mirror of https://github.com/axmolengine/axmol.git
936 lines
28 KiB
C++
936 lines
28 KiB
C++
/****************************************************************************
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Copyright 2011 Jeff Lamarche
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Copyright 2012 Goffredo Marocchi
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Copyright 2012 Ricardo Quesada
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Copyright 2012 cocos2d-x.org
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Copyright 2013-2016 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 false 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 "renderer/CCGLProgramState.h"
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#include "renderer/CCGLProgram.h"
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#include "renderer/CCGLProgramStateCache.h"
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#include "renderer/CCGLProgramCache.h"
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#include "renderer/ccGLStateCache.h"
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#include "renderer/CCTexture2D.h"
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#include "base/CCEventCustom.h"
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#include "base/CCEventListenerCustom.h"
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#include "base/CCEventType.h"
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#include "base/CCDirector.h"
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#include "base/CCEventDispatcher.h"
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#include "2d/CCCamera.h"
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NS_CC_BEGIN
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// static vector with all the registered custom binding resolvers
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std::vector<GLProgramState::AutoBindingResolver*> GLProgramState::_customAutoBindingResolvers;
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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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UniformValue::UniformValue()
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: _uniform(nullptr)
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, _glprogram(nullptr)
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, _type(Type::VALUE)
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{
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}
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UniformValue::UniformValue(Uniform *uniform, GLProgram* glprogram)
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: _uniform(uniform)
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, _glprogram(glprogram)
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, _type(Type::VALUE)
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{
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}
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UniformValue::~UniformValue()
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{
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if (_type == Type::CALLBACK_FN)
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delete _value.callback;
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}
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void UniformValue::apply()
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{
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if (_type == Type::CALLBACK_FN)
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{
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(*_value.callback)(_glprogram, _uniform);
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}
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else if (_type == Type::POINTER)
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{
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switch (_uniform->type) {
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case GL_FLOAT:
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_glprogram->setUniformLocationWith1fv(_uniform->location, _value.floatv.pointer, _value.floatv.size);
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break;
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case GL_FLOAT_VEC2:
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_glprogram->setUniformLocationWith2fv(_uniform->location, _value.v2f.pointer, _value.v2f.size);
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break;
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case GL_FLOAT_VEC3:
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_glprogram->setUniformLocationWith3fv(_uniform->location, _value.v3f.pointer, _value.v3f.size);
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break;
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case GL_FLOAT_VEC4:
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_glprogram->setUniformLocationWith4fv(_uniform->location, _value.v4f.pointer, _value.v4f.size);
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break;
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default:
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CCASSERT(false, "Unsupported type");
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break;
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}
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}
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else /* _type == VALUE */
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{
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switch (_uniform->type) {
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case GL_SAMPLER_2D:
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_glprogram->setUniformLocationWith1i(_uniform->location, _value.tex.textureUnit);
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GL::bindTexture2DN(_value.tex.textureUnit, _value.tex.textureId);
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break;
