mirror of https://github.com/axmolengine/axmol.git
352 lines
14 KiB
C++
352 lines
14 KiB
C++
/****************************************************************************
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Copyright (c) 2018-2019 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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****************************************************************************/
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#pragma once
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#include <vector>
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#include <string>
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#include <unordered_map>
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#include <cstdint>
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#include <functional>
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#include "platform/CCPlatformMacros.h"
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#include "base/CCRef.h"
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#include "base/CCEventListenerCustom.h"
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#include "renderer/backend/Types.h"
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#include "renderer/backend/Program.h"
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#include "renderer/backend/VertexLayout.h"
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CC_BACKEND_BEGIN
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class TextureBackend;
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class VertexLayout;
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/**
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* @addtogroup _backend
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* @{
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*/
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/**
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* Store texture information.
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*/
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struct TextureInfo
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{
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TextureInfo(const std::vector<uint32_t>& _slots, const std::vector<backend::TextureBackend*> _textures);
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TextureInfo() = default;
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TextureInfo(const TextureInfo &);
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~TextureInfo();
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TextureInfo& operator=(TextureInfo&& rhs);
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TextureInfo& operator=(const TextureInfo& rhs);
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void retainTextures();
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void releaseTextures();
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std::vector<uint32_t> slot;
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std::vector<backend::TextureBackend*> textures;
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#if CC_ENABLE_CACHE_TEXTURE_DATA
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int location = -1;
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#endif
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};
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/**
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* A program state object can create or reuse a program.
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* Each program state object keep its own unifroms and textures data.
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*/
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class ProgramState : public Ref
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{
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public:
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using UniformCallback = std::function<void(ProgramState*, const UniformLocation &)>;
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/**
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* @param vertexShader Specifies the vertex shader.
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* @param fragmentShader Specifies the fragment shader.
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* @see `ProgramState(ProgramType type)`
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*/
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ProgramState(const std::string& vertexShader, const std::string& fragmentShader);
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/**
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* Create an program state object more efficient by engine built-in program type.
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* @param type Specifies the built-in program type.
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* @see `ProgramState(const std::string& vertexShader, const std::string& fragmentShader)`
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*/
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ProgramState(ProgramType type);
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///destructor
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virtual ~ProgramState();
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/**
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* Deep clone ProgramState
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*/
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ProgramState *clone() const;
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/**
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* Get the program object.
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*/
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backend::Program* getProgram() const { return _program; }
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/**
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* Specify the value of a uniform variable for the current program state object.
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* @param uniformLocation Specifies the uniform location.
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* @param data Specifies the new values to be used for the specified uniform variable.
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* @param size Specifies the uniform data size.
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*/
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void setUniform(const backend::UniformLocation& uniformLocation, const void* data, uint32_t size);
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/**
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* Get uniform location in given uniform name.
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* @param uniform Specifies the uniform name.
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* @return Uniform location.
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* @see `backend::UniformLocation getUniformLocation(backend::Uniform name) const`
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*/
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backend::UniformLocation getUniformLocation(const std::string& uniform) const;
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/**
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* Get uniform location in a more efficient way by the given built-in uniform name.
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* @param uniform Specifies the engin built-in uniform name.
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* @return Uniform location.
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* @see `backend::UniformLocation getUniformLocation(backend::Uniform name) const`
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*/
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backend::UniformLocation getUniformLocation(backend::Uniform name) const;
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/**
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* Get an attribute location by the actual attribute name.
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* @param name Specifies the attribute name.
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* @return Attribute location.
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* @see `int getAttributeLocation(const std::string& name) const`
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*/
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inline int getAttributeLocation(const std::string& name) const { return _program->getAttributeLocation(name); }
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/**
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* Get an attribute location by the engine built-in attribute name.
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* @param name Specifies the built-in attribute name.
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* @return Attribute location.
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* @see `int getAttributeLocation(const std::string& name) const`
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*/
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inline int getAttributeLocation(Attribute name) const { return _program->getAttributeLocation(name); }
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/**
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* A callback to update unifrom.
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* @param uniformLocation Specifies the uniform location.
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* @param unifromCallback Specifies a callback function to update the uniform.
