mirror of https://github.com/axmolengine/axmol.git
660 lines
23 KiB
C++
660 lines
23 KiB
C++
/****************************************************************************
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Copyright (c) 2014 Chukong Technologies 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 "3d/CCMesh.h"
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#include "3d/CCMeshSkin.h"
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#include "3d/CCSkeleton3D.h"
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#include "3d/CCMeshVertexIndexData.h"
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#include "2d/CCLight.h"
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#include "2d/CCScene.h"
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#include "base/CCEventDispatcher.h"
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#include "base/CCDirector.h"
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#include "base/CCConfiguration.h"
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#include "renderer/CCTextureCache.h"
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#include "renderer/CCGLProgramState.h"
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#include "renderer/CCMaterial.h"
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#include "renderer/CCTechnique.h"
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#include "renderer/CCPass.h"
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#include "renderer/CCRenderer.h"
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#include "renderer/CCVertexAttribBinding.h"
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#include "math/Mat4.h"
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using namespace std;
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NS_CC_BEGIN
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// Helpers
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static const char *s_dirLightUniformColorName = "u_DirLightSourceColor";
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static const char *s_dirLightUniformDirName = "u_DirLightSourceDirection";
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static const char *s_pointLightUniformColorName = "u_PointLightSourceColor";
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static const char *s_pointLightUniformPositionName = "u_PointLightSourcePosition";
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static const char *s_pointLightUniformRangeInverseName = "u_PointLightSourceRangeInverse";
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static const char *s_spotLightUniformColorName = "u_SpotLightSourceColor";
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static const char *s_spotLightUniformPositionName = "u_SpotLightSourcePosition";
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static const char *s_spotLightUniformDirName = "u_SpotLightSourceDirection";
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static const char *s_spotLightUniformInnerAngleCosName = "u_SpotLightSourceInnerAngleCos";
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static const char *s_spotLightUniformOuterAngleCosName = "u_SpotLightSourceOuterAngleCos";
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static const char *s_spotLightUniformRangeInverseName = "u_SpotLightSourceRangeInverse";
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static const char *s_ambientLightUniformColorName = "u_AmbientLightSourceColor";
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// helpers
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void Mesh::resetLightUniformValues()
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{
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const auto& conf = Configuration::getInstance();
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int maxDirLight = conf->getMaxSupportDirLightInShader();
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int maxPointLight = conf->getMaxSupportPointLightInShader();
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int maxSpotLight = conf->getMaxSupportSpotLightInShader();
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_dirLightUniformColorValues.assign(maxDirLight, Vec3::ZERO);
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_dirLightUniformDirValues.assign(maxDirLight, Vec3::ZERO);
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_pointLightUniformColorValues.assign(maxPointLight, Vec3::ZERO);
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_pointLightUniformPositionValues.assign(maxPointLight, Vec3::ZERO);
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_pointLightUniformRangeInverseValues.assign(maxPointLight, 0.0f);
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_spotLightUniformColorValues.assign(maxSpotLight, Vec3::ZERO);
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_spotLightUniformPositionValues.assign(maxSpotLight, Vec3::ZERO);
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_spotLightUniformDirValues.assign(maxSpotLight, Vec3::ZERO);
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_spotLightUniformInnerAngleCosValues.assign(maxSpotLight, 0.0f);
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_spotLightUniformOuterAngleCosValues.assign(maxSpotLight, 0.0f);
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_spotLightUniformRangeInverseValues.assign(maxSpotLight, 0.0f);
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}
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//Generate a dummy texture when the texture file is missing
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static Texture2D * getDummyTexture()
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{
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auto texture = Director::getInstance()->getTextureCache()->getTextureForKey("/dummyTexture");
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if(!texture)
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{
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#ifdef NDEBUG
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unsigned char data[] ={0,0,0,0};//1*1 transparent picture
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#else
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unsigned char data[] ={255,0,0,255};//1*1 red picture
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#endif
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Image * image =new (std::nothrow) Image();
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image->initWithRawData(data,sizeof(data),1,1,sizeof(unsigned char));
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texture=Director::getInstance()->getTextureCache()->addImage(image,"/dummyTexture");
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image->release();
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}
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return texture;
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}
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Mesh::Mesh()
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: _texture(nullptr)
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, _skin(nullptr)
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, _visible(true)
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, _isTransparent(false)
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, _meshIndexData(nullptr)
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, _material(nullptr)
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, _glProgramState(nullptr)
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, _blend(BlendFunc::ALPHA_NON_PREMULTIPLIED)
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, _visibleChanged(nullptr)
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, _blendDirty(true)
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, _force2DQueue(false)
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{
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}
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Mesh::~Mesh()
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{
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CC_SAFE_RELEASE(_texture);
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CC_SAFE_RELEASE(_skin);
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CC_SAFE_RELEASE(_meshIndexData);
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CC_SAFE_RELEASE(_material);
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CC_SAFE_RELEASE(_glProgramState);
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}
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GLuint Mesh::getVertexBuffer() const
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{
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return _meshIndexData->getVertexBuffer()->getVBO();
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}
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bool Mesh::hasVertexAttrib(int attrib) const
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{
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return _meshIndexData->getMeshVertexData()->hasVertexAttrib(attrib);