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case GL_SAMPLER_CUBE:
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_glprogram->setUniformLocationWith1i(_uniform->location, _value.tex.textureUnit);
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GL::bindTextureN(_value.tex.textureUnit, _value.tex.textureId, GL_TEXTURE_CUBE_MAP);
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break;
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case GL_INT:
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_glprogram->setUniformLocationWith1i(_uniform->location, _value.intValue);
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break;
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case GL_FLOAT:
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_glprogram->setUniformLocationWith1f(_uniform->location, _value.floatValue);
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break;
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case GL_FLOAT_VEC2:
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_glprogram->setUniformLocationWith2f(_uniform->location, _value.v2Value[0], _value.v2Value[1]);
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break;
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case GL_FLOAT_VEC3:
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_glprogram->setUniformLocationWith3f(_uniform->location, _value.v3Value[0], _value.v3Value[1], _value.v3Value[2]);
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break;
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case GL_FLOAT_VEC4:
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_glprogram->setUniformLocationWith4f(_uniform->location, _value.v4Value[0], _value.v4Value[1], _value.v4Value[2], _value.v4Value[3]);
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break;
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case GL_FLOAT_MAT4:
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_glprogram->setUniformLocationWithMatrix4fv(_uniform->location, (GLfloat*)&_value.matrixValue, 1);
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break;
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default:
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CCASSERT(false, "Invalid UniformValue");
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break;
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}
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}
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}
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void UniformValue::setCallback(const std::function<void(GLProgram*, Uniform*)> &callback)
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{
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// delete previously set callback
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// TODO: memory will leak if the user does:
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// value->setCallback();
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// value->setFloat();
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if (_type == Type::CALLBACK_FN)
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delete _value.callback;
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_value.callback = new (std::nothrow) std::function<void(GLProgram*, Uniform*)>();
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*_value.callback = callback;
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_type = Type::CALLBACK_FN;
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}
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void UniformValue::setTexture(GLuint textureId, GLuint textureUnit)
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{
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//CCASSERT(_uniform->type == GL_SAMPLER_2D, "Wrong type. expecting GL_SAMPLER_2D");
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_value.tex.textureId = textureId;
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_value.tex.textureUnit = textureUnit;
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_type = Type::VALUE;
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}
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void UniformValue::setInt(int value)
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{
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CCASSERT(_uniform->type == GL_INT, "Wrong type: expecting GL_INT");
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_value.intValue = value;
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_type = Type::VALUE;
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}
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void UniformValue::setFloat(float value)
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{
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CCASSERT(_uniform->type == GL_FLOAT, "Wrong type: expecting GL_FLOAT");
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_value.floatValue = value;
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_type = Type::VALUE;
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}
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void UniformValue::setFloatv(ssize_t size, const float* pointer)
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{
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CCASSERT(_uniform->type == GL_FLOAT, "Wrong type: expecting GL_FLOAT");
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_value.floatv.pointer = (const float*)pointer;
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_value.floatv.size = (GLsizei)size;
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_type = Type::POINTER;
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}
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void UniformValue::setVec2(const Vec2& value)
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{
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CCASSERT(_uniform->type == GL_FLOAT_VEC2, "Wrong type: expecting GL_FLOAT_VEC2");
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memcpy(_value.v2Value, &value, sizeof(_value.v2Value));
