mirror of https://github.com/axmolengine/axmol.git
297 lines
9.4 KiB
C++
297 lines
9.4 KiB
C++
/****************************************************************************
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Copyright (c) 2010-2012 cocos2d-x.org
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Copyright (c) 2011 Ricardo Quesada
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Copyright (c) 2011 Zynga Inc.
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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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#include "CCShaderCache.h"
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#include "CCGLProgram.h"
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#include "ccMacros.h"
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#include "ccShaders.h"
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NS_CC_BEGIN
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enum {
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kCCShaderType_PositionTextureColor,
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kCCShaderType_PositionTextureColorAlphaTest,
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kCCShaderType_PositionColor,
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kCCShaderType_PositionTexture,
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kCCShaderType_PositionTexture_uColor,
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kCCShaderType_PositionTextureA8Color,
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kCCShaderType_Position_uColor,
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kCCShaderType_PositionLengthTexureColor,
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kCCShaderType_MAX,
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};
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static CCShaderCache *_sharedShaderCache = 0;
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CCShaderCache* CCShaderCache::sharedShaderCache()
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{
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if (!_sharedShaderCache) {
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_sharedShaderCache = new CCShaderCache();
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if (!_sharedShaderCache->init())
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{
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CC_SAFE_DELETE(_sharedShaderCache);
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}
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}
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return _sharedShaderCache;
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}
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void CCShaderCache::purgeSharedShaderCache()
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{
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CC_SAFE_RELEASE_NULL(_sharedShaderCache);
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}
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CCShaderCache::CCShaderCache()
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: m_pPrograms(0)
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{
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}
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CCShaderCache::~CCShaderCache()
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{
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CCLOGINFO("cocos2d deallocing %p", this);
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m_pPrograms->release();
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}
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bool CCShaderCache::init()
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{
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m_pPrograms = new CCDictionary();
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loadDefaultShaders();
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return true;
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}
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void CCShaderCache::loadDefaultShaders()
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{
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// Position Texture Color shader
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CCGLProgram *p = new CCGLProgram();
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loadDefaultShader(p, kCCShaderType_PositionTextureColor);
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m_pPrograms->setObject(p, kCCShader_PositionTextureColor);
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p->release();
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// Position Texture Color alpha test
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p = new CCGLProgram();
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loadDefaultShader(p, kCCShaderType_PositionTextureColorAlphaTest);
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m_pPrograms->setObject(p, kCCShader_PositionTextureColorAlphaTest);
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p->release();
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//
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// Position, Color shader
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//
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p = new CCGLProgram();
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loadDefaultShader(p, kCCShaderType_PositionColor);
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m_pPrograms->setObject(p, kCCShader_PositionColor);
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p->release();
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//
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// Position Texture shader
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//
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p = new CCGLProgram();
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loadDefaultShader(p, kCCShaderType_PositionTexture);
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m_pPrograms->setObject(p, kCCShader_PositionTexture);
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p->release();
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//
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// Position, Texture attribs, 1 Color as uniform shader
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//
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p = new CCGLProgram();
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loadDefaultShader(p, kCCShaderType_PositionTexture_uColor);
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m_pPrograms->setObject(p ,kCCShader_PositionTexture_uColor);
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p->release();
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//
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// Position Texture A8 Color shader
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//
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p = new CCGLProgram();
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loadDefaultShader(p, kCCShaderType_PositionTextureA8Color);
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m_pPrograms->setObject(p, kCCShader_PositionTextureA8Color);
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p->release();
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//
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// Position and 1 color passed as a uniform (to simulate glColor4ub )
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//
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p = new CCGLProgram();
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loadDefaultShader(p, kCCShaderType_Position_uColor);
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m_pPrograms->setObject(p, kCCShader_Position_uColor);
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p->release();
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//
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// Position, Legth(TexCoords, Color (used by Draw Node basically )
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//
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p = new CCGLProgram();
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loadDefaultShader(p, kCCShaderType_PositionLengthTexureColor);
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m_pPrograms->setObject(p, kCCShader_PositionLengthTexureColor);
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p->release();
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}
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void CCShaderCache::reloadDefaultShaders()
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{
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// reset all programs and reload them
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// Position Texture Color shader
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CCGLProgram *p = programForKey(kCCShader_PositionTextureColor);
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p->reset();
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loadDefaultShader(p, kCCShaderType_PositionTextureColor);
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// Position Texture Color alpha test
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p = programForKey(kCCShader_PositionTextureColorAlphaTest);
