mirror of https://github.com/axmolengine/axmol.git
201 lines
5.1 KiB
C++
201 lines
5.1 KiB
C++
/****************************************************************************
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Copyright (c) 2015-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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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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Ideas taken from:
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- GamePlay3D: http://gameplay3d.org/
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- OGRE3D: http://www.ogre3d.org/
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- Qt3D: http://qt-project.org/
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****************************************************************************/
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#include "renderer/CCPass.h"
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#include "renderer/CCGLProgramState.h"
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#include "renderer/CCGLProgram.h"
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#include "renderer/CCTexture2D.h"
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#include "renderer/ccGLStateCache.h"
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#include "renderer/CCTechnique.h"
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#include "renderer/CCMaterial.h"
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#include "renderer/CCVertexAttribBinding.h"
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#include "base/ccTypes.h"
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#include "2d/CCNode.h"
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#include <xxhash.h>
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NS_CC_BEGIN
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Pass* Pass::create(Technique* technique)
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{
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auto pass = new (std::nothrow) Pass();
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if (pass && pass->init(technique))
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{
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pass->autorelease();
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return pass;
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}
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CC_SAFE_DELETE(pass);
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return nullptr;
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}
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Pass* Pass::createWithGLProgramState(Technique* technique, GLProgramState* programState)
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{
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auto pass = new (std::nothrow) Pass();
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if (pass && pass->initWithGLProgramState(technique, programState))
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{
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pass->autorelease();
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return pass;
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}
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CC_SAFE_DELETE(pass);
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return nullptr;
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}
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bool Pass::init(Technique* technique)
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{
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_parent = technique;
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return true;
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}
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bool Pass::initWithGLProgramState(Technique* technique, GLProgramState *glProgramState)
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{
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_parent = technique;
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_glProgramState = glProgramState;
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CC_SAFE_RETAIN(_glProgramState);
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return true;
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}
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Pass::Pass()
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: _glProgramState(nullptr)
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, _vertexAttribBinding(nullptr)
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{
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}
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Pass::~Pass()
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{
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CC_SAFE_RELEASE(_glProgramState);
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CC_SAFE_RELEASE(_vertexAttribBinding);
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}
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Pass* Pass::clone() const
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{
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auto pass = new (std::nothrow) Pass();
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if (pass)
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{
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RenderState::cloneInto(pass);
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pass->_glProgramState = _glProgramState->clone();
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CC_SAFE_RETAIN(pass->_glProgramState);
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pass->_vertexAttribBinding = _vertexAttribBinding;
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CC_SAFE_RETAIN(pass->_vertexAttribBinding);
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pass->autorelease();
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}
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return pass;
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}
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GLProgramState* Pass::getGLProgramState() const
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{
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return _glProgramState;
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}
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void Pass::setGLProgramState(GLProgramState* glProgramState)
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{
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if ( _glProgramState != glProgramState) {
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CC_SAFE_RELEASE(_glProgramState);
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_glProgramState = glProgramState;
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CC_SAFE_RETAIN(_glProgramState);
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_hashDirty = true;
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}
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}
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uint32_t Pass::getHash() const
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{
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if (_hashDirty || _state->isDirty()) {
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uint32_t glProgram = (uint32_t)_glProgramState->getGLProgram()->getProgram();
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uint32_t textureid = _texture ? _texture->getName() : -1;
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uint32_t stateblockid = _state->getHash();
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_hash = glProgram ^ textureid ^ stateblockid;
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// _hash = XXH32((const void*)intArray, sizeof(intArray), 0);
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_hashDirty = false;
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}
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return _hash;
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}
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void Pass::bind(const Mat4& modelView)
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{
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bind(modelView, true);
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}
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void Pass::bind(const Mat4& modelView, bool bindAttributes)
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{
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// vertex attribs
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if (bindAttributes && _vertexAttribBinding)
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_vertexAttribBinding->bind();
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auto glprogramstate = _glProgramState ? _glProgramState : getTarget()->getGLProgramState();
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glprogramstate->applyGLProgram(modelView);
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glprogramstate->applyUniforms();
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//set render state
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RenderState::bind(this);
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}
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Node* Pass::getTarget() const
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{
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CCASSERT(_parent && _parent->_parent, "Pass must have a Technique and Material");
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Material *material = static_cast<Material*>(_parent->_parent);
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return material->_target;
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}
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void Pass::unbind()
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{
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RenderState::StateBlock::restore(0);
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_vertexAttribBinding->unbind();
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}
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void Pass::setVertexAttribBinding(VertexAttribBinding* binding)
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{
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if (_vertexAttribBinding != binding)
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{
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CC_SAFE_RELEASE(_vertexAttribBinding);
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_vertexAttribBinding = binding;
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CC_SAFE_RETAIN(_vertexAttribBinding);
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}
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}
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VertexAttribBinding* Pass::getVertexAttributeBinding() const
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{
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return _vertexAttribBinding;
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}
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NS_CC_END
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