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_type = Type::VALUE;
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}
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void UniformValue::setVec2v(ssize_t size, const Vec2* pointer)
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{
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CCASSERT(_uniform->type == GL_FLOAT_VEC2, "Wrong type: expecting GL_FLOAT_VEC2");
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_value.v2f.pointer = (const float*)pointer;
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_value.v2f.size = (GLsizei)size;
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_type = Type::POINTER;
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}
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void UniformValue::setVec3(const Vec3& value)
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{
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CCASSERT(_uniform->type == GL_FLOAT_VEC3, "Wrong type: expecting GL_FLOAT_VEC3");
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memcpy(_value.v3Value, &value, sizeof(_value.v3Value));
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_type = Type::VALUE;
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}
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void UniformValue::setVec3v(ssize_t size, const Vec3* pointer)
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{
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CCASSERT(_uniform->type == GL_FLOAT_VEC3, "Wrong type: expecting GL_FLOAT_VEC3");
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_value.v3f.pointer = (const float*)pointer;
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_value.v3f.size = (GLsizei)size;
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_type = Type::POINTER;
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}
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void UniformValue::setVec4(const Vec4& value)
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{
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CCASSERT (_uniform->type == GL_FLOAT_VEC4, "Wrong type: expecting GL_FLOAT_VEC4");
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memcpy(_value.v4Value, &value, sizeof(_value.v4Value));
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_type = Type::VALUE;
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}
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void UniformValue::setVec4v(ssize_t size, const Vec4* pointer)
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{
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CCASSERT (_uniform->type == GL_FLOAT_VEC4, "Wrong type: expecting GL_FLOAT_VEC4");
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_value.v4f.pointer = (const float*)pointer;
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_value.v4f.size = (GLsizei)size;
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_type = Type::POINTER;
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}
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void UniformValue::setMat4(const Mat4& value)
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{
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CCASSERT(_uniform->type == GL_FLOAT_MAT4, "_uniform's type should be equal GL_FLOAT_MAT4.");
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memcpy(_value.matrixValue, &value, sizeof(_value.matrixValue));
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_type = Type::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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VertexAttribValue::VertexAttribValue()
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: _vertexAttrib(nullptr)
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, _useCallback(false)
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, _enabled(false)
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{
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}
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VertexAttribValue::VertexAttribValue(VertexAttrib *vertexAttrib)
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: _vertexAttrib(vertexAttrib)
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, _useCallback(false)
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, _enabled(false)
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{
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}
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VertexAttribValue::~VertexAttribValue()
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{
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if (_useCallback)
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delete _value.callback;
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}
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void VertexAttribValue::apply()
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{
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if(_enabled) {
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if(_useCallback) {
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(*_value.callback)(_vertexAttrib);
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}
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else
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{
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glVertexAttribPointer(_vertexAttrib->index,
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_value.pointer.size,
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_value.pointer.type,
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_value.pointer.normalized,
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_value.pointer.stride,
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_value.pointer.pointer);
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}
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}
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}
