mirror of https://github.com/axmolengine/axmol.git
122 lines
6.5 KiB
C++
122 lines
6.5 KiB
C++
#include "3DProgramInfo.h"
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namespace ax
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{
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namespace shaderinfos
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{
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/* TODO these consts should not be used */
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namespace shader
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{
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const char* SHADER_NAME_ETC1AS_POSITION_TEXTURE_COLOR = "#ShaderETC1ASPositionTextureColor";
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const char* SHADER_NAME_ETC1AS_POSITION_TEXTURE_COLOR_NO_MVP = "#ShaderETC1ASPositionTextureColor_noMVP";
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const char* SHADER_NAME_ETC1AS_POSITION_TEXTURE_GRAY = "#ShaderETC1ASPositionTextureGray";
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const char* SHADER_NAME_ETC1AS_POSITION_TEXTURE_GRAY_NO_MVP = "#ShaderETC1ASPositionTextureGray_noMVP";
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const char* SHADER_NAME_POSITION_TEXTURE_COLOR = "ShaderPositionTextureColor";
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const char* SHADER_NAME_POSITION_TEXTURE_COLOR_NO_MVP = "ShaderPositionTextureColor_noMVP";
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const char* SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST = "ShaderPositionTextureColorAlphaTest";
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const char* SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST_NO_MV = "ShaderPositionTextureColorAlphaTest_NoMV";
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const char* SHADER_NAME_POSITION_COLOR = "ShaderPositionColor";
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const char* SHADER_NAME_POSITION_COLOR_TEXASPOINTSIZE = "ShaderPositionColorTexAsPointsize";
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const char* SHADER_NAME_POSITION_COLOR_NO_MVP = "ShaderPositionColor_noMVP";
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const char* SHADER_NAME_POSITION_TEXTURE = "ShaderPositionTexture";
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const char* SHADER_NAME_POSITION_TEXTURE_U_COLOR = "ShaderPositionTexture_uColor";
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const char* SHADER_NAME_POSITION_TEXTURE_A8_COLOR = "ShaderPositionTextureA8Color";
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const char* SHADER_NAME_POSITION_U_COLOR = "ShaderPosition_uColor";
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const char* SHADER_NAME_POSITION_LENGTH_TEXTURE_COLOR = "ShaderPositionLengthTextureColor";
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const char* SHADER_NAME_POSITION_GRAYSCALE = "ShaderUIGrayScale";
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const char* SHADER_NAME_LABEL_DISTANCEFIELD_NORMAL = "ShaderLabelDFNormal";
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const char* SHADER_NAME_LABEL_DISTANCEFIELD_GLOW = "ShaderLabelDFGlow";
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const char* SHADER_NAME_LABEL_NORMAL = "ShaderLabelNormal";
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const char* SHADER_NAME_LABEL_OUTLINE = "ShaderLabelOutline";
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const char* SHADER_3D_POSITION = "Shader3DPosition";
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const char* SHADER_3D_POSITION_TEXTURE = "Shader3DPositionTexture";
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const char* SHADER_3D_SKINPOSITION_TEXTURE = "Shader3DSkinPositionTexture";
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const char* SHADER_3D_POSITION_NORMAL = "Shader3DPositionNormal";
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const char* SHADER_3D_POSITION_NORMAL_TEXTURE = "Shader3DPositionNormalTexture";
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const char* SHADER_3D_SKINPOSITION_NORMAL_TEXTURE = "Shader3DSkinPositionNormalTexture";
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const char* SHADER_3D_POSITION_BUMPEDNORMAL_TEXTURE = "Shader3DPositionBumpedNormalTexture";
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const char* SHADER_3D_SKINPOSITION_BUMPEDNORMAL_TEXTURE = "Shader3DSkinPositionBumpedNormalTexture";
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const char* SHADER_3D_PARTICLE_COLOR = "Shader3DParticleColor";
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const char* SHADER_3D_PARTICLE_TEXTURE = "Shader3DParticleTexture";
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const char* SHADER_3D_SKYBOX = "Shader3DSkybox";
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const char* SHADER_3D_TERRAIN = "Shader3DTerrain";
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const char* SHADER_CAMERA_CLEAR = "ShaderCameraClear";
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const char* SHADER_LAYER_RADIAL_GRADIENT = "ShaderLayerRadialGradient";
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} // namespace shader
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namespace uniform
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{
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// uniform names
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const char* UNIFORM_NAME_AMBIENT_COLOR = "AX_AmbientColor";
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const char* UNIFORM_NAME_P_MATRIX = "AX_PMatrix";
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const char* UNIFORM_NAME_MULTIVIEW_P_MATRIX = "AX_MultiViewPMatrix";
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const char* UNIFORM_NAME_MV_MATRIX = "AX_MVMatrix";
