axmol/cocos/renderer/CCMeshCommand.cpp

562 lines
22 KiB
C++

/****************************************************************************
Copyright (c) 2013-2014 Chukong Technologies Inc.
http://www.cocos2d-x.org
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#include "renderer/CCMeshCommand.h"
#include "base/ccMacros.h"
#include "base/CCConfiguration.h"
#include "base/CCDirector.h"
#include "base/CCEventCustom.h"
#include "base/CCEventListenerCustom.h"
#include "base/CCEventDispatcher.h"
#include "base/CCEventType.h"
#include "base/CCConfiguration.h"
#include "2d/CCLight.h"
#include "renderer/ccGLStateCache.h"
#include "renderer/CCGLProgramState.h"
#include "renderer/CCRenderer.h"
#include "renderer/CCTextureAtlas.h"
#include "renderer/CCTexture2D.h"
#include "renderer/ccGLStateCache.h"
#include "xxhash.h"
NS_CC_BEGIN
static const char *s_dirLightUniformColorName = "u_DirLightSourceColor";
static std::vector<Vec3> s_dirLightUniformColorValues;
static const char *s_dirLightUniformDirName = "u_DirLightSourceDirection";
static std::vector<Vec3> s_dirLightUniformDirValues;
static const char *s_pointLightUniformColorName = "u_PointLightSourceColor";
static std::vector<Vec3> s_pointLightUniformColorValues;
static const char *s_pointLightUniformPositionName = "u_PointLightSourcePosition";
static std::vector<Vec3> s_pointLightUniformPositionValues;
static const char *s_pointLightUniformRangeInverseName = "u_PointLightSourceRangeInverse";
static std::vector<float> s_pointLightUniformRangeInverseValues;
static const char *s_spotLightUniformColorName = "u_SpotLightSourceColor";
static std::vector<Vec3> s_spotLightUniformColorValues;
static const char *s_spotLightUniformPositionName = "u_SpotLightSourcePosition";
static std::vector<Vec3> s_spotLightUniformPositionValues;
static const char *s_spotLightUniformDirName = "u_SpotLightSourceDirection";
static std::vector<Vec3> s_spotLightUniformDirValues;
static const char *s_spotLightUniformInnerAngleCosName = "u_SpotLightSourceInnerAngleCos";
static std::vector<float> s_spotLightUniformInnerAngleCosValues;
static const char *s_spotLightUniformOuterAngleCosName = "u_SpotLightSourceOuterAngleCos";
static std::vector<float> s_spotLightUniformOuterAngleCosValues;
static const char *s_spotLightUniformRangeInverseName = "u_SpotLightSourceRangeInverse";
static std::vector<float> s_spotLightUniformRangeInverseValues;
static const char *s_ambientLightUniformColorName = "u_AmbientLightSourceColor";
MeshCommand::MeshCommand()
: _textureID(0)
, _glProgramState(nullptr)
, _blendType(BlendFunc::DISABLE)
, _displayColor(1.0f, 1.0f, 1.0f, 1.0f)
, _matrixPalette(nullptr)
, _matrixPaletteSize(0)
, _materialID(0)
, _vao(0)
, _cullFaceEnabled(false)
, _cullFace(GL_BACK)
, _depthTestEnabled(false)
, _depthWriteEnabled(false)
, _forceDepthWrite(false)
, _renderStateCullFaceEnabled(false)
, _renderStateDepthTest(false)
, _renderStateDepthWrite(GL_FALSE)
, _lightMask(-1)
{
_type = RenderCommand::Type::MESH_COMMAND;
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WP8 || CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
// listen the event that renderer was recreated on Android/WP8
_rendererRecreatedListener = EventListenerCustom::create(EVENT_RENDERER_RECREATED, CC_CALLBACK_1(MeshCommand::listenRendererRecreated, this));
Director::getInstance()->getEventDispatcher()->addEventListenerWithFixedPriority(_rendererRecreatedListener, -1);
#endif
}
void MeshCommand::init(float globalZOrder,
GLuint textureID,
cocos2d::GLProgramState *glProgramState,