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p->reset();
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loadDefaultShader(p, kCCShaderType_PositionTextureColorAlphaTest);
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//
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// Position, Color shader
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//
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p = programForKey(kCCShader_PositionColor);
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p->reset();
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loadDefaultShader(p, kCCShaderType_PositionColor);
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//
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// Position Texture shader
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//
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p = programForKey(kCCShader_PositionTexture);
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p->reset();
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loadDefaultShader(p, kCCShaderType_PositionTexture);
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//
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// Position, Texture attribs, 1 Color as uniform shader
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//
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p = programForKey(kCCShader_PositionTexture_uColor);
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p->reset();
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loadDefaultShader(p, kCCShaderType_PositionTexture_uColor);
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//
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// Position Texture A8 Color shader
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//
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p = programForKey(kCCShader_PositionTextureA8Color);
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p->reset();
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loadDefaultShader(p, kCCShaderType_PositionTextureA8Color);
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//
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// Position and 1 color passed as a uniform (to simulate glColor4ub )
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//
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p = programForKey(kCCShader_Position_uColor);
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p->reset();
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loadDefaultShader(p, kCCShaderType_Position_uColor);
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//
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// Position, Legth(TexCoords, Color (used by Draw Node basically )
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//
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p = programForKey(kCCShader_PositionLengthTexureColor);
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p->reset();
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loadDefaultShader(p, kCCShaderType_Position_uColor);
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}
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void CCShaderCache::loadDefaultShader(CCGLProgram *p, int type)
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{
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switch (type) {
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case kCCShaderType_PositionTextureColor:
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p->initWithVertexShaderByteArray(ccPositionTextureColor_vert, ccPositionTextureColor_frag);
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p->addAttribute(kCCAttributeNamePosition, kCCVertexAttrib_Position);
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p->addAttribute(kCCAttributeNameColor, kCCVertexAttrib_Color);
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p->addAttribute(kCCAttributeNameTexCoord, kCCVertexAttrib_TexCoords);
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break;
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case kCCShaderType_PositionTextureColorAlphaTest:
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p->initWithVertexShaderByteArray(ccPositionTextureColor_vert, ccPositionTextureColorAlphaTest_frag);
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p->addAttribute(kCCAttributeNamePosition, kCCVertexAttrib_Position);
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p->addAttribute(kCCAttributeNameColor, kCCVertexAttrib_Color);
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p->addAttribute(kCCAttributeNameTexCoord, kCCVertexAttrib_TexCoords);
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break;
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case kCCShaderType_PositionColor:
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p->initWithVertexShaderByteArray(ccPositionColor_vert ,ccPositionColor_frag);
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p->addAttribute(kCCAttributeNamePosition, kCCVertexAttrib_Position);
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p->addAttribute(kCCAttributeNameColor, kCCVertexAttrib_Color);
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break;
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case kCCShaderType_PositionTexture:
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p->initWithVertexShaderByteArray(ccPositionTexture_vert ,ccPositionTexture_frag);
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p->addAttribute(kCCAttributeNamePosition, kCCVertexAttrib_Position);
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p->addAttribute(kCCAttributeNameTexCoord, kCCVertexAttrib_TexCoords);
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break;
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case kCCShaderType_PositionTexture_uColor:
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p->initWithVertexShaderByteArray(ccPositionTexture_uColor_vert, ccPositionTexture_uColor_frag);
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p->addAttribute(kCCAttributeNamePosition, kCCVertexAttrib_Position);
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p->addAttribute(kCCAttributeNameTexCoord, kCCVertexAttrib_TexCoords);
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break;
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case kCCShaderType_PositionTextureA8Color:
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p->initWithVertexShaderByteArray(ccPositionTextureA8Color_vert, ccPositionTextureA8Color_frag);
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p->addAttribute(kCCAttributeNamePosition, kCCVertexAttrib_Position);
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p->addAttribute(kCCAttributeNameColor, kCCVertexAttrib_Color);
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p->addAttribute(kCCAttributeNameTexCoord, kCCVertexAttrib_TexCoords);
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break;
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case kCCShaderType_Position_uColor:
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p->initWithVertexShaderByteArray(ccPosition_uColor_vert, ccPosition_uColor_frag);
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p->addAttribute("aVertex", kCCVertexAttrib_Position);
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break;
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case kCCShaderType_PositionLengthTexureColor:
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p->initWithVertexShaderByteArray(ccPositionColorLengthTexture_vert, ccPositionColorLengthTexture_frag);
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p->addAttribute(kCCAttributeNamePosition, kCCVertexAttrib_Position);
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p->addAttribute(kCCAttributeNameTexCoord, kCCVertexAttrib_TexCoords);
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p->addAttribute(kCCAttributeNameColor, kCCVertexAttrib_Color);
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break;
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default:
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CCLOG("cocos2d: %s:%d, error shader type", __FUNCTION__, __LINE__);
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return;
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}
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p->link();
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p->updateUniforms();
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CHECK_GL_ERROR_DEBUG();
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}
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CCGLProgram* CCShaderCache::programForKey(const char* key)
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{
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return (CCGLProgram*)m_pPrograms->objectForKey(key);
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}
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void CCShaderCache::addProgram(CCGLProgram* program, const char* key)
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{
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m_pPrograms->setObject(program, key);
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}
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NS_CC_END
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