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const char* UNIFORM_NAME_MVP_MATRIX = "AX_MVPMatrix";
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const char* UNIFORM_NAME_MULTIVIEW_MVP_MATRIX = "AX_MultiViewMVPMatrix";
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const char* UNIFORM_NAME_NORMAL_MATRIX = "AX_NormalMatrix";
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const char* UNIFORM_NAME_TIME = "AX_Time";
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const char* UNIFORM_NAME_SIN_TIME = "AX_SinTime";
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const char* UNIFORM_NAME_COS_TIME = "AX_CosTime";
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const char* UNIFORM_NAME_RANDOM01 = "AX_Random01";
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const char* UNIFORM_NAME_SAMPLER0 = "AX_Texture0";
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const char* UNIFORM_NAME_SAMPLER1 = "AX_Texture1";
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const char* UNIFORM_NAME_SAMPLER2 = "AX_Texture2";
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const char* UNIFORM_NAME_SAMPLER3 = "AX_Texture3";
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const char* UNIFORM_NAME_ALPHA_TEST_VALUE = "AX_alpha_value";
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} // namespace uniform
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namespace attribute
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{
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// Attribute names
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const char* ATTRIBUTE_NAME_COLOR = "a_color";
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const char* ATTRIBUTE_NAME_POSITION = "a_position";
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const char* ATTRIBUTE_NAME_TEX_COORD = "a_texCoord";
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const char* ATTRIBUTE_NAME_TEX_COORD1 = "a_texCoord1";
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const char* ATTRIBUTE_NAME_TEX_COORD2 = "a_texCoord2";
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const char* ATTRIBUTE_NAME_TEX_COORD3 = "a_texCoord3";
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const char* ATTRIBUTE_NAME_NORMAL = "a_normal";
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const char* ATTRIBUTE_NAME_BLEND_WEIGHT = "a_blendWeight";
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const char* ATTRIBUTE_NAME_BLEND_INDEX = "a_blendIndex";
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const char* ATTRIBUTE_NAME_TANGENT = "a_tangent";
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const char* ATTRIBUTE_NAME_BINORMAL = "a_binormal";
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} // namespace attribute
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static std::vector<std::pair<const char*, VertexKey>> locations = {
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{attribute::ATTRIBUTE_NAME_POSITION, VertexKey::VERTEX_ATTRIB_POSITION},
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{attribute::ATTRIBUTE_NAME_COLOR, VertexKey::VERTEX_ATTRIB_COLOR},
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{attribute::ATTRIBUTE_NAME_TEX_COORD, VertexKey::VERTEX_ATTRIB_TEX_COORD},
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{attribute::ATTRIBUTE_NAME_TEX_COORD1, VertexKey::VERTEX_ATTRIB_TEX_COORD1},
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{attribute::ATTRIBUTE_NAME_TEX_COORD2, VertexKey::VERTEX_ATTRIB_TEX_COORD2},
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{attribute::ATTRIBUTE_NAME_TEX_COORD3, VertexKey::VERTEX_ATTRIB_TEX_COORD3},
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{attribute::ATTRIBUTE_NAME_NORMAL, VertexKey::VERTEX_ATTRIB_NORMAL},
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};
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const std::vector<std::pair<const char*, VertexKey>>& getPredefinedAttributes()
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{
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return locations;
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}
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const std::string getAttributeName(const VertexKey& key)
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{
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static std::string s_attributeNames[] = {
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shaderinfos::attribute::ATTRIBUTE_NAME_POSITION, shaderinfos::attribute::ATTRIBUTE_NAME_COLOR,
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shaderinfos::attribute::ATTRIBUTE_NAME_TEX_COORD, shaderinfos::attribute::ATTRIBUTE_NAME_TEX_COORD1,
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shaderinfos::attribute::ATTRIBUTE_NAME_TEX_COORD2, shaderinfos::attribute::ATTRIBUTE_NAME_TEX_COORD3,
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shaderinfos::attribute::ATTRIBUTE_NAME_NORMAL, shaderinfos::attribute::ATTRIBUTE_NAME_BLEND_WEIGHT,
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shaderinfos::attribute::ATTRIBUTE_NAME_BLEND_INDEX, shaderinfos::attribute::ATTRIBUTE_NAME_TANGENT,
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shaderinfos::attribute::ATTRIBUTE_NAME_BINORMAL};
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static int max = sizeof(s_attributeNames) / sizeof(s_attributeNames[0]);
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auto idx = static_cast<int>(key);
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AXASSERT(idx >= 0 && idx < max, "invalid key ");
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return s_attributeNames[idx];
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}
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}; // namespace shaderinfos
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} |