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void VertexAttribValue::setCallback(const std::function<void(VertexAttrib*)> &callback)
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{
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_value.callback = new (std::nothrow) std::function<void(VertexAttrib*)>();
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*_value.callback = callback;
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_useCallback = true;
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_enabled = true;
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}
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void VertexAttribValue::setPointer(GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLvoid *pointer)
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{
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_value.pointer.size = size;
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_value.pointer.type = type;
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_value.pointer.normalized = normalized;
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_value.pointer.stride = stride;
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_value.pointer.pointer = pointer;
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_enabled = true;
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}
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//
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//
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// GLProgramState
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//
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//
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GLProgramState* GLProgramState::getOrCreateWithGLProgramName(const std::string& glProgramName, Texture2D* texture)
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{
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if (texture != nullptr && texture->getAlphaTextureName() != 0) {
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if (glProgramName == GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR) {
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return GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_ETC1AS_POSITION_TEXTURE_COLOR);
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}
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else if (glProgramName == GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR_NO_MVP) {
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return GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_ETC1AS_POSITION_TEXTURE_COLOR_NO_MVP);
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}
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else if (glProgramName == GLProgram::SHADER_NAME_POSITION_GRAYSCALE) {
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return GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_ETC1AS_POSITION_TEXTURE_GRAY_NO_MVP);
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}
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}
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return GLProgramState::getOrCreateWithGLProgramName(glProgramName);
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}
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GLProgramState* GLProgramState::create(GLProgram *glprogram)
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{
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GLProgramState* ret = new (std::nothrow) GLProgramState();
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if(ret && ret->init(glprogram))
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{
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ret->autorelease();
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return ret;
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}
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CC_SAFE_DELETE(ret);
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return nullptr;
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}
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GLProgramState* GLProgramState::getOrCreateWithGLProgramName(const std::string& glProgramName )
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{
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GLProgram *glProgram = GLProgramCache::getInstance()->getGLProgram(glProgramName);
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if( glProgram )
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return getOrCreateWithGLProgram(glProgram);
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CCLOG("cocos2d: warning: GLProgram '%s' not found", glProgramName.c_str());
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return nullptr;
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}
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GLProgramState* GLProgramState::getOrCreateWithGLProgram(GLProgram *glprogram)
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{
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GLProgramState* ret = GLProgramStateCache::getInstance()->getGLProgramState(glprogram);
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return ret;
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}
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GLProgramState* GLProgramState::getOrCreateWithShaders(const std::string& vertexShader, const std::string& fragShader, const std::string& compileTimeDefines)
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{
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auto glprogramcache = GLProgramCache::getInstance();
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const std::string key = vertexShader + "+" + fragShader + "+" + compileTimeDefines;
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auto glprogram = glprogramcache->getGLProgram(key);
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if (!glprogram) {
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glprogram = GLProgram::createWithFilenames(vertexShader, fragShader, compileTimeDefines);
