axmol/cocos/2d/CCCameraBackgroundBrush.cpp

428 lines
13 KiB
C++

/****************************************************************************
Copyright (c) 2015 Chukong Technologies Inc.
http://www.cocos2d-x.org
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#include "2d/CCCameraBackgroundBrush.h"
#include "2d/CCCamera.h"
#include "base/ccMacros.h"
#include "base/CCConfiguration.h"
#include "base/CCDirector.h"
#include "renderer/ccGLStateCache.h"
#include "renderer/CCGLProgram.h"
#include "renderer/CCGLProgramCache.h"
#include "renderer/CCGLProgramState.h"
#include "renderer/CCRenderer.h"
#include "renderer/CCRenderState.h"
#include "renderer/CCTextureCube.h"
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
#include "base/CCEventCustom.h"
#include "base/CCEventListenerCustom.h"
#include "base/CCEventType.h"
#include "base/CCEventDispatcher.h"
#endif
NS_CC_BEGIN
CameraBackgroundBrush::CameraBackgroundBrush()
: _glProgramState(nullptr)
{
}
CameraBackgroundBrush::~CameraBackgroundBrush()
{
CC_SAFE_RELEASE(_glProgramState);
}
CameraBackgroundBrush* CameraBackgroundBrush::createNoneBrush()
{
auto ret = new (std::nothrow) CameraBackgroundBrush();
ret->init();
ret->autorelease();
return ret;
}
CameraBackgroundColorBrush* CameraBackgroundBrush::createColorBrush(const Color4F& color, float depth)
{
return CameraBackgroundColorBrush::create(color, depth);
}
CameraBackgroundDepthBrush* CameraBackgroundBrush::createDepthBrush(float depth)
{
return CameraBackgroundDepthBrush::create(depth);
}
CameraBackgroundSkyBoxBrush* CameraBackgroundBrush::createSkyboxBrush(const std::string& positive_x, const std::string& negative_x, const std::string& positive_y, const std::string& negative_y, const std::string& positive_z, const std::string& negative_z)
{
return CameraBackgroundSkyBoxBrush::create(positive_x, negative_x, positive_y, negative_y, positive_z, negative_z);
}
//////////////////////////////////////////////////////////////////////////////////////////
CameraBackgroundDepthBrush::CameraBackgroundDepthBrush()
: _depth(0.f)
, _clearColor(GL_FALSE)
{
}
CameraBackgroundDepthBrush::~CameraBackgroundDepthBrush()
{
}
CameraBackgroundDepthBrush* CameraBackgroundDepthBrush::create(float depth)
{
auto ret = new (std::nothrow) CameraBackgroundDepthBrush();
ret->_depth = depth;
ret->init();
ret->autorelease();
return ret;
}
bool CameraBackgroundDepthBrush::init()
{
auto shader = GLProgramCache::getInstance()->getGLProgram(GLProgram::SHADER_CAMERA_CLEAR);
_glProgramState = GLProgramState::getOrCreateWithGLProgram(shader);
_glProgramState->retain();
_quad.bl.vertices = Vec3(-1,-1,0);
_quad.br.vertices = Vec3(1,-1,0);
_quad.tl.vertices = Vec3(-1,1,0);
_quad.tr.vertices = Vec3(1,1,0);
_quad.bl.colors = _quad.br.colors = _quad.tl.colors = _quad.tr.colors = Color4B(0,0,0,1);
_quad.bl.texCoords = Tex2F(0,0);
_quad.br.texCoords = Tex2F(1,0);
_quad.tl.texCoords = Tex2F(0,1);
_quad.tr.texCoords = Tex2F(1,1);
return true;
}
void CameraBackgroundDepthBrush::drawBackground(Camera* camera)
{
GLboolean oldDepthTest;
GLint oldDepthFunc;
GLboolean oldDepthMask;
{
glColorMask(_clearColor, _clearColor, _clearColor, _clearColor);
glStencilMask(0);
oldDepthTest = glIsEnabled(GL_DEPTH_TEST);
glGetIntegerv(GL_DEPTH_FUNC, &oldDepthFunc);
glGetBooleanv(GL_DEPTH_WRITEMASK, &oldDepthMask);
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS);
}
//draw
_glProgramState->setUniformFloat("depth", _depth);
_glProgramState->apply(Mat4::IDENTITY);
GLshort indices[6] = {0, 1, 2, 3, 2, 1};
{
GL::bindVAO(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
GL::enableVertexAttribs(GL::VERTEX_ATTRIB_FLAG_POS_COLOR_TEX);
// vertices
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, sizeof(V3F_C4B_T2F), &_quad.tl.vertices);
// colors
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(V3F_C4B_T2F), &_quad.tl.colors);
// tex coords
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORD, 2, GL_FLOAT, GL_FALSE, sizeof(V3F_C4B_T2F), &_quad.tl.texCoords);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
}
{
if(GL_FALSE == oldDepthTest)
{
glDisable(GL_DEPTH_TEST);
}
glDepthFunc(oldDepthFunc);
if(GL_FALSE == oldDepthMask)
{
glDepthMask(GL_FALSE);
}
/* IMPORTANT: We only need to update the states that are not restored.
