mirror of https://github.com/axmolengine/axmol.git
229 lines
7.7 KiB
C++
229 lines
7.7 KiB
C++
/****************************************************************************
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Copyright 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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#ifndef __CCGLPROGRAMSTATE_H__
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#define __CCGLPROGRAMSTATE_H__
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#include <unordered_map>
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#include "base/ccTypes.h"
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#include "base/CCVector.h"
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#include "math/Vec2.h"
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#include "math/Vec3.h"
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#include "math/Vec4.h"
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NS_CC_BEGIN
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class GLProgram;
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class Texture2D;
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struct Uniform;
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struct VertexAttrib;
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class EventListenerCustom;
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class EventCustom;
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//
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//
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// UniformValue
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//
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//
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class CC_DLL UniformValue
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{
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friend class GLProgram;
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friend class GLProgramState;
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public:
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UniformValue();
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UniformValue(Uniform *uniform, GLProgram* glprogram);
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~UniformValue();
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void setFloat(float value);
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void setInt(int value);
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void setVec2(const Vec2& value);
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void setVec3(const Vec3& value);
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void setVec4(const Vec4& value);
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void setMat4(const Mat4& value);
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void setCallback(const std::function<void(GLProgram*, Uniform*)> &callback);
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void setTexture(GLuint textureId, GLuint activeTexture);
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void apply();
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protected:
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Uniform* _uniform; // weak ref
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GLProgram* _glprogram; // weak ref
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bool _useCallback;
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union U{
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float floatValue;
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int intValue;
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float v2Value[2];
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float v3Value[3];
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float v4Value[4];
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float matrixValue[16];
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struct {
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GLuint textureId;
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GLuint textureUnit;
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} tex;
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std::function<void(GLProgram*, Uniform*)> *callback;
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U() { memset( this, 0, sizeof(*this) ); }
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~U(){}
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U& operator=( const U& other ) {
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memcpy(this, &other, sizeof(*this));
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return *this;
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}
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} _value;
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};
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//
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//
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// VertexAttribValue
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//
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//
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class CC_DLL VertexAttribValue
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{
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friend class GLProgram;
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friend class GLProgramState;
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public:
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VertexAttribValue(VertexAttrib *vertexAttrib);
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VertexAttribValue();
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~VertexAttribValue();
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void setPointer(GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLvoid *pointer);
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void setCallback(const std::function<void(VertexAttrib*)> &callback);
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void apply();
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protected:
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VertexAttrib* _vertexAttrib; // weak ref
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bool _useCallback;
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bool _enabled;
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union U{
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struct {
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GLint size;
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GLenum type;
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GLboolean normalized;
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GLsizei stride;
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GLvoid *pointer;
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} pointer;
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std::function<void(VertexAttrib*)> *callback;
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U() { memset( this, 0, sizeof(*this) ); }
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~U(){}
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U& operator=( const U& other ) {
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memcpy(this, &other, sizeof(*this));
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return *this;
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}
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} _value;
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};
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/**
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GLProgramState holds the 'state' (uniforms and attributes) of the GLProgram.
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A GLProgram can be used by thousands of Nodes, but if different uniform values
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are going to be used, then each node will need its own GLProgramState
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*/
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class CC_DLL GLProgramState : public Ref
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{
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friend class GLProgramStateCache;
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public:
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/** returns a new instance of GLProgramState for a given GLProgram */
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static GLProgramState* create(GLProgram* glprogram);
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/** gets-or-creates an instance of GLProgramState for a given GLProgram */
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static GLProgramState* getOrCreateWithGLProgram(GLProgram* glprogram);
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/** gets-or-creates an instance of GLProgramState for a given GLProgramName */
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static GLProgramState* getOrCreateWithGLProgramName(const std::string &glProgramName );
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// apply GLProgram, attributes and uniforms
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void apply(const Mat4& modelView);
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void applyGLProgram(const Mat4& modelView);
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/**
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* apply vertex attributes
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* @param applyAttribFlags Call GL::enableVertexAttribs(_vertexAttribsFlags) or not
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*/
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void applyAttributes(bool applyAttribFlags = true);
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void applyUniforms();
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void setGLProgram(GLProgram* glprogram);
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GLProgram* getGLProgram() const { return _glprogram; }
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// vertex attribs
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uint32_t getVertexAttribsFlags() const { return _vertexAttribsFlags; }
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ssize_t getVertexAttribCount() const { return _attributes.size(); }
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void setVertexAttribCallback(const std::string &name, const std::function<void(VertexAttrib*)> &callback);
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void setVertexAttribPointer(const std::string &name, GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLvoid *pointer);
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// user defined uniforms
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ssize_t getUniformCount() const { return _uniforms.size(); }
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void setUniformInt(const std::string &uniformName, int value);
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void setUniformFloat(const std::string &uniformName, float value);
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void setUniformVec2(const std::string &uniformName, const Vec2& value);
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void setUniformVec3(const std::string &uniformName, const Vec3& value);
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void setUniformVec4(const std::string &uniformName, const Vec4& value);
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void setUniformMat4(const std::string &uniformName, const Mat4& value);
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void setUniformCallback(const std::string &uniformName, const std::function<void(GLProgram*, Uniform*)> &callback);
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void setUniformTexture(const std::string &uniformName, Texture2D *texture);
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void setUniformTexture(const std::string &uniformName, GLuint textureId);
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void setUniformInt(GLint uniformLocation, int value);
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void setUniformFloat(GLint uniformLocation, float value);
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void setUniformVec2(GLint uniformLocation, const Vec2& value);
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void setUniformVec3(GLint uniformLocation, const Vec3& value);
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void setUniformVec4(GLint uniformLocation, const Vec4& value);
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void setUniformMat4(GLint uniformLocation, const Mat4& value);
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void setUniformCallback(GLint uniformLocation, const std::function<void(GLProgram*, Uniform*)> &callback);
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void setUniformTexture(GLint uniformLocation, Texture2D *texture);
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void setUniformTexture(GLint uniformLocation, GLuint textureId);
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protected:
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GLProgramState();
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~GLProgramState();
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bool init(GLProgram* program);
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void resetGLProgram();
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VertexAttribValue* getVertexAttribValue(const std::string &attributeName);
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UniformValue* getUniformValue(const std::string &uniformName);
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UniformValue* getUniformValue(GLint uniformLocation);
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bool _uniformAttributeValueDirty;
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std::unordered_map<std::string, GLint> _uniformsByName;
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std::unordered_map<GLint, UniformValue> _uniforms;
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std::unordered_map<std::string, VertexAttribValue> _attributes;
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std::unordered_map<std::string, int> _boundTextureUnits;
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int _textureUnitIndex;
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uint32_t _vertexAttribsFlags;
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GLProgram *_glprogram;
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WP8)
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EventListenerCustom* _backToForegroundlistener;
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#endif
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};
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NS_CC_END
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#endif /* __CCGLPROGRAMSTATE_H__ */
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