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}
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ssize_t Mesh::getMeshVertexAttribCount() const
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{
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return _meshIndexData->getMeshVertexData()->getMeshVertexAttribCount();
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}
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const MeshVertexAttrib& Mesh::getMeshVertexAttribute(int idx)
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{
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return _meshIndexData->getMeshVertexData()->getMeshVertexAttrib(idx);
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}
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int Mesh::getVertexSizeInBytes() const
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{
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return _meshIndexData->getVertexBuffer()->getSizePerVertex();
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}
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Mesh* Mesh::create(const std::vector<float>& positions, const std::vector<float>& normals, const std::vector<float>& texs, const IndexArray& indices)
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{
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int perVertexSizeInFloat = 0;
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std::vector<float> vertices;
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std::vector<MeshVertexAttrib> attribs;
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MeshVertexAttrib att;
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att.size = 3;
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att.type = GL_FLOAT;
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att.attribSizeBytes = att.size * sizeof(float);
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if (positions.size())
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{
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perVertexSizeInFloat += 3;
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att.vertexAttrib = GLProgram::VERTEX_ATTRIB_POSITION;
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attribs.push_back(att);
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}
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if (normals.size())
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{
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perVertexSizeInFloat += 3;
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att.vertexAttrib = GLProgram::VERTEX_ATTRIB_NORMAL;
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attribs.push_back(att);
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}
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if (texs.size())
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{
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perVertexSizeInFloat += 2;
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att.vertexAttrib = GLProgram::VERTEX_ATTRIB_TEX_COORD;
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att.size = 2;
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att.attribSizeBytes = att.size * sizeof(float);
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attribs.push_back(att);
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}
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bool hasNormal = (normals.size() != 0);
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bool hasTexCoord = (texs.size() != 0);
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//position, normal, texCoordinate into _vertexs
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size_t vertexNum = positions.size() / 3;
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for(size_t i = 0; i < vertexNum; i++)
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{
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vertices.push_back(positions[i * 3]);
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vertices.push_back(positions[i * 3 + 1]);
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vertices.push_back(positions[i * 3 + 2]);
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if (hasNormal)
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{
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vertices.push_back(normals[i * 3]);
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vertices.push_back(normals[i * 3 + 1]);
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vertices.push_back(normals[i * 3 + 2]);
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}
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if (hasTexCoord)
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{
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vertices.push_back(texs[i * 2]);
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vertices.push_back(texs[i * 2 + 1]);
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}
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}
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return create(vertices, perVertexSizeInFloat, indices, attribs);
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}
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Mesh* Mesh::create(const std::vector<float>& vertices, int perVertexSizeInFloat, const IndexArray& indices, const std::vector<MeshVertexAttrib>& attribs)
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{
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MeshData meshdata;
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meshdata.attribs = attribs;
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meshdata.vertex = vertices;
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meshdata.subMeshIndices.push_back(indices);
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meshdata.subMeshIds.push_back("");
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auto meshvertexdata = MeshVertexData::create(meshdata);
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auto indexData = meshvertexdata->getMeshIndexDataByIndex(0);
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return create("", indexData);
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}
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Mesh* Mesh::create(const std::string& name, MeshIndexData* indexData, MeshSkin* skin)
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{
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auto state = new (std::nothrow) Mesh();
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state->autorelease();
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state->bindMeshCommand();
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state->_name = name;
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state->setMeshIndexData(indexData);
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state->setSkin(skin);
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return state;
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}
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void Mesh::setVisible(bool visible)
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{
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if (_visible != visible)
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{
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_visible = visible;
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if (_visibleChanged)
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_visibleChanged();
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}
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}
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bool Mesh::isVisible() const
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{
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return _visible;
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}
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void Mesh::setTexture(const std::string& texPath)
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{
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auto tex = Director::getInstance()->getTextureCache()->addImage(texPath);
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setTexture(tex);
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}
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void Mesh::setTexture(Texture2D* tex)
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{
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// Texture must be saved for future use
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// it doesn't matter if the material is already set or not
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// This functionality is added for compatibility issues
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if (tex == nullptr)
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tex = getDummyTexture();
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if (tex != _texture)
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{
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CC_SAFE_RETAIN(tex);
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CC_SAFE_RELEASE(_texture);