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glprogramcache->addGLProgram(glprogram, key);
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}
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return create(glprogram);
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}
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GLProgramState::GLProgramState()
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: _uniformAttributeValueDirty(true)
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, _textureUnitIndex(4) // first 4 textures unites are reserved for CC_Texture0-3
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, _vertexAttribsFlags(0)
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, _glprogram(nullptr)
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, _nodeBinding(nullptr)
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{
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
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/** listen the event that renderer was recreated on Android/WP8 */
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CCLOG("create rendererRecreatedListener for GLProgramState");
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_backToForegroundlistener = EventListenerCustom::create(EVENT_RENDERER_RECREATED,
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[this](EventCustom*)
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{
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CCLOG("Dirty Uniform and Attributes of GLProgramState");
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_uniformAttributeValueDirty = true;
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});
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Director::getInstance()->getEventDispatcher()->addEventListenerWithFixedPriority(_backToForegroundlistener, -1);
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#endif
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}
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GLProgramState::~GLProgramState()
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{
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
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Director::getInstance()->getEventDispatcher()->removeEventListener(_backToForegroundlistener);
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#endif
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CC_SAFE_RELEASE(_glprogram);
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}
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GLProgramState* GLProgramState::clone() const
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{
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auto glprogramstate = new (std::nothrow) GLProgramState();
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// copy everything manually, instead of calling init since this is faster
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glprogramstate->_glprogram = this->_glprogram;
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CC_SAFE_RETAIN(glprogramstate->_glprogram);
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glprogramstate->_attributes = this->_attributes;
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glprogramstate->_vertexAttribsFlags = this->_vertexAttribsFlags;
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// copy uniforms
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glprogramstate->_uniformsByName = this->_uniformsByName;
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glprogramstate->_uniforms = this->_uniforms;
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glprogramstate->_uniformAttributeValueDirty = this->_uniformAttributeValueDirty;
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// copy textures
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glprogramstate->_textureUnitIndex = this->_textureUnitIndex;
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glprogramstate->_boundTextureUnits = this->_boundTextureUnits;
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// _nodeBinding is null since a node can only have one state.
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// making the null explicit to avoid possible bugs in the future
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glprogramstate->_nodeBinding = nullptr;
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// copy autobindings... rebound them once a target is set again
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glprogramstate->_autoBindings = _autoBindings;
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glprogramstate->autorelease();
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return glprogramstate;
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}
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bool GLProgramState::init(GLProgram* glprogram)
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{
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CCASSERT(glprogram, "invalid shader");
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_glprogram = glprogram;
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_glprogram->retain();
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for(auto &attrib : _glprogram->_vertexAttribs) {
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VertexAttribValue value(&attrib.second);
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_attributes[attrib.first] = value;
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}
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for(auto &uniform : _glprogram->_userUniforms) {
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UniformValue value(&uniform.second, _glprogram);
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_uniforms[uniform.second.location] = value;
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_uniformsByName[uniform.first] = uniform.second.location;
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}
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return true;
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}