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*/
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void setCallbackUniform(const backend::UniformLocation&, const UniformCallback &);
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/**
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* Set texture.
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* @param uniformLocation Specifies texture location.
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* @param slot Specifies texture slot selector.
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* @param texture Specifies a pointer to backend texture.
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*/
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void setTexture(const backend::UniformLocation& uniformLocation, uint32_t slot, backend::TextureBackend* texture);
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/**
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* Set textures in array.
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* @param uniformLocation Specifies texture location.
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* @param slots Specifies texture slot selector.
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* @param textures Specifies a vector of backend texture object.
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*/
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void setTextureArray(const backend::UniformLocation& uniformLocation, const std::vector<uint32_t>& slots, const std::vector<backend::TextureBackend*> textures);
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/**
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* Get vertex texture informations
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* @return Vertex texture informations. Key is the texture location, Value store the texture informations
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*/
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inline const std::unordered_map<int, TextureInfo>& getVertexTextureInfos() const { return _vertexTextureInfos; }
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/**
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* Get fragment texture informations
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* @return Fragment texture informations. Key is the texture location, Value store the texture informations
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*/
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inline const std::unordered_map<int, TextureInfo>& getFragmentTextureInfos() const { return _fragmentTextureInfos; }
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/**
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* Get the uniform callback function.
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* @return Uniform callback funciton.
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*/
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inline const std::unordered_map<UniformLocation, UniformCallback, UniformLocation>& getCallbackUniforms() const { return _callbackUniforms; }
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/**
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* Get vertex uniform buffer. The buffer store all the vertex uniform's data.
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* @param[out] buffer Specifies the pointer points to a vertex uniform storage.
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* @param[out] size Specifies the size of the buffer in bytes.
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*/
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void getVertexUniformBuffer(char** buffer, std::size_t& size) const;
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/**
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* Get fragment uniform buffer. The buffer store all the fragment uniform's data for metal.
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* @param[out] buffer Specifies the pointer points to a fragment uniform storage.
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* @param[out] size Specifies the size of the buffer in bytes.
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*/
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void getFragmentUniformBuffer(char** buffer, std::size_t& size) const;
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/**
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* An abstract base class that can be extended to support custom material auto bindings.
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*
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* Implementing a custom auto binding resolver allows the set of built-in parameter auto
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* bindings to be extended or overridden. Any parameter auto binding that is set on a
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* material will be forwarded to any custom auto binding resolvers, in the order in which
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* they are registered. If a registered resolver returns true (specifying that it handles
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* the specified autoBinding), no further code will be executed for that autoBinding.
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* This allows auto binding resolvers to not only implement new/custom binding strings,
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* but it also lets them override existing/built-in ones. For this reason, you should
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* ensure that you ONLY return true if you explicitly handle a custom auto binding; return
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* false otherwise.
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*
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* Note that the custom resolver is called only once for a GLProgramState object when its
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* node binding is initially set. This occurs when a material is initially bound to a
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* Node. The resolver is NOT called each frame or each time the GLProgramState is bound.
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*
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* If no registered resolvers explicitly handle an auto binding, the binding will attempt
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* to be resolved using the internal/built-in resolver, which is able to handle any
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* auto bindings found in the GLProgramState::AutoBinding enumeration.
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*
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* When an instance of a class that extends AutoBindingResolver is created, it is automatically
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* registered as a custom auto binding handler. Likewise, it is automatically unregistered
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* on destruction.
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*
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* @script{ignore}
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*/
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class CC_DLL AutoBindingResolver {
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public:
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AutoBindingResolver();
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virtual ~AutoBindingResolver();
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/**
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* Called when an unrecognized uniform variable is encountered
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* during material loading.
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*
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* Implementations of this method should do a string comparison on the passed
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* in name parameter and decide whether or not they should handle the
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* parameter. If the parameter is not handled, false should be returned so
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* that other auto binding resolvers get a chance to handle the parameter.
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* Otherwise, the parameter should be set or bound and true should be returned.
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*
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* @param programState The ProgramState
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* @param uniformName Name of the uniform
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* @param autoBinding Name of the auto binding to be resolved.
