mirror of https://github.com/axmolengine/axmol.git
570 lines
16 KiB
C++
570 lines
16 KiB
C++
#include "CommandBufferGL.h"
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#include "BufferGL.h"
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#include "RenderPipelineGL.h"
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#include "TextureGL.h"
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#include "DepthStencilStateGL.h"
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#include "ProgramGL.h"
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#include "BlendStateGL.h"
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#include "base/ccMacros.h"
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#include "renderer/backend/opengl/UtilsGL.h"
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#include <algorithm>
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CC_BACKEND_BEGIN
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namespace
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{
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GLuint getHandler(Texture *texture)
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{
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switch (texture->getTextureType())
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{
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case TextureType::TEXTURE_2D:
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return static_cast<Texture2DGL*>(texture)->getHandler();
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case TextureType::TEXTURE_CUBE:
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return static_cast<TextureCubeGL*>(texture)->getHandler();
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default:
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assert(false);
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return 0;
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}
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}
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void applyTexture(Texture* texture, int slot)
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{
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switch (texture->getTextureType())
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{
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case TextureType::TEXTURE_2D:
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static_cast<Texture2DGL*>(texture)->apply(slot);
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break;
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case TextureType::TEXTURE_CUBE:
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static_cast<TextureCubeGL*>(texture)->apply(slot);
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break;
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default:
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assert(false);
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return ;
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}
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}
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}
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CommandBufferGL::CommandBufferGL()
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{
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, &_defaultFBO);
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}
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CommandBufferGL::~CommandBufferGL()
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{
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glDeleteFramebuffers(1, &_frameBuffer);
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cleanResources();
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}
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void CommandBufferGL::beginFrame()
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{
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}
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void CommandBufferGL::beginRenderPass(const RenderPassDescriptor& descirptor)
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{
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applyRenderPassDescriptor(descirptor);
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}
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void CommandBufferGL::applyRenderPassDescriptor(const RenderPassDescriptor& descirptor)
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{
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bool useColorAttachmentExternal = descirptor.needColorAttachment && descirptor.colorAttachmentsTexture[0];
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bool useDepthAttachmentExternal = descirptor.depthTestEnabled && descirptor.depthAttachmentTexture;
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bool useStencilAttachmentExternal = descirptor.stencilTestEnabled && descirptor.stencilAttachmentTexture;
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if (useColorAttachmentExternal || useDepthAttachmentExternal || useStencilAttachmentExternal)
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{
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if(_frameBuffer == 0)
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{
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glGenFramebuffers(1, &_frameBuffer);
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}
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_currentFBO = _frameBuffer;
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}
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else
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{
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_currentFBO = _defaultFBO;
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}
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glBindFramebuffer(GL_FRAMEBUFFER, _currentFBO);
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if (useDepthAttachmentExternal)
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{
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glFramebufferTexture2D(GL_FRAMEBUFFER,
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GL_DEPTH_ATTACHMENT,
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GL_TEXTURE_2D,
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getHandler(descirptor.depthAttachmentTexture),
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0);
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CHECK_GL_ERROR_DEBUG();
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}
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if (useStencilAttachmentExternal)
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{
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glFramebufferTexture2D(GL_FRAMEBUFFER,
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GL_STENCIL_ATTACHMENT,
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GL_TEXTURE_2D,
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getHandler(descirptor.depthAttachmentTexture),
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0);
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CHECK_GL_ERROR_DEBUG();
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}
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if (descirptor.needColorAttachment)
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{
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int i = 0;
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for (const auto& texture : descirptor.colorAttachmentsTexture)
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{
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if (texture)
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{
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// TODO: support texture cube
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glFramebufferTexture2D(GL_FRAMEBUFFER,
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GL_COLOR_ATTACHMENT0 + i,
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GL_TEXTURE_2D,
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getHandler(texture),
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0);
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}
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CHECK_GL_ERROR_DEBUG();
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++i;
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}
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}
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else
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{
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// If not draw buffer is needed, should invoke this line explicitly, or it will cause
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// GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER and GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER error.