cocos2d::BlendFunc blendType,
GLuint vertexBuffer,
GLuint indexBuffer,
GLenum primitive,
GLenum indexFormat,
ssize_t indexCount,
const cocos2d::Mat4 &mv,
uint32_t flags)
{
CCASSERT(glProgramState, "GLProgramState cannot be nill");
RenderCommand::init(globalZOrder, mv, flags);
_globalOrder = globalZOrder;
_textureID = textureID;
_blendType = blendType;
_glProgramState = glProgramState;
_vertexBuffer = vertexBuffer;
_indexBuffer = indexBuffer;
_primitive = primitive;
_indexFormat = indexFormat;
_indexCount = indexCount;
_mv.set(mv);
_is3D = true;
}
void MeshCommand::init(float globalOrder,
GLuint textureID,
GLProgramState* glProgramState,
BlendFunc blendType,
GLuint vertexBuffer,
GLuint indexBuffer,
GLenum primitive,
GLenum indexFormat,
ssize_t indexCount,
const Mat4 &mv)
{
init(globalOrder, textureID, glProgramState, blendType, vertexBuffer, indexBuffer, primitive, indexFormat, indexCount, mv, 0);
}
void MeshCommand::setCullFaceEnabled(bool enable)
{
_cullFaceEnabled = enable;
}
void MeshCommand::setCullFace(GLenum cullFace)
{
_cullFace = cullFace;
}
void MeshCommand::setDepthTestEnabled(bool enable)
{
_depthTestEnabled = enable;
}
void MeshCommand::setDepthWriteEnabled(bool enable)
{
_forceDepthWrite = enable;
_depthWriteEnabled = enable;
}
void MeshCommand::setDisplayColor(const Vec4& color)
{
_displayColor = color;
}
void MeshCommand::setTransparent(bool value)
{
_isTransparent = value;
//Skip batching for transparent mesh
_skipBatching = value;
if (_isTransparent && !_forceDepthWrite)
{
_depthWriteEnabled = false;
}
else
{
_depthWriteEnabled = true;
}
}
MeshCommand::~MeshCommand()
{
releaseVAO();
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WP8 || CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
Director::getInstance()->getEventDispatcher()->removeEventListener(_rendererRecreatedListener);
#endif
}
void MeshCommand::applyRenderState()
{
_renderStateCullFaceEnabled = glIsEnabled(GL_CULL_FACE) != GL_FALSE;
_renderStateDepthTest = glIsEnabled(GL_DEPTH_TEST) != GL_FALSE;
glGetBooleanv(GL_DEPTH_WRITEMASK, &_renderStateDepthWrite);
GLint cullface;
glGetIntegerv(GL_CULL_FACE_MODE, &cullface);
_renderStateCullFace = (GLenum)cullface;
if (_cullFaceEnabled != _renderStateCullFaceEnabled)
{
_cullFaceEnabled ? glEnable(GL_CULL_FACE) : glDisable(GL_CULL_FACE);
}
if (_cullFace != _renderStateCullFace)
{
glCullFace(_cullFace);
}
if (_depthTestEnabled != _renderStateDepthTest)
{
_depthTestEnabled ? glEnable(GL_DEPTH_TEST) : glDisable(GL_DEPTH_TEST);
}
if (_depthWriteEnabled != _renderStateDepthWrite)
{
glDepthMask(_depthWriteEnabled);
}
}
void MeshCommand::restoreRenderState()
{
if (_cullFaceEnabled != _renderStateCullFaceEnabled)
{
_renderStateCullFaceEnabled ? glEnable(GL_CULL_FACE) : glDisable(GL_CULL_FACE);
}
if (_cullFace != _renderStateCullFace)
{
glCullFace(_renderStateCullFace);
}
if (_depthTestEnabled != _renderStateDepthTest)
{
_renderStateDepthTest ? glEnable(GL_DEPTH_TEST) : glDisable(GL_DEPTH_TEST);
}
if (_depthWriteEnabled != _renderStateDepthWrite)
{
glDepthMask(_renderStateDepthWrite);
}
}
void MeshCommand::genMaterialID(GLuint texID, void* glProgramState, GLuint vertexBuffer, GLuint indexBuffer, const BlendFunc& blend)
{
int intArray[7] = {0};
intArray[0] = (int)texID;
*(int**)&intArray[1] = (int*) glProgramState;
intArray[3] = (int) vertexBuffer;
intArray[4] = (int) indexBuffer;
intArray[5] = (int) blend.src;
intArray[6] = (int) blend.dst;
_materialID = XXH32((const void*)intArray, sizeof(intArray), 0);
}
