mirror of https://github.com/axmolengine/axmol.git
204 lines
7.5 KiB
C++
204 lines
7.5 KiB
C++
/****************************************************************************
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Copyright (c) 2015-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 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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#include "3d/CCSkybox.h"
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#include "base/ccMacros.h"
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#include "base/CCConfiguration.h"
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#include "base/CCDirector.h"
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#include "renderer/CCRenderer.h"
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#include "renderer/CCRenderState.h"
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#include "renderer/CCTextureCube.h"
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#include "renderer/ccShaders.h"
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#include "2d/CCCamera.h"
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NS_CC_BEGIN
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Skybox::Skybox():
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_texture(nullptr)
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{
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}
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Skybox::~Skybox()
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{
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CC_SAFE_RELEASE_NULL(_programState);
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_texture->release();
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}
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Skybox* Skybox::create(const std::string& positive_x, const std::string& negative_x,
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const std::string& positive_y, const std::string& negative_y,
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const std::string& positive_z, const std::string& negative_z)
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{
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auto ret = new (std::nothrow) Skybox();
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ret->init(positive_x, negative_x, positive_y, negative_y, positive_z, negative_z);
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ret->autorelease();
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return ret;
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}
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bool Skybox::init()
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{
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_customCommand.setTransparent(false);
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_customCommand.set3D(true);
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_customCommand.setBeforeCallback(CC_CALLBACK_0(Skybox::onBeforeDraw, this));
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_customCommand.setAfterCallback(CC_CALLBACK_0(Skybox::onAfterDraw, this));
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// create and set our custom shader
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_programState = new backend::ProgramState(CC3D_skybox_vert, CC3D_skybox_frag);
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auto &pipelineDescriptor = _customCommand.getPipelineDescriptor();
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auto &layout = pipelineDescriptor.vertexLayout;
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pipelineDescriptor.programState = _programState;
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// disable blend
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pipelineDescriptor.blendDescriptor.blendEnabled = false;
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const auto& attributeInfo = _programState->getProgram()->getActiveAttributes();
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const auto& iter = attributeInfo.find(shaderinfos::attribute::ATTRIBUTE_NAME_POSITION);
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if(iter != attributeInfo.end())
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{
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layout.setAttribute(shaderinfos::attribute::ATTRIBUTE_NAME_POSITION, iter->second.location, backend::VertexFormat::FLOAT3, 0, false);
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}
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layout.setLayout(sizeof(Vec3), backend::VertexStepMode::VERTEX);
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_uniformColorLoc = _programState->getUniformLocation("u_color");
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_uniformCameraRotLoc = _programState->getUniformLocation("u_cameraRot");
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_uniformEnvLoc = _programState->getUniformLocation("u_Env");
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initBuffers();
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return true;
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}
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bool Skybox::init(const std::string& positive_x, const std::string& negative_x,
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const std::string& positive_y, const std::string& negative_y,
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const std::string& positive_z, const std::string& negative_z)
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{
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auto texture = TextureCube::create(positive_x, negative_x, positive_y, negative_y, positive_z, negative_z);
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if (texture == nullptr)
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return false;
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init();
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setTexture(texture);
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texture->release();
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return true;
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}
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void Skybox::initBuffers()
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{
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// The skybox is rendered using a purpose-built shader which makes use of
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// the shader language's inherent support for cubemaps. Hence there is no
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// need to build a cube mesh. All that is needed is a single quad that
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// covers the entire screen. The vertex shader will draw the appropriate
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// view of the cubemap onto that quad.
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//
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// The vertex shader does not apply either the model/view matrix or the
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// projection matrix, so the appropriate quad is one with unit coordinates
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// in the x and y dimensions. Such a quad will exactly cover the screen.
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// To ensure that the skybox is rendered behind all other objects, z needs
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// to be 1.0, but the vertex shader overwrites z to 1.0, so - for the sake
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// of z-buffering - it is unimportant what we set it to for the vertices
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// of the quad.
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//
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// The quad vertex positions are also used in deriving a direction
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// vector for the cubemap lookup. We choose z = -1 which matches the
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// negative-z pointing direction of the camera and gives a field of
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// view of 90deg in both x and y, if not otherwise adjusted. That fov
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// is then adjusted to exactly match the camera by applying a prescaling
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// to the camera's world transformation before sending it to the shader.
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// init vertex buffer object
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Vec3 vexBuf[] =
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{
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Vec3(1, -1, -1), Vec3(1, 1, -1), Vec3(-1, 1, -1), Vec3(-1, -1, -1)
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};
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uint16_t idxBuf[] = { 0, 1, 2, 0, 2, 3 };
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_customCommand.createVertexBuffer(sizeof(Vec3), sizeof(vexBuf), CustomCommand::BufferUsage::STATIC);
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_customCommand.createIndexBuffer(CustomCommand::IndexFormat::U_SHORT, 6, CustomCommand::BufferUsage::STATIC);
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_customCommand.updateVertexBuffer(&vexBuf[0], sizeof(vexBuf));
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_customCommand.updateIndexBuffer(&idxBuf[0], sizeof(idxBuf));
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}
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void Skybox::draw(Renderer* renderer, const Mat4& transform, uint32_t flags)
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{
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_customCommand.init(_globalZOrder);
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renderer->addCommand(&_customCommand);
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auto camera = Camera::getVisitingCamera();
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Mat4 cameraModelMat = camera->getNodeToWorldTransform();
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Mat4 projectionMat = camera->getProjectionMatrix();
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// Ignore the translation
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cameraModelMat.m[12] = cameraModelMat.m[13] = cameraModelMat.m[14] = 0;
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// prescale the matrix to account for the camera fov
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cameraModelMat.scale(1 / projectionMat.m[0], 1 / projectionMat.m[5], 1.0);
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Vec4 color(_displayedColor.r / 255.f, _displayedColor.g / 255.f, _displayedColor.b / 255.f, 1.f);
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_programState->setUniform(_uniformColorLoc, &color, sizeof(color));
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_programState->setUniform(_uniformCameraRotLoc, cameraModelMat.m, sizeof(cameraModelMat.m));
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CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1, 4);
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}
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void Skybox::setTexture(TextureCube* texture)
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{
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CCASSERT(texture != nullptr, __FUNCTION__);
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CC_SAFE_RELEASE_NULL(_texture);
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texture->retain();
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_texture = texture;
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_programState->setTexture(_uniformEnvLoc, 0, _texture->getBackendTexture());
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}
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void Skybox::reload()
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{
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initBuffers();
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}
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void Skybox::onBeforeDraw()
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{
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auto *renderer = Director::getInstance()->getRenderer();
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_rendererDepthTestEnabled = renderer->getDepthTest();
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_rendererDepthCmpFunc = renderer->getDepthCompareFunction();
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_rendererCullMode = renderer->getCullMode();
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renderer->setDepthTest(true);
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renderer->setDepthCompareFunction(backend::CompareFunction::LESS_EQUAL);
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renderer->setCullMode(CullMode::BACK);
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}
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void Skybox::onAfterDraw()
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{
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auto *renderer = Director::getInstance()->getRenderer();
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renderer->setDepthTest(_rendererDepthTestEnabled);
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renderer->setDepthCompareFunction(_rendererDepthCmpFunc);
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renderer->setCullMode(_rendererCullMode);
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}
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NS_CC_END
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