axmol/cocos/renderer/backend/opengl/CommandBufferGL.cpp

640 lines
19 KiB
C++

#include "CommandBufferGL.h"
#include "BufferGL.h"
#include "RenderPipelineGL.h"
#include "TextureGL.h"
#include "DepthStencilStateGL.h"
#include "ProgramGL.h"
#include "BlendStateGL.h"
#include "base/ccMacros.h"
#include "base/CCEventDispatcher.h"
#include "base/CCEventType.h"
#include "base/CCDirector.h"
#include "renderer/backend/opengl/UtilsGL.h"
#include <algorithm>
CC_BACKEND_BEGIN
namespace
{
GLuint getHandler(TextureBackend *texture)
{
switch (texture->getTextureType())
{
case TextureType::TEXTURE_2D:
return static_cast<Texture2DGL*>(texture)->getHandler();
case TextureType::TEXTURE_CUBE:
return static_cast<TextureCubeGL*>(texture)->getHandler();
default:
assert(false);
return 0;
}
}
void applyTexture(TextureBackend* texture, int slot)
{
switch (texture->getTextureType())
{
case TextureType::TEXTURE_2D:
static_cast<Texture2DGL*>(texture)->apply(slot);
break;
case TextureType::TEXTURE_CUBE:
static_cast<TextureCubeGL*>(texture)->apply(slot);
break;
default:
assert(false);
return ;
}
}
}
CommandBufferGL::CommandBufferGL()
{
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &_defaultFBO);
#if CC_ENABLE_CACHE_TEXTURE_DATA
_backToForegroundListener = EventListenerCustom::create(EVENT_RENDERER_RECREATED, [this](EventCustom*){
if(_generatedFBO)
glGenFramebuffers(1, &_generatedFBO); //recreate framebuffer
});
Director::getInstance()->getEventDispatcher()->addEventListenerWithFixedPriority(_backToForegroundListener, -1);
#endif
}
CommandBufferGL::~CommandBufferGL()
{
glDeleteFramebuffers(1, &_generatedFBO);
cleanResources();
#if CC_ENABLE_CACHE_TEXTURE_DATA
Director::getInstance()->getEventDispatcher()->removeEventListener(_backToForegroundListener);
#endif
}
void CommandBufferGL::beginFrame()
{
}
void CommandBufferGL::beginRenderPass(const RenderPassDescriptor& descirptor)
{
applyRenderPassDescriptor(descirptor);
}
void CommandBufferGL::applyRenderPassDescriptor(const RenderPassDescriptor& descirptor)
{
bool useColorAttachmentExternal = descirptor.needColorAttachment && descirptor.colorAttachmentsTexture[0];
bool useDepthAttachmentExternal = descirptor.depthTestEnabled && descirptor.depthAttachmentTexture;
bool useStencilAttachmentExternal = descirptor.stencilTestEnabled && descirptor.stencilAttachmentTexture;
bool useGeneratedFBO = false;
if (useColorAttachmentExternal || useDepthAttachmentExternal || useStencilAttachmentExternal)
{
if(_generatedFBO == 0)
{
glGenFramebuffers(1, &_generatedFBO);
}
_currentFBO = _generatedFBO;
useGeneratedFBO = true;
}
else
{
_currentFBO = _defaultFBO;
}
glBindFramebuffer(GL_FRAMEBUFFER, _currentFBO);
if (useDepthAttachmentExternal)
{
glFramebufferTexture2D(GL_FRAMEBUFFER,
GL_DEPTH_ATTACHMENT,
GL_TEXTURE_2D,
getHandler(descirptor.depthAttachmentTexture),
0);
CHECK_GL_ERROR_DEBUG();
_generatedFBOBindDepth = true;
}
else
{
if (_generatedFBOBindDepth && useGeneratedFBO)
{
glFramebufferTexture2D(GL_FRAMEBUFFER,
GL_DEPTH_ATTACHMENT,
GL_TEXTURE_2D,
0,
0);
CHECK_GL_ERROR_DEBUG();
_generatedFBOBindDepth = false;
}
}
if (useStencilAttachmentExternal)
{
glFramebufferTexture2D(GL_FRAMEBUFFER,
GL_STENCIL_ATTACHMENT,
GL_TEXTURE_2D,
getHandler(descirptor.depthAttachmentTexture),
0);
CHECK_GL_ERROR_DEBUG();
_generatedFBOBindStencil = true;
}
else
{
if (_generatedFBOBindStencil && useGeneratedFBO)
{
glFramebufferTexture2D(GL_FRAMEBUFFER,
GL_STENCIL_ATTACHMENT,
GL_TEXTURE_2D,
0,
0);
CHECK_GL_ERROR_DEBUG();
_generatedFBOBindStencil = false;
}
}
if (descirptor.needColorAttachment)
{
int i = 0;
for (const auto& texture : descirptor.colorAttachmentsTexture)
{
if (texture)
{
// TODO: support texture cube
glFramebufferTexture2D(GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0 + i,
GL_TEXTURE_2D,
getHandler(texture),
0);
}
CHECK_GL_ERROR_DEBUG();
++i;
}
if (useGeneratedFBO)
_generatedFBOBindColor = true;
}
else
{
if (_generatedFBOBindColor && useGeneratedFBO)
{
// FIXME: Now only support attaching to attachment 0.