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_texture = tex;
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}
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if (_material) {
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auto technique = _material->_currentTechnique;
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for(auto& pass: technique->_passes)
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{
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// FIXME: Ideally it should use glProgramState->setUniformTexture()
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// and set CC_Texture0 that way. But trying to it, will trigger
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// another bug
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pass->setTexture(tex);
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}
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}
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bindMeshCommand();
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}
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Texture2D* Mesh::getTexture() const
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{
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return _texture;
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}
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void Mesh::setMaterial(Material* material)
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{
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if (_material != material) {
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CC_SAFE_RELEASE(_material);
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_material = material;
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CC_SAFE_RETAIN(_material);
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}
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if (_material)
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{
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for (auto technique: _material->getTechniques())
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{
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for (auto pass: technique->getPasses())
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{
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auto vertexAttribBinding = VertexAttribBinding::create(_meshIndexData, pass->getGLProgramState());
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pass->setVertexAttribBinding(vertexAttribBinding);
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}
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}
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}
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}
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Material* Mesh::getMaterial() const
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{
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return _material;
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}
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void Mesh::draw(Renderer* renderer, float globalZOrder, const Mat4& transform, uint32_t flags, unsigned int lightMask, const Vec4& color, bool forceDepthWrite)
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{
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if (! isVisible())
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return;
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bool isTransparent = (_isTransparent || color.w < 1.f);
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float globalZ = isTransparent ? 0 : globalZOrder;
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if (isTransparent)
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flags |= Node::FLAGS_RENDER_AS_3D;
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_meshCommand.init(globalZ,
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_material,
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getVertexBuffer(),
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getIndexBuffer(),
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getPrimitiveType(),
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getIndexFormat(),
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getIndexCount(),
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transform,
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flags);
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// if (isTransparent && !forceDepthWrite)
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// _material->getStateBlock()->setDepthWrite(false);
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// else
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_material->getStateBlock()->setDepthWrite(true);
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_meshCommand.setSkipBatching(isTransparent);
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_meshCommand.setTransparent(isTransparent);
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_meshCommand.set3D(!_force2DQueue);
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_material->getStateBlock()->setBlend(_force2DQueue || isTransparent);
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// set default uniforms for Mesh
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// 'u_color' and others
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const auto scene = Director::getInstance()->getRunningScene();
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auto technique = _material->_currentTechnique;
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for(const auto pass : technique->_passes)
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{
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auto programState = pass->getGLProgramState();
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programState->setUniformVec4("u_color", color);
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if (_skin)
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programState->setUniformVec4v("u_matrixPalette", (GLsizei)_skin->getMatrixPaletteSize(), _skin->getMatrixPalette());
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if (scene && scene->getLights().size() > 0)
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setLightUniforms(pass, scene, color, lightMask);
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}
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renderer->addCommand(&_meshCommand);
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}
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void Mesh::setSkin(MeshSkin* skin)
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{
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if (_skin != skin)
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{
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CC_SAFE_RETAIN(skin);
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CC_SAFE_RELEASE(_skin);
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_skin = skin;
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calculateAABB();
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}
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}
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void Mesh::setMeshIndexData(MeshIndexData* subMesh)
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{
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if (_meshIndexData != subMesh)
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{
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CC_SAFE_RETAIN(subMesh);
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CC_SAFE_RELEASE(_meshIndexData);
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_meshIndexData = subMesh;
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calculateAABB();
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bindMeshCommand();
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}
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}
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void Mesh::setGLProgramState(GLProgramState* glProgramState)
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{
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// XXX create dummy texture
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auto material = Material::createWithGLStateProgram(glProgramState);
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setMaterial(material);
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// Was the texture set before teh GLProgramState ? Set it
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if (_texture)
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setTexture(_texture);
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if (_blendDirty)
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setBlendFunc(_blend);
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bindMeshCommand();
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}
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GLProgramState* Mesh::getGLProgramState() const
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{
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return _material ?