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void GLProgramState::resetGLProgram()
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{
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CC_SAFE_RELEASE(_glprogram);
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_glprogram = nullptr;
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_uniforms.clear();
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_attributes.clear();
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// first texture is GL_TEXTURE1
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_textureUnitIndex = 1;
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_nodeBinding = nullptr;
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}
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void GLProgramState::apply(const Mat4& modelView)
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{
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applyGLProgram(modelView);
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applyAttributes();
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applyUniforms();
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}
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void GLProgramState::updateUniformsAndAttributes()
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{
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CCASSERT(_glprogram, "invalid glprogram");
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if(_uniformAttributeValueDirty)
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{
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for(auto& uniformLocation : _uniformsByName)
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{
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_uniforms[uniformLocation.second]._uniform = _glprogram->getUniform(uniformLocation.first);
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}
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_vertexAttribsFlags = 0;
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for(auto& attributeValue : _attributes)
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{
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attributeValue.second._vertexAttrib = _glprogram->getVertexAttrib(attributeValue.first);
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if(attributeValue.second._enabled)
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_vertexAttribsFlags |= 1 << attributeValue.second._vertexAttrib->index;
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}
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_uniformAttributeValueDirty = false;
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}
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}
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void GLProgramState::applyGLProgram(const Mat4& modelView)
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{
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CCASSERT(_glprogram, "invalid glprogram");
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updateUniformsAndAttributes();
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// set shader
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_glprogram->use();
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_glprogram->setUniformsForBuiltins(modelView);
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}
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void GLProgramState::applyAttributes(bool applyAttribFlags)
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{
|
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// Don't set attributes if they weren't set
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// Use Case: Auto-batching
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updateUniformsAndAttributes();
|
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if(_vertexAttribsFlags) {
|
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// enable/disable vertex attribs
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|
if (applyAttribFlags)
|
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GL::enableVertexAttribs(_vertexAttribsFlags);
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// set attributes
|
|
for(auto &attribute : _attributes)
|
|
{
|
|
attribute.second.apply();
|
|
}
|
|
}
|
|
}
|
|
void GLProgramState::applyUniforms()
|
|
{
|
|
// set uniforms
|
|
updateUniformsAndAttributes();
|
|
for(auto& uniform : _uniforms) {
|
|
uniform.second.apply();
|
|
}
|
|
}
|
|
|
|
void GLProgramState::setGLProgram(GLProgram *glprogram)
|
|
{
|
|
CCASSERT(glprogram, "invalid GLProgram");
|
|
|
|
if( _glprogram != glprogram) {
|
|
resetGLProgram();
|
|
init(glprogram);
|
|
}
|
|
}
|
|
|
|
uint32_t GLProgramState::getVertexAttribsFlags() const
|
|
{
|
|
return _vertexAttribsFlags;
|
|
}
|
|
|
|
ssize_t GLProgramState::getVertexAttribCount() const
|
|
{
|
|
return _attributes.size();
|
|
}
|
|
|
|
UniformValue* GLProgramState::getUniformValue(GLint uniformLocation)
|
|
{
|
|
updateUniformsAndAttributes();
|
|
const auto itr = _uniforms.find(uniformLocation);
|
|
if (itr != _uniforms.end())
|
|
return &itr->second;
|
|
return nullptr;
|
|
}
|
|
|
|
UniformValue* GLProgramState::getUniformValue(const std::string& name)
|
|
{
|
|
updateUniformsAndAttributes();
|
|
const auto itr = _uniformsByName.find(name);
|
|
if (itr != _uniformsByName.end())
|
|
return &_uniforms[itr->second];
|
|
return nullptr;
|
|
}
|
|
|
|
VertexAttribValue* GLProgramState::getVertexAttribValue(const std::string& name)
|
|
{
|
|
updateUniformsAndAttributes();
|
|
const auto itr = _attributes.find(name);
|
|
if( itr != _attributes.end())
|
|
return &itr->second;
|
|
return nullptr;
|
|
}
|
|
|
|
// VertexAttrib Setters
|
|
void GLProgramState::setVertexAttribCallback(const std::string& name, const std::function<void(VertexAttrib*)> &callback)
|
|
{
|
|
VertexAttribValue *v = getVertexAttribValue(name);
|
|
if(v) {
|
|
v->setCallback(callback);
|
|
_vertexAttribsFlags |= 1 << v->_vertexAttrib->index;
|
