBufferGL::setScissorRect(bool isEnabled, float x, float y, float width, float height)
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{
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if (isEnabled)
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__gl->enableScissor(x, y, width, height);
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else
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__gl->disableScissor();
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}
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void CommandBufferGL::readPixels(RenderTarget* rt, std::function<void(const PixelBufferDescriptor&)> callback)
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{
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PixelBufferDescriptor pbd;
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if (rt->isDefaultRenderTarget())
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{ // read pixels from screen
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readPixels(rt, _viewPort.x, _viewPort.y, _viewPort.width, _viewPort.height, _viewPort.width * 4, pbd);
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}
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else
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{
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// we only readPixels from the COLOR0 attachment.
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auto colorAttachment = rt->_color[0].texture;
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if (colorAttachment)
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{
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readPixels(rt, 0, 0, colorAttachment->getWidth(), colorAttachment->getHeight(),
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colorAttachment->getWidth() * 4, pbd);
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}
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}
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callback(pbd);
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}
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void CommandBufferGL::readPixels(RenderTarget* rt,
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int x,
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int y,
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uint32_t width,
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uint32_t height,
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uint32_t bytesPerRow,
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PixelBufferDescriptor& pbd)
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{
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auto rtGL = static_cast<RenderTargetGL*>(rt);
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rtGL->bindFrameBuffer();
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glPixelStorei(GL_PACK_ALIGNMENT, 1);
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auto bufferSize = bytesPerRow * height;
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#if AX_GLES_PROFILE != 200
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GLuint pbo;
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glGenBuffers(1, &pbo);
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__gl->bindBuffer(BufferType::PIXEL_PACK_BUFFER, pbo);
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glBufferData(GL_PIXEL_PACK_BUFFER, bufferSize, nullptr, GL_STATIC_DRAW);
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glReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
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auto buffer = (uint8_t*)glMapBufferRange(GL_PIXEL_PACK_BUFFER, 0, bufferSize, GL_MAP_READ_BIT);
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#else
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std::unique_ptr<uint8_t[]> bufferStorage(new uint8_t[bufferSize]);
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auto buffer = bufferStorage.get();
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memset(buffer, 0, bufferSize);
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glReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
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#endif
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uint8_t* wptr = nullptr;
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if (buffer && (wptr = pbd._data.resize(bufferSize)))
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{
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auto rptr = buffer + (height - 1) * bytesPerRow;
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for (int row = 0; row < height; ++row)
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{
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memcpy(wptr, rptr, bytesPerRow);
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wptr += bytesPerRow;
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rptr -= bytesPerRow;
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}
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pbd._width = width;
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pbd._height = height;
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}
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#if AX_GLES_PROFILE != 200
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glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
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__gl->bindBuffer(BufferType::PIXEL_PACK_BUFFER, 0);
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glDeleteBuffers(1, &pbo);
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#endif
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if (!rtGL->isDefaultRenderTarget())
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rtGL->unbindFrameBuffer();
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}
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NS_AX_BACKEND_END
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