void MeshCommand::MatrixPalleteCallBack( GLProgram* glProgram, Uniform* uniform)
{
glUniform4fv( uniform->location, (GLsizei)_matrixPaletteSize, (const float*)_matrixPalette );
}
void MeshCommand::preBatchDraw()
{
// Set material
GL::bindTexture2D(_textureID);
GL::blendFunc(_blendType.src, _blendType.dst);
if (Configuration::getInstance()->supportsShareableVAO() && _vao == 0)
buildVAO();
if (_vao)
{
GL::bindVAO(_vao);
}
else
{
glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
_glProgramState->applyAttributes();
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer);
}
}
void MeshCommand::batchDraw()
{
// set render state
applyRenderState();
_glProgramState->setUniformVec4("u_color", _displayColor);
if (_matrixPaletteSize && _matrixPalette)
{
_glProgramState->setUniformCallback("u_matrixPalette", CC_CALLBACK_2(MeshCommand::MatrixPalleteCallBack, this));
}
_glProgramState->applyGLProgram(_mv);
_glProgramState->applyUniforms();
const auto& scene = Director::getInstance()->getRunningScene();
if (scene && scene->getLights().size() > 0)
setLightUniforms();
// Draw
glDrawElements(_primitive, (GLsizei)_indexCount, _indexFormat, 0);
CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1, _indexCount);
}
void MeshCommand::postBatchDraw()
{
//restore render state
restoreRenderState();
if (_vao)
{
GL::bindVAO(0);
}
else
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
}
void MeshCommand::execute()
{
// set render state
applyRenderState();
// Set material
GL::bindTexture2D(_textureID);
GL::blendFunc(_blendType.src, _blendType.dst);
glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
_glProgramState->setUniformVec4("u_color", _displayColor);
if (_matrixPaletteSize && _matrixPalette)
{
_glProgramState->setUniformCallback("u_matrixPalette", CC_CALLBACK_2(MeshCommand::MatrixPalleteCallBack, this));
}
_glProgramState->apply(_mv);
const auto& scene = Director::getInstance()->getRunningScene();
if (scene && scene->getLights().size() > 0)
setLightUniforms();
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer);
// Draw
glDrawElements(_primitive, (GLsizei)_indexCount, _indexFormat, 0);
CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1, _indexCount);
//restore render state
restoreRenderState();
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void MeshCommand::buildVAO()
{
releaseVAO();
glGenVertexArrays(1, &_vao);
GL::bindVAO(_vao);
glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
auto flags = _glProgramState->getVertexAttribsFlags();
for (int i = 0; flags > 0; i++) {
int flag = 1 << i;
if (flag & flags)
glEnableVertexAttribArray(i);
flags &= ~flag;
}
_glProgramState->applyAttributes(false);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer);
GL::bindVAO(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
void MeshCommand::releaseVAO()
{
if (_vao)
{
glDeleteVertexArrays(1, &_vao);
_vao = 0;
GL::bindVAO(0);
}
}
void MeshCommand::setLightUniforms()
{
Director *director = Director::getInstance();
auto scene = director->getRunningScene();
const auto& conf = Configuration::getInstance();
int maxDirLight = conf->getMaxSupportDirLightInShader();
int maxPointLight = conf->getMaxSupportPointLightInShader();
int maxSpotLight = conf->getMaxSupportSpotLightInShader();
auto &lights = scene->getLights();
auto glProgram = _glProgramState->getGLProgram();
if (_glProgramState->getVertexAttribsFlags() & (1 << GLProgram::VERTEX_ATTRIB_NORMAL))
{
resetLightUniformValues();
GLint enabledDirLightNum = 0;
GLint enabledPointLightNum = 0;
GLint enabledSpotLightNum = 0;