glFramebufferTexture2D(GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D,
0,
0);
_generatedFBOBindColor = false;
}
// If not draw buffer is needed, should invoke this line explicitly, or it will cause
// GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER and GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER error.
// https://stackoverflow.com/questions/28313782/porting-opengl-es-framebuffer-to-opengl
#if CC_TARGET_PLATFORM == CC_PLATFORM_WIN32 || CC_TARGET_PLATFORM == CC_PLATFORM_LINUX
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
#endif
}
CHECK_GL_ERROR_DEBUG();
// set clear color, depth and stencil
GLbitfield mask = 0;
if (descirptor.needClearColor)
{
mask |= GL_COLOR_BUFFER_BIT;
const auto& clearColor = descirptor.clearColorValue;
glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
}
CHECK_GL_ERROR_DEBUG();
GLboolean oldDepthWrite = GL_FALSE;
GLboolean oldDepthTest = GL_FALSE;
GLfloat oldDepthClearValue = 0.f;
GLint oldDepthFunc = GL_LESS;
if (descirptor.needClearDepth)
{
glGetBooleanv(GL_DEPTH_WRITEMASK, &oldDepthWrite);
glGetBooleanv(GL_DEPTH_TEST, &oldDepthTest);
glGetFloatv(GL_DEPTH_CLEAR_VALUE, &oldDepthClearValue);
glGetIntegerv(GL_DEPTH_FUNC, &oldDepthFunc);
mask |= GL_DEPTH_BUFFER_BIT;
glClearDepth(descirptor.clearDepthValue);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glDepthFunc(GL_ALWAYS);
}
CHECK_GL_ERROR_DEBUG();
if (descirptor.needClearStencil)
{
mask |= GL_STENCIL_BUFFER_BIT;
glClearStencil(descirptor.clearStencilValue);
}
if(mask) glClear(mask);
CHECK_GL_ERROR_DEBUG();
// restore depth test
if (descirptor.needClearDepth)
{
if (!oldDepthTest)
glDisable(GL_DEPTH_TEST);
glDepthMask(oldDepthWrite);
glDepthFunc(oldDepthFunc);
glClearDepth(oldDepthClearValue);
}
CHECK_GL_ERROR_DEBUG();
}
void CommandBufferGL::setRenderPipeline(RenderPipeline* renderPipeline)
{
assert(renderPipeline != nullptr);
if (renderPipeline == nullptr)
return;
RenderPipelineGL* rp = static_cast<RenderPipelineGL*>(renderPipeline);
rp->retain();
CC_SAFE_RELEASE(_renderPipeline);
_renderPipeline = rp;
}
void CommandBufferGL::setViewport(int x, int y, unsigned int w, unsigned int h)
{
glViewport(x, y, w, h);
_viewPort.x = x;
_viewPort.y = y;
_viewPort.w = w;
_viewPort.h = h;
}
void CommandBufferGL::setCullMode(CullMode mode)
{
_cullMode = mode;
}
void CommandBufferGL::setWinding(Winding winding)
{
glFrontFace(UtilsGL::toGLFrontFace(winding));
}
void CommandBufferGL::setIndexBuffer(Buffer* buffer)
{
assert(buffer != nullptr);
if (buffer == nullptr)
return;
buffer->retain();
CC_SAFE_RELEASE(_indexBuffer);
_indexBuffer = static_cast<BufferGL*>(buffer);
}
void CommandBufferGL::setVertexBuffer(unsigned int index, Buffer* buffer)
{
assert(buffer != nullptr);
if (buffer == nullptr)
return;
buffer->retain();
if (index >= _vertexBuffers.size())
_vertexBuffers.resize(index + 1);
CC_SAFE_RELEASE(_vertexBuffers[index]);
_vertexBuffers[index] = static_cast<BufferGL*>(buffer);
}
void CommandBufferGL::setProgramState(ProgramState* programState)
{
CC_SAFE_RETAIN(programState);
CC_SAFE_RELEASE(_programState);
_programState = programState;
}
void CommandBufferGL::drawArrays(PrimitiveType primitiveType, unsigned int start, unsigned int count)
{
prepareDrawing();
glDrawArrays(UtilsGL::toGLPrimitiveType(primitiveType), start, count);
cleanResources();
}
void CommandBufferGL::drawElements(PrimitiveType primitiveType, IndexFormat indexType, unsigned int count, unsigned int offset)
{
prepareDrawing();
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer->getHandler());
glDrawElements(UtilsGL::toGLPrimitiveType(primitiveType), count, UtilsGL::toGLIndexType(indexType), (GLvoid*)offset);
CHECK_GL_ERROR_DEBUG();
cleanResources();
}
void CommandBufferGL::endRenderPass()
{
}
void CommandBufferGL::endFrame()
{
}
void CommandBufferGL::setDepthStencilState(DepthStencilState* depthStencilState)
{
if (depthStencilState)
{
_depthStencilStateGL = static_cast<DepthStencilStateGL*>(depthStencilState);
}
else
{
_depthStencilStateGL = nullptr;
}
}
void CommandBufferGL::prepareDrawing() const
{
const auto& program = _renderPipeline->getProgram();
glUseProgram(program->getHandler());
bindVertexBuffer(program);
setUniforms(program);
// Set depth/stencil state.