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_material->_currentTechnique->_passes.at(0)->getGLProgramState()
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: nullptr;
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}
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void Mesh::calculateAABB()
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{
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if (_meshIndexData)
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{
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_aabb = _meshIndexData->getAABB();
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if (_skin)
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{
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//get skin root
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Bone3D* root = nullptr;
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Mat4 invBindPose;
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if (_skin->_skinBones.size())
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{
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root = _skin->_skinBones.at(0);
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while (root) {
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auto parent = root->getParentBone();
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bool parentInSkinBone = false;
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for (const auto& bone : _skin->_skinBones) {
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if (bone == parent)
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{
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parentInSkinBone = true;
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break;
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}
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}
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if (!parentInSkinBone)
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break;
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root = parent;
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}
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}
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if (root)
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{
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_aabb.transform(root->getWorldMat() * _skin->getInvBindPose(root));
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}
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}
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}
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}
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void Mesh::bindMeshCommand()
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{
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if (_material && _meshIndexData)
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{
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auto pass = _material->_currentTechnique->_passes.at(0);
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auto glprogramstate = pass->getGLProgramState();
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auto texture = pass->getTexture();
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auto textureid = texture ? texture->getName() : 0;
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// XXX
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// auto blend = pass->getStateBlock()->getBlendFunc();
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auto blend = BlendFunc::ALPHA_PREMULTIPLIED;
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_meshCommand.genMaterialID(textureid, glprogramstate, _meshIndexData->getVertexBuffer()->getVBO(), _meshIndexData->getIndexBuffer()->getVBO(), blend);
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_material->getStateBlock()->setCullFace(true);
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_material->getStateBlock()->setDepthTest(true);
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}
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}
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void Mesh::setLightUniforms(Pass* pass, Scene* scene, const Vec4& color, unsigned int lightmask)
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{
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CCASSERT(pass, "Invalid Pass");
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CCASSERT(scene, "Invalid scene");
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const auto& conf = Configuration::getInstance();
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int maxDirLight = conf->getMaxSupportDirLightInShader();
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int maxPointLight = conf->getMaxSupportPointLightInShader();
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int maxSpotLight = conf->getMaxSupportSpotLightInShader();
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auto &lights = scene->getLights();
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auto glProgramState = pass->getGLProgramState();
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auto attributes = pass->getVertexAttributeBinding()->getVertexAttribsFlags();
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if (attributes & (1 << GLProgram::VERTEX_ATTRIB_NORMAL))
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{
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resetLightUniformValues();
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GLint enabledDirLightNum = 0;
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GLint enabledPointLightNum = 0;
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GLint enabledSpotLightNum = 0;
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Vec3 ambientColor;
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for (const auto& light : lights)
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{
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bool useLight = light->isEnabled() && ((unsigned int)light->getLightFlag() & lightmask);
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if (useLight)