Since we don't know what was the previous value of the mask, we update the RenderState
after setting it.
The other values don't need to be updated since they were restored to their original values
*/
glStencilMask(0xFFFFF);
// RenderState::StateBlock::_defaultState->setStencilWrite(0xFFFFF);
/* BUG: RenderState does not support glColorMask yet. */
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
}
}
//////////////////////////////////////////////////////////////////////////////////////////
CameraBackgroundColorBrush::CameraBackgroundColorBrush()
: _color(0.f, 0.f, 0.f, 0.f)
{
}
CameraBackgroundColorBrush::~CameraBackgroundColorBrush()
{
}
bool CameraBackgroundColorBrush::init()
{
CameraBackgroundDepthBrush::init();
this->_clearColor = GL_TRUE;
return true;
}
void CameraBackgroundColorBrush::setColor(const Color4F& color)
{
_quad.bl.colors = _quad.br.colors = _quad.tl.colors = _quad.tr.colors = Color4B(color);
}
CameraBackgroundColorBrush* CameraBackgroundColorBrush::create(const Color4F& color, float depth)
{
auto ret = new (std::nothrow) CameraBackgroundColorBrush();
ret->init();
ret->setColor(color);
ret->setDepth(depth);
ret->autorelease();
return ret;
}
/////////////////////////////////////////////////////////////////////////////////////////////
CameraBackgroundSkyBoxBrush::CameraBackgroundSkyBoxBrush()
: _vao(0)
, _vertexBuffer(0)
, _indexBuffer(0)
, _texture(nullptr)
{
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
_backToForegroundListener = EventListenerCustom::create(EVENT_RENDERER_RECREATED,
[this](EventCustom*)
{
initBuffer();
}
);
Director::getInstance()->getEventDispatcher()->addEventListenerWithFixedPriority(_backToForegroundListener, -1);
#endif
}
CameraBackgroundSkyBoxBrush::~CameraBackgroundSkyBoxBrush()
{
CC_SAFE_RELEASE(_texture);
glDeleteBuffers(1, &_vertexBuffer);
glDeleteBuffers(1, &_indexBuffer);
_vertexBuffer = 0;
_indexBuffer = 0;
if (Configuration::getInstance()->supportsShareableVAO())
{
glDeleteVertexArrays(1, &_vao);
GL::bindVAO(0);
_vao = 0;
}
}
CameraBackgroundSkyBoxBrush* CameraBackgroundSkyBoxBrush::create(const std::string& positive_x, const std::string& negative_x, const std::string& positive_y, const std::string& negative_y, const std::string& positive_z, const std::string& negative_z)
{
auto texture = TextureCube::create(positive_x, negative_x, positive_y, negative_y, positive_z, negative_z);
if (texture == nullptr)
return nullptr;
Texture2D::TexParams tRepeatParams;
tRepeatParams.magFilter = GL_LINEAR;
tRepeatParams.minFilter = GL_LINEAR;
tRepeatParams.wrapS = GL_CLAMP_TO_EDGE;
tRepeatParams.wrapT = GL_CLAMP_TO_EDGE;
texture->setTexParameters(tRepeatParams);
auto ret = new(std::nothrow)CameraBackgroundSkyBoxBrush();
ret->init();
ret->setTexture(texture);
ret->autorelease();
return ret;
}
CameraBackgroundSkyBoxBrush* CameraBackgroundSkyBoxBrush::create()
{
auto ret = new(std::nothrow)CameraBackgroundSkyBoxBrush();
ret->init();
ret->autorelease();
return ret;
}
void CameraBackgroundSkyBoxBrush::drawBackground(Camera* camera)
{