if (_depthStencilStateGL)
{
_depthStencilStateGL->apply(_stencilReferenceValueFront, _stencilReferenceValueBack);
}
else
DepthStencilStateGL::reset();
// Set blend state.
if (_renderPipeline->getBlendState())
_renderPipeline->getBlendState()->apply();
else
BlendStateGL::reset();
// Set cull mode.
if (CullMode::NONE == _cullMode)
{
glDisable(GL_CULL_FACE);
}
else
{
glEnable(GL_CULL_FACE);
glCullFace(UtilsGL::toGLCullMode(_cullMode));
}
}
void CommandBufferGL::bindVertexBuffer(ProgramGL *program) const
{
// Bind vertex buffers and set the attributes.
int i = 0;
const auto& attributeInfos = program->getAttributeInfos();
const auto& vertexLayouts = getVertexLayouts();
for (const auto& vertexBuffer : _vertexBuffers)
{
if (! vertexBuffer)
continue;
if (i >= attributeInfos.size())
break;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer->getHandler());
const auto& attributeInfo = attributeInfos[i];
const auto &layouts = vertexLayouts->at(i);
for (const auto& attribute : attributeInfo)
{
const auto &layoutInfo = layouts.getAttributes().at(attribute.name);
glEnableVertexAttribArray(attribute.location);
glVertexAttribPointer(attribute.location,
UtilsGL::getGLAttributeSize(layoutInfo.format),
UtilsGL::toGLAttributeType(layoutInfo.format),
layoutInfo.needToBeNormallized,
layouts.getStride(),
(GLvoid*)layoutInfo.offset);
}
++i;
}
}
void CommandBufferGL::setUniforms(ProgramGL* program) const
{
if (_programState)
{
auto& callbacks = _programState->getCallbackUniforms();
auto& uniformInfos = _programState->getVertexUniformInfos();
for (auto &cb : callbacks)
{
cb.second(_programState, cb.first);
}
int i = 0;
for(auto& iter : uniformInfos)
{
auto& uniformInfo = iter.uniformInfo;
if(uniformInfo.bufferSize <= 0)
continue;
int elementCount = uniformInfo.count;
if (uniformInfo.isArray)
{
CCASSERT(uniformInfo.count * uniformInfo.bufferSize >= iter.data.size(), "uniform data size mismatch!");
//iter.data.reserve(uniformInfo.count * uniformInfo.bufferSize);
elementCount = std::min(elementCount, (int)(iter.data.size() / uniformInfo.bufferSize));
}
setUniform(uniformInfo.isArray,
uniformInfo.location,
elementCount,
uniformInfo.type,
(void*)iter.data.data());
}
const auto& textureInfo = _programState->getVertexTextureInfos();
for(const auto& iter : textureInfo)
{
const auto& textures = iter.second.textures;
const auto& slot = iter.second.slot;
auto location = iter.first;
#if CC_ENABLE_CACHE_TEXTURE_DATA
location = iter.second.location;
#endif
int i = 0;
for (const auto& texture: textures)
{
applyTexture(texture, slot[i]);
++i;
}
auto arrayCount = slot.size();
if (arrayCount > 1)
glUniform1iv(location, (uint32_t)arrayCount, (GLint*)slot.data());
else
glUniform1i(location, slot[0]);
}
}
}
#define DEF_TO_INT(pointer, index) (*((GLint*)(pointer) + index))
#define DEF_TO_FLOAT(pointer, index) (*((GLfloat*)(pointer) + index))
void CommandBufferGL::setUniform(bool isArray, GLuint location, unsigned int size, GLenum uniformType, void* data) const
{
GLsizei count = size;
switch (uniformType)
{
case GL_INT:
case GL_BOOL:
case GL_SAMPLER_2D:
case GL_SAMPLER_CUBE:
if (isArray)
glUniform1iv(location, count, (GLint*)data);
else
glUniform1i(location, DEF_TO_INT(data, 0));