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// https://stackoverflow.com/questions/28313782/porting-opengl-es-framebuffer-to-opengl
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#if CC_TARGET_PLATFORM == CC_PLATFORM_WIN32 || CC_TARGET_PLATFORM == CC_PLATFORM_LINUX
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glDrawBuffer(GL_NONE);
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glReadBuffer(GL_NONE);
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#endif
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}
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CHECK_GL_ERROR_DEBUG();
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// set clear color, depth and stencil
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GLbitfield mask = 0;
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if (descirptor.needClearColor)
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{
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mask |= GL_COLOR_BUFFER_BIT;
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const auto& clearColor = descirptor.clearColorValue;
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glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
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}
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CHECK_GL_ERROR_DEBUG();
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GLboolean oldDepthWrite = GL_FALSE;
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GLboolean oldDepthTest = GL_FALSE;
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GLfloat oldDepthClearValue = 0.f;
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GLint oldDepthFunc = GL_LESS;
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if (descirptor.needClearDepth)
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{
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glGetBooleanv(GL_DEPTH_WRITEMASK, &oldDepthWrite);
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glGetBooleanv(GL_DEPTH_TEST, &oldDepthTest);
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glGetFloatv(GL_DEPTH_CLEAR_VALUE, &oldDepthClearValue);
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glGetIntegerv(GL_DEPTH_FUNC, &oldDepthFunc);
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mask |= GL_DEPTH_BUFFER_BIT;
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glClearDepth(descirptor.clearDepthValue);
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_TRUE);
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glDepthFunc(GL_ALWAYS);
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}
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CHECK_GL_ERROR_DEBUG();
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if (descirptor.needClearStencil)
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{
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mask |= GL_STENCIL_BUFFER_BIT;
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glClearStencil(descirptor.clearStencilValue);
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}
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if(mask) glClear(mask);
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CHECK_GL_ERROR_DEBUG();
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// restore depth test
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if (descirptor.needClearDepth)
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{
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if (!oldDepthTest)
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glDisable(GL_DEPTH_TEST);
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glDepthMask(oldDepthWrite);
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glDepthFunc(oldDepthFunc);
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glClearDepth(oldDepthClearValue);
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}
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CHECK_GL_ERROR_DEBUG();
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}
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void CommandBufferGL::setRenderPipeline(RenderPipeline* renderPipeline)
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{
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assert(renderPipeline != nullptr);
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if (renderPipeline == nullptr)
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return;
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RenderPipelineGL* rp = static_cast<RenderPipelineGL*>(renderPipeline);
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rp->retain();
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CC_SAFE_RELEASE(_renderPipeline);
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_renderPipeline = rp;
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}
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void CommandBufferGL::setViewport(int x, int y, unsigned int w, unsigned int h)
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{
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glViewport(x, y, w, h);
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_viewPort.x = x;
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_viewPort.y = y;
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_viewPort.w = w;
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_viewPort.h = h;
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}
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void CommandBufferGL::setCullMode(CullMode mode)
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{
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_cullMode = mode;
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}
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void CommandBufferGL::setWinding(Winding winding)
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{
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glFrontFace(UtilsGL::toGLFrontFace(winding));
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}
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void CommandBufferGL::setIndexBuffer(Buffer* buffer)
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{
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assert(buffer != nullptr);
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if (buffer == nullptr)
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return;
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buffer->retain();
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CC_SAFE_RELEASE(_indexBuffer);
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_indexBuffer = static_cast<BufferGL*>(buffer);
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}
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void CommandBufferGL::setVertexBuffer(unsigned int index, Buffer* buffer)
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{
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assert(buffer != nullptr);
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if (buffer == nullptr)
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return;
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buffer->retain();
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if (index >= _vertexBuffers.size())
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_vertexBuffers.resize(index + 1);
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CC_SAFE_RELEASE(_vertexBuffers[index]);
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_vertexBuffers[index] = static_cast<BufferGL*>(buffer);
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}
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void CommandBufferGL::setProgramState(ProgramState* programState)
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{
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CC_SAFE_RETAIN(programState);
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CC_SAFE_RELEASE(_programState);
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_programState = programState;
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}
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void CommandBufferGL::drawArrays(PrimitiveType primitiveType, unsigned int start, unsigned int count)
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{
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prepareDrawing();
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glDrawArrays(UtilsGL::toGLPrimitiveType(primitiveType), start, count);
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cleanResources();
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}
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void CommandBufferGL::drawElements(PrimitiveType primitiveType, IndexFormat indexType, unsigned int count, unsigned int offset)
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{
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prepareDrawing();
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer->getHandler());
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glDrawElements(UtilsGL::toGLPrimitiveType(primitiveType), count, UtilsGL::toGLIndexType(indexType), (GLvoid*)offset);
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CHECK_GL_ERROR_DEBUG();
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cleanResources();
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}
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void CommandBufferGL::endRenderPass()
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{
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}
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void CommandBufferGL::endFrame()
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{
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}
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void CommandBufferGL::setDepthStencilState(DepthStencilState* depthStencilState)
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{
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if (depthStencilState)
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{
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_depthStencilStateGL = static_cast<DepthStencilStateGL*>(depthStencilState);
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}
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else
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{
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_depthStencilStateGL = nullptr;
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}
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}
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void CommandBufferGL::prepareDrawing() const
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{
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const auto& program = _renderPipeline->getProgram();
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glUseProgram(program->getHandler());
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bindVertexBuffer(program);
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setUniforms(program);
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// Set depth/stencil state.