Mat4 cameraModelMat = camera->getNodeToWorldTransform();
_glProgramState->apply(Mat4::IDENTITY);
Vec4 color(1.f, 1.f, 1.f, 1.f);
_glProgramState->setUniformVec4("u_color", color);
cameraModelMat.m[12] = cameraModelMat.m[13] = cameraModelMat.m[14] = 0;
_glProgramState->setUniformMat4("u_cameraRot", cameraModelMat);
glEnable(GL_DEPTH_TEST);
RenderState::StateBlock::_defaultState->setDepthTest(true);
glDepthFunc(GL_ALWAYS);
RenderState::StateBlock::_defaultState->setDepthFunction(RenderState::DEPTH_ALWAYS);
glEnable(GL_CULL_FACE);
RenderState::StateBlock::_defaultState->setCullFace(true);
glCullFace(GL_BACK);
RenderState::StateBlock::_defaultState->setCullFaceSide(RenderState::CULL_FACE_SIDE_BACK);
glDisable(GL_BLEND);
RenderState::StateBlock::_defaultState->setBlend(false);
if (Configuration::getInstance()->supportsShareableVAO())
{
GL::bindVAO(_vao);
}
else
{
GL::enableVertexAttribs(GL::VERTEX_ATTRIB_FLAG_POSITION);
glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, sizeof(Vec3), nullptr);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer);
}
glDrawElements(GL_TRIANGLES, (GLsizei)36, GL_UNSIGNED_BYTE, nullptr);
if (Configuration::getInstance()->supportsShareableVAO())
{
GL::bindVAO(0);
}
else
{
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1, 8);
CHECK_GL_ERROR_DEBUG();
}
bool CameraBackgroundSkyBoxBrush::init()
{
auto shader = GLProgramCache::getInstance()->getGLProgram(GLProgram::SHADER_3D_SKYBOX);
_glProgramState = GLProgramState::create(shader);
_glProgramState->setVertexAttribPointer(GLProgram::ATTRIBUTE_NAME_POSITION, 3, GL_FLOAT, GL_FALSE, sizeof(Vec3), nullptr);
_glProgramState->retain();
initBuffer();
return true;
}
void CameraBackgroundSkyBoxBrush::initBuffer()
{
if (_vertexBuffer)
glDeleteBuffers(1, &_vertexBuffer);
if (_indexBuffer)
glDeleteBuffers(1, &_indexBuffer);
if (Configuration::getInstance()->supportsShareableVAO() && _vao)
{
glDeleteVertexArrays(1, &_vao);
GL::bindVAO(0);
_vao = 0;
}
if (Configuration::getInstance()->supportsShareableVAO())
{
glGenVertexArrays(1, &_vao);
GL::bindVAO(_vao);
}
// init vertex buffer object
Vec3 vexBuf[] =
{
Vec3(1, -1, 1), Vec3(1, 1, 1), Vec3(-1, 1, 1), Vec3(-1, -1, 1),
Vec3(1, -1, -1), Vec3(1, 1, -1), Vec3(-1, 1, -1), Vec3(-1, -1, -1)
};
glGenBuffers(1, &_vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vexBuf), vexBuf, GL_STATIC_DRAW);
// init index buffer object
const unsigned char idxBuf[] = { 2, 1, 0, 3, 2, 0, // font
1, 5, 4, 1, 4, 0, // right
4, 5, 6, 4, 6, 7, // back
7, 6, 2, 7, 2, 3, // left
2, 6, 5, 2, 5, 1, // up
3, 0, 4, 3, 4, 7 // down
};
glGenBuffers(1, &_indexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(idxBuf), idxBuf, GL_STATIC_DRAW);
if (Configuration::getInstance()->supportsShareableVAO())
{
glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_POSITION);
_glProgramState->applyAttributes(false);
GL::bindVAO(0);
}
}
void CameraBackgroundSkyBoxBrush::setTexture(TextureCube* texture)
{
CC_SAFE_RETAIN(texture);
CC_SAFE_RELEASE(_texture);
_texture = texture;
_glProgramState->setUniformTexture("u_Env", _texture);
}
NS_CC_END