Vec3 ambientColor;
for (const auto& light : lights)
{
bool useLight = light->isEnabled() && ((unsigned int)light->getLightFlag() & _lightMask);
if (useLight)
{
float intensity = light->getIntensity();
switch (light->getLightType())
{
case LightType::DIRECTIONAL:
{
if(enabledDirLightNum < maxDirLight)
{
auto dirLight = static_cast<DirectionLight *>(light);
Vec3 dir = dirLight->getDirectionInWorld();
dir.normalize();
const Color3B &col = dirLight->getDisplayedColor();
s_dirLightUniformColorValues[enabledDirLightNum].set(col.r / 255.0f * intensity, col.g / 255.0f * intensity, col.b / 255.0f * intensity);
s_dirLightUniformDirValues[enabledDirLightNum] = dir;
++enabledDirLightNum;
}
}
break;
case LightType::POINT:
{
if(enabledPointLightNum < maxPointLight)
{
auto pointLight = static_cast<PointLight *>(light);
Mat4 mat= pointLight->getNodeToWorldTransform();
const Color3B &col = pointLight->getDisplayedColor();
s_pointLightUniformColorValues[enabledPointLightNum].set(col.r / 255.0f * intensity, col.g / 255.0f * intensity, col.b / 255.0f * intensity);
s_pointLightUniformPositionValues[enabledPointLightNum].set(mat.m[12], mat.m[13], mat.m[14]);
s_pointLightUniformRangeInverseValues[enabledPointLightNum] = 1.0f / pointLight->getRange();
++enabledPointLightNum;
}
}
break;
case LightType::SPOT:
{
if(enabledSpotLightNum < maxSpotLight)
{
auto spotLight = static_cast<SpotLight *>(light);
Vec3 dir = spotLight->getDirectionInWorld();
dir.normalize();
Mat4 mat= light->getNodeToWorldTransform();
const Color3B &col = spotLight->getDisplayedColor();
s_spotLightUniformColorValues[enabledSpotLightNum].set(col.r / 255.0f * intensity, col.g / 255.0f * intensity, col.b / 255.0f * intensity);
s_spotLightUniformPositionValues[enabledSpotLightNum].set(mat.m[12], mat.m[13], mat.m[14]);
s_spotLightUniformDirValues[enabledSpotLightNum] = dir;
s_spotLightUniformInnerAngleCosValues[enabledSpotLightNum] = spotLight->getCosInnerAngle();
s_spotLightUniformOuterAngleCosValues[enabledSpotLightNum] = spotLight->getCosOuterAngle();
s_spotLightUniformRangeInverseValues[enabledSpotLightNum] = 1.0f / spotLight->getRange();
++enabledSpotLightNum;
}
}
break;
case LightType::AMBIENT:
{
auto ambLight = static_cast<AmbientLight *>(light);
const Color3B &col = ambLight->getDisplayedColor();
ambientColor.add(col.r / 255.0f * intensity, col.g / 255.0f * intensity, col.b / 255.0f * intensity);
}
break;
default:
break;
}
}
}
if (0 < maxDirLight)
{
glProgram->setUniformLocationWith3fv((GLint)glProgram->getUniformLocationForName(s_dirLightUniformColorName), (GLfloat*)(&s_dirLightUniformColorValues[0]), (unsigned int)s_dirLightUniformColorValues.size());
glProgram->setUniformLocationWith3fv((GLint)glProgram->getUniformLocationForName(s_dirLightUniformDirName), (GLfloat*)(&s_dirLightUniformDirValues[0]), (unsigned int)s_dirLightUniformDirValues.size());
}
if (0 < maxPointLight)
{
glProgram->setUniformLocationWith3fv((GLint)glProgram->getUniformLocationForName(s_pointLightUniformColorName), (GLfloat*)(&s_pointLightUniformColorValues[0]), (unsigned int)s_pointLightUniformColorValues.size());
glProgram->setUniformLocationWith3fv((GLint)glProgram->getUniformLocationForName(s_pointLightUniformPositionName), (GLfloat*)(&s_pointLightUniformPositionValues[0]), (unsigned int)s_pointLightUniformPositionValues.size());
glProgram->setUniformLocationWith1fv((GLint)glProgram->getUniformLocationForName(s_pointLightUniformRangeInverseName), (GLfloat*)(&s_pointLightUniformRangeInverseValues[0]), (unsigned int)s_pointLightUniformRangeInverseValues.size());