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if (_depthStencilStateGL)
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{
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_depthStencilStateGL->apply(_stencilReferenceValueFront, _stencilReferenceValueBack);
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}
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else
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DepthStencilStateGL::reset();
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// Set blend state.
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if (_renderPipeline->getBlendState())
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_renderPipeline->getBlendState()->apply();
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else
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BlendStateGL::reset();
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// Set cull mode.
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if (CullMode::NONE == _cullMode)
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{
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glDisable(GL_CULL_FACE);
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}
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else
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{
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glEnable(GL_CULL_FACE);
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glCullFace(UtilsGL::toGLCullMode(_cullMode));
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}
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}
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void CommandBufferGL::bindVertexBuffer(ProgramGL *program) const
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{
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// Bind vertex buffers and set the attributes.
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int i = 0;
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const auto& attributeInfos = program->getAttributeInfos();
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const auto& vertexLayouts = getVertexLayouts();
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for (const auto& vertexBuffer : _vertexBuffers)
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{
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if (! vertexBuffer)
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continue;
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if (i >= attributeInfos.size())
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break;
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glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer->getHandler());
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const auto& attributeInfo = attributeInfos[i];
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const auto &layouts = vertexLayouts->at(i);
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for (const auto& attribute : attributeInfo)
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{
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const auto &layoutInfo = layouts.getAttributes().at(attribute.name);
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glEnableVertexAttribArray(attribute.location);
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glVertexAttribPointer(attribute.location,
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UtilsGL::getGLAttributeSize(layoutInfo.format),
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UtilsGL::toGLAttributeType(layoutInfo.format),
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layoutInfo.needToBeNormallized,
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layouts.getStride(),
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(GLvoid*)layoutInfo.offset);
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}
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++i;
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}
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}
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void CommandBufferGL::setUniforms(ProgramGL* program) const
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{
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if (_programState)
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{
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auto& callbacks = _programState->getCallbackUniforms();
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auto& uniformInfos = _programState->getVertexUniformInfos();
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for (auto &cb : callbacks)
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{
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cb.second(_programState, cb.first);
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}
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int i = 0;
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for(auto& iter : uniformInfos)
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{
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auto& uniformInfo = iter.uniformInfo;
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if(uniformInfo.bufferSize <= 0)
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continue;
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int elementCount = uniformInfo.count;
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if (uniformInfo.isArray)
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{
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CCASSERT(uniformInfo.count * uniformInfo.bufferSize >= iter.data.size(), "uniform data size mismatch!");
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//iter.data.reserve(uniformInfo.count * uniformInfo.bufferSize);
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elementCount = std::min(elementCount, (int)(iter.data.size() / uniformInfo.bufferSize));
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}
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setUniform(uniformInfo.isArray,
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uniformInfo.location,
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elementCount,
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uniformInfo.type,
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(void*)iter.data.data());
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}
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const auto& textureInfo = _programState->getVertexTextureInfos();
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for(const auto& iter : textureInfo)
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{
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const auto& textures = iter.second.textures;
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const auto& slot = iter.second.slot;
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int i = 0;
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for (const auto& texture: textures)
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{
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applyTexture(texture, slot[i]);
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++i;
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}
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auto arrayCount = slot.size();
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if (arrayCount > 1)
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glUniform1iv(iter.first, (uint32_t)arrayCount, (GLint*)slot.data());
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else
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glUniform1i(iter.first, slot[0]);
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}
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}
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}
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#define DEF_TO_INT(pointer, index) (*((GLint*)(pointer) + index))
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#define DEF_TO_FLOAT(pointer, index) (*((GLfloat*)(pointer) + index))
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void CommandBufferGL::setUniform(bool isArray, GLuint location, unsigned int size, GLenum uniformType, void* data) const
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{
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GLsizei count = size;
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switch (uniformType)
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{
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case GL_INT:
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case GL_BOOL:
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case GL_SAMPLER_2D:
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case GL_SAMPLER_CUBE:
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if (isArray)
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glUniform1iv(location, count, (GLint*)data);
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else
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glUniform1i(location, DEF_TO_INT(data, 0));
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break;