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{
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float intensity = light->getIntensity();
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switch (light->getLightType())
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{
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case LightType::DIRECTIONAL:
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{
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if(enabledDirLightNum < maxDirLight)
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{
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auto dirLight = static_cast<DirectionLight *>(light);
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Vec3 dir = dirLight->getDirectionInWorld();
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dir.normalize();
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const Color3B &col = dirLight->getDisplayedColor();
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_dirLightUniformColorValues[enabledDirLightNum].set(col.r / 255.0f * intensity, col.g / 255.0f * intensity, col.b / 255.0f * intensity);
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_dirLightUniformDirValues[enabledDirLightNum] = dir;
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++enabledDirLightNum;
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}
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}
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break;
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case LightType::POINT:
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{
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if(enabledPointLightNum < maxPointLight)
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{
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auto pointLight = static_cast<PointLight *>(light);
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Mat4 mat= pointLight->getNodeToWorldTransform();
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const Color3B &col = pointLight->getDisplayedColor();
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_pointLightUniformColorValues[enabledPointLightNum].set(col.r / 255.0f * intensity, col.g / 255.0f * intensity, col.b / 255.0f * intensity);
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_pointLightUniformPositionValues[enabledPointLightNum].set(mat.m[12], mat.m[13], mat.m[14]);
|
|
_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();
|
|
_spotLightUniformColorValues[enabledSpotLightNum].set(col.r / 255.0f * intensity, col.g / 255.0f * intensity, col.b / 255.0f * intensity);
|
|
_spotLightUniformPositionValues[enabledSpotLightNum].set(mat.m[12], mat.m[13], mat.m[14]);
|
|
_spotLightUniformDirValues[enabledSpotLightNum] = dir;
|
|
_spotLightUniformInnerAngleCosValues[enabledSpotLightNum] = spotLight->getCosInnerAngle();
|
|
_spotLightUniformOuterAngleCosValues[enabledSpotLightNum] = spotLight->getCosOuterAngle();
|
|
_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)
|
|
{
|
|
glProgramState->setUniformVec3v(s_dirLightUniformColorName, _dirLightUniformColorValues.size(), &_dirLightUniformColorValues[0]);
|
|
glProgramState->setUniformVec3v(s_dirLightUniformDirName, _dirLightUniformDirValues.size(), &_dirLightUniformDirValues[0]);
|
|
}
|
|
|
|
if (0 < maxPointLight)
|
|
{
|
|
glProgramState->setUniformVec3v(s_pointLightUniformColorName, _pointLightUniformColorValues.size(), &_pointLightUniformColorValues[0]);
|
|
glProgramState->setUniformVec3v(s_pointLightUniformPositionName, _pointLightUniformPositionValues.size(), &_pointLightUniformPositionValues[0]);
|
|
glProgramState->setUniformFloatv(s_pointLightUniformRangeInverseName, _pointLightUniformRangeInverseValues.size(), &_pointLightUniformRangeInverseValues[0]);
|
|
}
|
|
|
|
if (0 < maxSpotLight)
|
|
{
|
|
glProgramState->setUniformVec3v(s_spotLightUniformColorName, _spotLightUniformColorValues.size(), &_spotLightUniformColorValues[0]);
|
|
glProgramState->setUniformVec3v(s_spotLightUniformPositionName, _spotLightUniformPositionValues.size(), &_spotLightUniformPositionValues[0]);
|
|
glProgramState->setUniformVec3v(s_spotLightUniformDirName, _spotLightUniformDirValues.size(), &_spotLightUniformDirValues[0]);
|
|
glProgramState->setUniformFloatv(s_spotLightUniformInnerAngleCosName, _spotLightUniformInnerAngleCosValues.size(), &_spotLightUniformInnerAngleCosValues[0]);
|
|
glProgramState->setUniformFloatv(s_spotLightUniformOuterAngleCosName, _spotLightUniformOuterAngleCosValues.size(), &_spotLightUniformOuterAngleCosValues[0]);
|
|
glProgramState->setUniformFloatv(s_spotLightUniformRangeInverseName, _spotLightUniformRangeInverseValues.size(), &_spotLightUniformRangeInverseValues[0]);
|
|
}
|
|
|
|
glProgramState->setUniformVec3(s_ambientLightUniformColorName, Vec3(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;
|
|
//override the uniform value of u_color using the calculated color
|
|
glProgramState->setUniformVec4("u_color", Vec4(color.x * ambient.x, color.y * ambient.y, color.z * ambient.z, color.w));
|
|
}
|
|
}
|
|
}
|
|
|
|
void Mesh::setBlendFunc(const BlendFunc &blendFunc)
|
|
{
|
|
// Blend must be saved for future use
|
|
// it doesn't matter if the material is already set or not
|
|
// This functionality is added for compatibility issues
|
|
if(_blend != blendFunc)
|
|
{
|
|
_blendDirty = true;
|
|
_blend = blendFunc;
|
|
}
|
|
|
|
if (_material) {
|
|
_material->getStateBlock()->setBlendFunc(blendFunc);
|
|
bindMeshCommand();
|
|
}
|
|
}
|
|
|
|
const BlendFunc& Mesh::getBlendFunc() const
|
|
{
|
|
// return _material->_currentTechnique->_passes.at(0)->getBlendFunc();
|
|
return _blend;
|
|
}
|
|
|
|
GLenum Mesh::getPrimitiveType() const
|
|
{
|
|
return _meshIndexData->getPrimitiveType();
|
|
}
|
|
|
|
ssize_t Mesh::getIndexCount() const
|
|
{
|
|
return _meshIndexData->getIndexBuffer()->getIndexNumber();
|
|
}
|
|
|
|
GLenum Mesh::getIndexFormat() const
|
|
{
|
|
return GL_UNSIGNED_SHORT;
|
|
}
|
|
|
|
GLuint Mesh::getIndexBuffer() const
|
|
{
|
|
return _meshIndexData->getIndexBuffer()->getVBO();
|
|
}
|
|
NS_CC_END
|