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*
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* @return True if the auto binding is handled and the associated parameter is
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* bound, false otherwise.
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*/
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virtual bool resolveAutoBinding(ProgramState *, const std::string &uniformName, const std::string &autoBinding) = 0;
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};
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/**
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* Sets a uniform auto-binding.
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*
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* This method parses the passed in autoBinding string and attempts to convert it
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* to an enumeration value. If it matches to one of the predefined strings, it will create a
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* callback to get the correct value at runtime.
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*
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* @param uniformName The name of the material parameter to store an auto-binding for.
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* @param autoBinding A string matching one of the built-in AutoBinding enum constants.
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*/
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void setParameterAutoBinding(const std::string &uniformName, const std::string &autoBinding);
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inline std::shared_ptr<VertexLayout> getVertexLayout() const { return _vertexLayout; }
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protected:
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ProgramState();
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/**
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* Set the vertex uniform data.
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* @param location Specifies the uniform location.
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* @param data Specifies the new values to be used for the specified uniform variable.
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* @param size Specifies the uniform data size.
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*/
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void setVertexUniform(int location, const void* data, uint32_t size, uint32_t offset);
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/**
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* Set the fargment uniform data.
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* @param location Specifies the uniform location.
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* @param data Specifies the new values to be used for the specified uniform variable.
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* @param size Specifies the uniform data size.
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*/
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void setFragmentUniform(int location, const void* data, uint32_t size);
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/**
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* Set texture.
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* @param location Specifies the location of texture.
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* @param slot Specifies slot selector of texture.
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* @param texture Specifies the texture to set in given location.
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* @param textureInfo Specifies the texture information to update.
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*/
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void setTexture(int location, uint32_t slot, backend::TextureBackend* texture, std::unordered_map<int, TextureInfo>& textureInfo);
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/**
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* Set textures in array.
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* @param location Specifies the location of texture.
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* @param slots Specifies slot selector of texture.
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* @param textures Specifies the texture to set in given location.
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* @param textureInfo Specifies the texture information to update.
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*/
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void setTextureArray(int location, const std::vector<uint32_t>& slots, const std::vector<backend::TextureBackend*> textures, std::unordered_map<int, TextureInfo>& textureInfo);
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/**
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* Reset uniform informations when EGL context lost
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*/
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void resetUniforms();
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///Initialize.
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void init();
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#ifdef CC_USE_METAL
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/**
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* float3 etc in Metal has both sizeof and alignment same as float4, convert it before fill into uniform buffer
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* @param uniformInfo Specifies the uniform information.
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* @param srcData Specifies the new values to be used for the specified uniform variable.
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* @param srcSize Specifies the uniform data size.
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* @param uniformBuffer Specifies the uniform buffer to update.
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*/
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void convertAndCopyUniformData(const backend::UniformInfo& uniformInfo, const void* srcData, uint32_t srcSize, void* buffer);
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#endif
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/**
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* Applies the specified custom auto-binding.
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*
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* @param uniformName Name of the shader uniform.
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* @param autoBinding Name of the auto binding.
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*/
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void applyAutoBinding(const std::string &, const std::string &);
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backend::Program* _program = nullptr;
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std::unordered_map<UniformLocation, UniformCallback, UniformLocation> _callbackUniforms;
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char* _vertexUniformBuffer = nullptr;
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char* _fragmentUniformBuffer = nullptr;
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std::size_t _vertexUniformBufferSize = 0;
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std::size_t _fragmentUniformBufferSize = 0;
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std::unordered_map<int, TextureInfo> _vertexTextureInfos;
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std::unordered_map<int, TextureInfo> _fragmentTextureInfos;
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std::unordered_map<std::string, std::string> _autoBindings;
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static std::vector<AutoBindingResolver*> _customAutoBindingResolvers;
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std::shared_ptr<VertexLayout> _vertexLayout = std::make_shared<VertexLayout>();
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#if CC_ENABLE_CACHE_TEXTURE_DATA
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EventListenerCustom* _backToForegroundListener = nullptr;
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#endif
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};
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//end of _backend group
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/// @}
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CC_BACKEND_END
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