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case GL_INT_VEC2:
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case GL_BOOL_VEC2:
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if (isArray)
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glUniform2iv(location, count, (GLint*)data);
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else
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glUniform2i(location, DEF_TO_INT(data, 0), DEF_TO_INT(data, 1));
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break;
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case GL_INT_VEC3:
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case GL_BOOL_VEC3:
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if (isArray)
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glUniform3iv(location, count, (GLint*)data);
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else
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glUniform3i(location,
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DEF_TO_INT(data, 0),
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DEF_TO_INT(data, 1),
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DEF_TO_INT(data, 2));
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break;
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case GL_INT_VEC4:
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case GL_BOOL_VEC4:
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if (isArray)
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glUniform4iv(location, count, (GLint*)data);
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else
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glUniform4i(location,
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DEF_TO_INT(data, 0),
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DEF_TO_INT(data, 1),
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DEF_TO_INT(data, 2),
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DEF_TO_INT(data, 4));
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break;
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case GL_FLOAT:
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if (isArray)
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glUniform1fv(location, count, (GLfloat*)data);
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else
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glUniform1f(location, DEF_TO_FLOAT(data, 0));
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break;
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case GL_FLOAT_VEC2:
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if (isArray)
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glUniform2fv(location, count, (GLfloat*)data);
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else
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glUniform2f(location, DEF_TO_FLOAT(data, 0), DEF_TO_FLOAT(data, 1));
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break;
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case GL_FLOAT_VEC3:
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if (isArray)
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glUniform3fv(location, count, (GLfloat*)data);
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else
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glUniform3f(location,
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DEF_TO_FLOAT(data, 0),
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DEF_TO_FLOAT(data, 1),
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DEF_TO_FLOAT(data, 2));
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break;
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case GL_FLOAT_VEC4:
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if (isArray)
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glUniform4fv(location, count, (GLfloat*)data);
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else
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glUniform4f(location,
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DEF_TO_FLOAT(data, 0),
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DEF_TO_FLOAT(data, 1),
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DEF_TO_FLOAT(data, 2),
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DEF_TO_FLOAT(data, 3));
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break;
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case GL_FLOAT_MAT2:
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glUniformMatrix2fv(location, count, GL_FALSE, (GLfloat*)data);
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break;
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case GL_FLOAT_MAT3:
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glUniformMatrix3fv(location, count, GL_FALSE, (GLfloat*)data);
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break;
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case GL_FLOAT_MAT4:
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glUniformMatrix4fv(location, count, GL_FALSE, (GLfloat*)data);
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break;
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break;
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default:
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CCASSERT(false, "invalidate Uniform data type");
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break;
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}
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}
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void CommandBufferGL::cleanResources()
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{
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CC_SAFE_RELEASE_NULL(_indexBuffer);
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CC_SAFE_RELEASE_NULL(_renderPipeline);
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CC_SAFE_RELEASE_NULL(_programState);
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for (const auto& vertexBuffer : _vertexBuffers)
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CC_SAFE_RELEASE(vertexBuffer);
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_vertexBuffers.clear();
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}
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void CommandBufferGL::setLineWidth(float lineWidth)
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{
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if(lineWidth > 0.0f)
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glLineWidth(lineWidth);
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}
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void CommandBufferGL::setScissorRect(bool isEnabled, float x, float y, float width, float height)
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{
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if(isEnabled)
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{
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glEnable(GL_SCISSOR_TEST);
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glScissor(x, y, width, height);
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}
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else
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{
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glDisable(GL_SCISSOR_TEST);
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}
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}
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void CommandBufferGL::captureScreen(std::function<void(const unsigned char*, int, int)> callback)
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{
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int bufferSize = _viewPort.w * _viewPort.h *4;
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std::shared_ptr<GLubyte> buffer(new GLubyte[bufferSize], [](GLubyte* p){ CC_SAFE_DELETE_ARRAY(p); });
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memset(buffer.get(), 0, bufferSize);
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if (!buffer)
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{
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callback(nullptr, 0, 0);
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return;
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}
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glPixelStorei(GL_PACK_ALIGNMENT, 1);
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glReadPixels(0, 0, _viewPort.w, _viewPort.h, GL_RGBA, GL_UNSIGNED_BYTE, buffer.get());
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|
std::shared_ptr<GLubyte> flippedBuffer(new GLubyte[bufferSize], [](GLubyte* p) { CC_SAFE_DELETE_ARRAY(p); });
|
|
memset(flippedBuffer.get(), 0, bufferSize);
|
|
if (!flippedBuffer)
|
|
{
|
|
callback(nullptr, 0, 0);
|
|
return;
|
|
}
|
|
for (int row = 0; row < _viewPort.h; ++row)
|
|
{
|
|
memcpy(flippedBuffer.get() + (_viewPort.h - row - 1) * _viewPort.w * 4, buffer.get() + row * _viewPort.w * 4, _viewPort.w * 4);
|
|
}
|
|
|
|
callback(flippedBuffer.get(), _viewPort.w, _viewPort.h);
|
|
}
|
|
|
|
CC_BACKEND_END
|