}
if (0 < maxSpotLight)
{
glProgram->setUniformLocationWith3fv((GLint)glProgram->getUniformLocationForName(s_spotLightUniformColorName), (GLfloat*)(&s_spotLightUniformColorValues[0]), (unsigned int)s_spotLightUniformColorValues.size());
glProgram->setUniformLocationWith3fv((GLint)glProgram->getUniformLocationForName(s_spotLightUniformPositionName), (GLfloat*)(&s_spotLightUniformPositionValues[0]), (unsigned int)s_spotLightUniformPositionValues.size());
glProgram->setUniformLocationWith3fv((GLint)glProgram->getUniformLocationForName(s_spotLightUniformDirName), (GLfloat*)(&s_spotLightUniformDirValues[0]), (unsigned int)s_spotLightUniformDirValues.size());
glProgram->setUniformLocationWith1fv((GLint)glProgram->getUniformLocationForName(s_spotLightUniformInnerAngleCosName), (GLfloat*)(&s_spotLightUniformInnerAngleCosValues[0]), (unsigned int)s_spotLightUniformInnerAngleCosValues.size());
glProgram->setUniformLocationWith1fv((GLint)glProgram->getUniformLocationForName(s_spotLightUniformOuterAngleCosName), (GLfloat*)(&s_spotLightUniformOuterAngleCosValues[0]), (unsigned int)s_spotLightUniformOuterAngleCosValues.size());
glProgram->setUniformLocationWith1fv((GLint)glProgram->getUniformLocationForName(s_spotLightUniformRangeInverseName), (GLfloat*)(&s_spotLightUniformRangeInverseValues[0]), (unsigned int)s_spotLightUniformRangeInverseValues.size());
}
glProgram->setUniformLocationWith3f(glProgram->getUniformLocationForName(s_ambientLightUniformColorName), ambientColor.x, ambientColor.y, ambientColor.z);
}
else // normal does not exist
{
Vec3 ambient(0.0f, 0.0f, 0.0f);
bool hasAmbient = false;
for (const auto& light : lights)
{
if (light->getLightType() == LightType::AMBIENT)
{
bool useLight = light->isEnabled() && ((unsigned int)light->getLightFlag() & _lightMask);
if (useLight)
{
hasAmbient = true;
const Color3B &col = light->getDisplayedColor();
ambient.x += col.r * light->getIntensity();
ambient.y += col.g * light->getIntensity();
ambient.z += col.b * light->getIntensity();
}
}
}
if (hasAmbient)
{
ambient.x /= 255.f; ambient.y /= 255.f; ambient.z /= 255.f;
}
glProgram->setUniformLocationWith4f(glProgram->getUniformLocationForName("u_color"), _displayColor.x * ambient.x, _displayColor.y * ambient.y, _displayColor.z * ambient.z, _displayColor.w);
}
}
void MeshCommand::resetLightUniformValues()
{
const auto& conf = Configuration::getInstance();
int maxDirLight = conf->getMaxSupportDirLightInShader();
int maxPointLight = conf->getMaxSupportPointLightInShader();
int maxSpotLight = conf->getMaxSupportSpotLightInShader();
s_dirLightUniformColorValues.assign(maxDirLight, Vec3::ZERO);
s_dirLightUniformDirValues.assign(maxDirLight, Vec3::ZERO);
s_pointLightUniformColorValues.assign(maxPointLight, Vec3::ZERO);
s_pointLightUniformPositionValues.assign(maxPointLight, Vec3::ZERO);
s_pointLightUniformRangeInverseValues.assign(maxPointLight, 0.0f);
s_spotLightUniformColorValues.assign(maxSpotLight, Vec3::ZERO);
s_spotLightUniformPositionValues.assign(maxSpotLight, Vec3::ZERO);
s_spotLightUniformDirValues.assign(maxSpotLight, Vec3::ZERO);
s_spotLightUniformInnerAngleCosValues.assign(maxSpotLight, 0.0f);
s_spotLightUniformOuterAngleCosValues.assign(maxSpotLight, 0.0f);
s_spotLightUniformRangeInverseValues.assign(maxSpotLight, 0.0f);
}
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WP8 || CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
void MeshCommand::listenRendererRecreated(EventCustom* event)
{
_vao = 0;
}
#endif
NS_CC_END