mirror of https://github.com/axmolengine/axmol.git
212 lines
6.1 KiB
C++
212 lines
6.1 KiB
C++
#include "ProgramGL.h"
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#include "ShaderModuleGL.h"
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#include "renderer/backend/Types.h"
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#include "base/ccMacros.h"
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#include "renderer/backend/opengl/UtilsGL.h"
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CC_BACKEND_BEGIN
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ProgramGL::ProgramGL(const std::string& vertexShader, const std::string& fragmentShader)
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: Program(vertexShader, fragmentShader)
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{
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_vertexShaderModule = static_cast<ShaderModuleGL*>(ShaderCache::newVertexShaderModule(vertexShader));
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_fragmentShaderModule = static_cast<ShaderModuleGL*>(ShaderCache::newFragmentShaderModule(fragmentShader));
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CC_SAFE_RETAIN(_vertexShaderModule);
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CC_SAFE_RETAIN(_fragmentShaderModule);
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compileProgram();
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computeUniformInfos();
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}
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ProgramGL::~ProgramGL()
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{
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CC_SAFE_RELEASE(_vertexShaderModule);
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CC_SAFE_RELEASE(_fragmentShaderModule);
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if (_program)
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glDeleteProgram(_program);
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}
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void ProgramGL::compileProgram()
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{
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if (_vertexShaderModule == nullptr || _fragmentShaderModule == nullptr)
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return;
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auto vertShader = _vertexShaderModule->getShader();
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auto fragShader = _fragmentShaderModule->getShader();
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assert (vertShader != 0 && fragShader != 0);
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if (vertShader == 0 || fragShader == 0)
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return;
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_program = glCreateProgram();
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if (!_program)
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return;
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glAttachShader(_program, vertShader);
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glAttachShader(_program, fragShader);
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glLinkProgram(_program);
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GLint status = 0;
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glGetProgramiv(_program, GL_LINK_STATUS, &status);
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if (GL_FALSE == status)
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{
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printf("cocos2d: ERROR: %s: failed to link program ", __FUNCTION__);
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glDeleteProgram(_program);
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_program = 0;
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}
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}
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void ProgramGL::computeAttributeInfos(const RenderPipelineDescriptor& descriptor)
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{
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_attributeInfos.clear();
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const auto& vertexLayouts = descriptor.vertexLayouts;
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for (const auto& vertexLayout : *vertexLayouts)
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{
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if (! vertexLayout.isValid())
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continue;
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VertexAttributeArray vertexAttributeArray;
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const auto& attributes = vertexLayout.getAttributes();
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for (const auto& it : attributes)
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{
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auto &attribute = it.second;
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AttributeInfo attributeInfo;
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if (!getAttributeLocation(attribute.name, attributeInfo.location))
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continue;
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attributeInfo.stride = vertexLayout.getStride();
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attributeInfo.offset = attribute.offset;
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attributeInfo.type = UtilsGL::toGLAttributeType(attribute.format);
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attributeInfo.size = UtilsGL::getGLAttributeSize(attribute.format);
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attributeInfo.needToBeNormallized = attribute.needToBeNormallized;
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attributeInfo.name = attribute.name;
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vertexAttributeArray.push_back(attributeInfo);
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}
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_attributeInfos.push_back(std::move(vertexAttributeArray));
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}
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}
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bool ProgramGL::getAttributeLocation(const std::string& attributeName, unsigned int& location) const
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{
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GLint loc = glGetAttribLocation(_program, attributeName.c_str());
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if (-1 == loc)
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{
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CCLOG("Cocos2d: %s: can not find vertex attribute of %s", __FUNCTION__, attributeName.c_str());
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return false;
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}
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location = GLuint(loc);
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return true;
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}
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const std::unordered_map<std::string, AttributeBindInfo> ProgramGL::getActiveAttributes() const
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{
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std::unordered_map<std::string, AttributeBindInfo> attributes;
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if (!_program) return attributes;
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GLint numOfActiveAttributes = 0;
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glGetProgramiv(_program, GL_ACTIVE_ATTRIBUTES, &numOfActiveAttributes);
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if (numOfActiveAttributes <= 0)
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return attributes;
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attributes.reserve(numOfActiveAttributes);
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int MAX_ATTRIBUTE_NAME_LENGTH = 256;
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std::vector<char> attrName(MAX_ATTRIBUTE_NAME_LENGTH + 1);
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GLint attrNameLen = 0;
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GLenum attrType;
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GLint attrSize;
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backend::AttributeBindInfo info;
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for (int i = 0; i < numOfActiveAttributes; i++)
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{
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glGetActiveAttrib(_program, i, MAX_ATTRIBUTE_NAME_LENGTH, &attrNameLen, &attrSize, &attrType, attrName.data());
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CHECK_GL_ERROR_DEBUG();
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info.attributeName = std::string(attrName.data(), attrName.data() + attrNameLen);
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info.location = glGetAttribLocation(_program, info.attributeName.c_str());
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info.type = attrType;
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info.size = UtilsGL::getGLDataTypeSize(attrType) * attrSize;
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CHECK_GL_ERROR_DEBUG();
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attributes[info.attributeName] = info;
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}
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return attributes;
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}
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void ProgramGL::computeUniformInfos()
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{
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if (!_program)
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return;
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GLint numOfUniforms = 0;
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glGetProgramiv(_program, GL_ACTIVE_UNIFORMS, &numOfUniforms);
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if (!numOfUniforms)
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return;
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#define MAX_UNIFORM_NAME_LENGTH 256
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UniformInfo uniform;
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GLint length = 0;
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GLchar* uniformName = (GLchar*)malloc(MAX_UNIFORM_NAME_LENGTH + 1);
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for (int i = 0; i < numOfUniforms; ++i)
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{
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glGetActiveUniform(_program, i, MAX_UNIFORM_NAME_LENGTH, &length, &uniform.count, &uniform.type, uniformName);
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uniformName[length] = '\0';
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if (length > 3)
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{
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char* c = strrchr(uniformName, '[');
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if (c)
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{
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*c = '\0';
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uniform.isArray = true;
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}
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}
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uniform.location = glGetUniformLocation(_program, uniformName);
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uniform.bufferSize = UtilsGL::getGLDataTypeSize(uniform.type);
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_uniformInfos[uniformName] = uniform;
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_maxLocation = _maxLocation <= uniform.location ? (uniform.location + 1) : _maxLocation;
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}
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free(uniformName);
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}
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UniformLocation ProgramGL::getUniformLocation(const std::string& uniform) const
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{
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UniformLocation uniformLocation;
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uniformLocation.location = glGetUniformLocation(_program, uniform.c_str());
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return uniformLocation;
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}
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const std::unordered_map<std::string, UniformInfo>& ProgramGL::getVertexUniformInfos() const
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{
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return _uniformInfos;
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}
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const std::unordered_map<std::string, UniformInfo>& ProgramGL::getFragmentUniformInfos() const
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{
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return _uniformInfos;
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}
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int ProgramGL::getMaxVertexLocation() const
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{
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return _maxLocation;
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}
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int ProgramGL::getMaxFragmentLocation() const
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{
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return _maxLocation;
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}
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CC_BACKEND_END
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