break;
case GL_INT_VEC2:
case GL_BOOL_VEC2:
if (isArray)
glUniform2iv(location, count, (GLint*)data);
else
glUniform2i(location, DEF_TO_INT(data, 0), DEF_TO_INT(data, 1));
break;
case GL_INT_VEC3:
case GL_BOOL_VEC3:
if (isArray)
glUniform3iv(location, count, (GLint*)data);
else
glUniform3i(location,
DEF_TO_INT(data, 0),
DEF_TO_INT(data, 1),
DEF_TO_INT(data, 2));
break;
case GL_INT_VEC4:
case GL_BOOL_VEC4:
if (isArray)
glUniform4iv(location, count, (GLint*)data);
else
glUniform4i(location,
DEF_TO_INT(data, 0),
DEF_TO_INT(data, 1),
DEF_TO_INT(data, 2),
DEF_TO_INT(data, 4));
break;
case GL_FLOAT:
if (isArray)
glUniform1fv(location, count, (GLfloat*)data);
else
glUniform1f(location, DEF_TO_FLOAT(data, 0));
break;
case GL_FLOAT_VEC2:
if (isArray)
glUniform2fv(location, count, (GLfloat*)data);
else
glUniform2f(location, DEF_TO_FLOAT(data, 0), DEF_TO_FLOAT(data, 1));
break;
case GL_FLOAT_VEC3:
if (isArray)
glUniform3fv(location, count, (GLfloat*)data);
else
glUniform3f(location,
DEF_TO_FLOAT(data, 0),
DEF_TO_FLOAT(data, 1),
DEF_TO_FLOAT(data, 2));
break;
case GL_FLOAT_VEC4:
if (isArray)
glUniform4fv(location, count, (GLfloat*)data);
else
glUniform4f(location,
DEF_TO_FLOAT(data, 0),
DEF_TO_FLOAT(data, 1),
DEF_TO_FLOAT(data, 2),
DEF_TO_FLOAT(data, 3));
break;
case GL_FLOAT_MAT2:
glUniformMatrix2fv(location, count, GL_FALSE, (GLfloat*)data);
break;
case GL_FLOAT_MAT3:
glUniformMatrix3fv(location, count, GL_FALSE, (GLfloat*)data);
break;
case GL_FLOAT_MAT4:
glUniformMatrix4fv(location, count, GL_FALSE, (GLfloat*)data);
break;
break;
default:
CCASSERT(false, "invalidate Uniform data type");
break;
}
}
void CommandBufferGL::cleanResources()
{
CC_SAFE_RELEASE_NULL(_indexBuffer);
CC_SAFE_RELEASE_NULL(_renderPipeline);
CC_SAFE_RELEASE_NULL(_programState);
for (const auto& vertexBuffer : _vertexBuffers)
CC_SAFE_RELEASE(vertexBuffer);
_vertexBuffers.clear();
}
void CommandBufferGL::setLineWidth(float lineWidth)
{
if(lineWidth > 0.0f)
glLineWidth(lineWidth);
else
glLineWidth(1.0f);
}
void CommandBufferGL::setScissorRect(bool isEnabled, float x, float y, float width, float height)
{
if(isEnabled)
{
glEnable(GL_SCISSOR_TEST);
glScissor(x, y, width, height);
}
else
{
glDisable(GL_SCISSOR_TEST);
}
}
void CommandBufferGL::captureScreen(std::function<void(const unsigned char*, int, int)> callback)
{
int bufferSize = _viewPort.w * _viewPort.h *4;
std::shared_ptr<GLubyte> buffer(new GLubyte[bufferSize], [](GLubyte* p){ CC_SAFE_DELETE_ARRAY(p); });
memset(buffer.get(), 0, bufferSize);
if (!buffer)
{
callback(nullptr, 0, 0);
return;
}
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glReadPixels(0, 0, _viewPort.w, _viewPort.h, GL_RGBA, GL_UNSIGNED_BYTE, buffer.get());
std::shared_ptr<GLubyte> flippedBuffer(new GLubyte[bufferSize], [](GLubyte* p) { CC_SAFE_DELETE_ARRAY(p); });
memset(flippedBuffer.get(), 0, bufferSize);
if (!flippedBuffer)
{
callback(nullptr, 0, 0);
return;
}
for (int row = 0; row < _viewPort.h; ++row)
{
memcpy(flippedBuffer.get() + (_viewPort.h - row - 1) * _viewPort.w * 4, buffer.get() + row * _viewPort.w * 4, _viewPort.w * 4);
}
callback(flippedBuffer.get(), _viewPort.w, _viewPort.h);
}
CC_BACKEND_END