|
}
|
|
else
|
|
{
|
|
CCLOG("cocos2d: warning: Attribute not found: %s", name.c_str());
|
|
}
|
|
}
|
|
|
|
void GLProgramState::setVertexAttribPointer(const std::string& name, GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLvoid *pointer)
|
|
{
|
|
auto v = getVertexAttribValue(name);
|
|
if(v) {
|
|
v->setPointer(size, type, normalized, stride, pointer);
|
|
_vertexAttribsFlags |= 1 << v->_vertexAttrib->index;
|
|
}
|
|
else
|
|
{
|
|
CCLOG("cocos2d: warning: Attribute not found: %s", name.c_str());
|
|
}
|
|
}
|
|
|
|
// Uniform Setters
|
|
|
|
void GLProgramState::setUniformCallback(const std::string& uniformName, const std::function<void(GLProgram*, Uniform*)> &callback)
|
|
{
|
|
auto v = getUniformValue(uniformName);
|
|
if (v)
|
|
v->setCallback(callback);
|
|
else
|
|
CCLOG("cocos2d: warning: Uniform not found: %s", uniformName.c_str());
|
|
}
|
|
|
|
void GLProgramState::setUniformCallback(GLint uniformLocation, const std::function<void(GLProgram*, Uniform*)> &callback)
|
|
{
|
|
auto v = getUniformValue(uniformLocation);
|
|
if (v)
|
|
v->setCallback(callback);
|
|
else
|
|
CCLOG("cocos2d: warning: Uniform at location not found: %i", uniformLocation);
|
|
}
|
|
|
|
void GLProgramState::setUniformFloat(const std::string& uniformName, float value)
|
|
{
|
|
auto v = getUniformValue(uniformName);
|
|
if (v)
|
|
v->setFloat(value);
|
|
else
|
|
CCLOG("cocos2d: warning: Uniform not found: %s", uniformName.c_str());
|
|
}
|
|
|
|
void GLProgramState::setUniformFloat(GLint uniformLocation, float value)
|
|
{
|
|
auto v = getUniformValue(uniformLocation);
|
|
if (v)
|
|
v->setFloat(value);
|
|
else
|
|
CCLOG("cocos2d: warning: Uniform at location not found: %i", uniformLocation);
|
|
}
|
|
|
|
void GLProgramState::setUniformInt(const std::string& uniformName, int value)
|
|
{
|
|
auto v = getUniformValue(uniformName);
|
|
if(v)
|
|
v->setInt(value);
|
|
else
|
|
CCLOG("cocos2d: warning: Uniform not found: %s", uniformName.c_str());
|
|
}
|
|
|
|
void GLProgramState::setUniformInt(GLint uniformLocation, int value)
|
|
{
|
|
auto v = getUniformValue(uniformLocation);
|
|
if (v)
|
|
v->setInt(value);
|
|
else
|
|
CCLOG("cocos2d: warning: Uniform at location not found: %i", uniformLocation);
|
|
|
|
}
|
|
|
|
void GLProgramState::setUniformFloatv(const std::string& uniformName, ssize_t size, const float* pointer)
|
|
{
|
|
auto v = getUniformValue(uniformName);
|
|
if (v)
|
|
v->setFloatv(size, pointer);
|
|
else
|
|
CCLOG("cocos2d: warning: Uniform not found: %s", uniformName.c_str());
|
|
}
|
|
|
|
void GLProgramState::setUniformFloatv(GLint uniformLocation, ssize_t size, const float* pointer)
|
|
{
|
|
auto v = getUniformValue(uniformLocation);
|
|
if (v)
|
|
v->setFloatv(size, pointer);
|
|
else
|
|
CCLOG("cocos2d: warning: Uniform at location not found: %i", uniformLocation);
|
|
}
|
|
|
|
void GLProgramState::setUniformVec2(const std::string& uniformName, const Vec2& value)
|
|
{
|
|
auto v = getUniformValue(uniformName);
|
|
if (v)
|
|
v->setVec2(value);
|
|
else
|
|
CCLOG("cocos2d: warning: Uniform not found: %s", uniformName.c_str());
|
|
}
|
|
|
|
void GLProgramState::setUniformVec2(GLint uniformLocation, const Vec2& value)
|
|
{
|
|
auto v = getUniformValue(uniformLocation);
|
|
if (v)
|
|
v->setVec2(value);
|
|
else
|
|
CCLOG("cocos2d: warning: Uniform at location not found: %i", uniformLocation);
|
|
}
|
|
|
|
void GLProgramState::setUniformVec2v(const std::string& uniformName, ssize_t size, const Vec2* pointer)
|
|
{
|
|
auto v = getUniformValue(uniformName);
|
|
if (v)
|
|
v->setVec2v(size, pointer);
|
|
else
|
|
CCLOG("cocos2d: warning: Uniform not found: %s", uniformName.c_str());
|
|
}
|
|
|
|
void GLProgramState::setUniformVec2v(GLint uniformLocation, ssize_t size, const Vec2* pointer)
|
|
{
|
|
auto v = getUniformValue(uniformLocation);
|
|
if (v)
|
|
v->setVec2v(size, pointer);
|
|
else
|
|
CCLOG("cocos2d: warning: Uniform at location not found: %i", uniformLocation);
|
|
}
|
|
|
|
void GLProgramState::setUniformVec3(const std::string& uniformName, const Vec3& value)
|
|
{
|
|
auto v = getUniformValue(uniformName);
|
|
if (v)
|
|
v->setVec3(value);
|
|
else
|
|
CCLOG("cocos2d: warning: Uniform not found: %s", uniformName.c_str());
|
|
}
|
|
|
|
void GLProgramState::setUniformVec3(GLint uniformLocation, const Vec3& value)
|
|
{
|
|
auto v = getUniformValue(uniformLocation);
|
|
if (v)
|
|
v->setVec3(value);
|
|
else
|
|
CCLOG("cocos2d: warning: Uniform at location not found: %i", uniformLocation);
|
|
}
|
|
|
|
void GLProgramState::setUniformVec3v(const std::string& uniformName, ssize_t size, const Vec3* pointer)
|
|
{
|
|
auto v = getUniformValue(uniformName);
|
|
if (v)
|
|
v->setVec3v(size, pointer);
|
|
else
|
|
CCLOG("cocos2d: warning: Uniform not found: %s", uniformName.c_str());
|
|
}
|
|
|
|
void GLProgramState::setUniformVec3v(GLint uniformLocation, ssize_t size, const Vec3* pointer)
|
|
{
|
|
auto v = getUniformValue(uniformLocation);
|
|
if (v)
|
|
v->setVec3v(size, pointer);
|
|
else
|
|
CCLOG("cocos2d: warning: Uniform at location not found: %i", uniformLocation);
|
|
}
|
|
|
|
void GLProgramState::setUniformVec4(const std::string& uniformName, const Vec4& value)
|
|
{
|
|
auto v = getUniformValue(uniformName);
|
|
if (v)
|
|
v->setVec4(value);
|
|
else
|
|
CCLOG("cocos2d: warning: Uniform not found: %s", uniformName.c_str());
|
|
}
|
|
|
|
void GLProgramState::setUniformVec4(GLint uniformLocation, const Vec4& value)
|
|
{
|
|
auto v = getUniformValue(uniformLocation);
|
|
if (v)
|
|
v->setVec4(value);
|
|
else
|
|
CCLOG("cocos2d: warning: Uniform at location not found: %i", uniformLocation);
|
|
}
|
|
|
|
void GLProgramState::setUniformVec4v(const std::string& uniformName, ssize_t size, const Vec4* value)
|
|
{
|
|
auto v = getUniformValue(uniformName);
|
|
if (v)
|
|
v->setVec4v(size, value);
|
|
else
|
|
CCLOG("cocos2d: warning: Uniform not found: %s", uniformName.c_str());
|
|
}
|
|
|
|
void GLProgramState::setUniformVec4v(GLint uniformLocation, ssize_t size, const Vec4* pointer)
|
|
{
|
|
auto v = getUniformValue(uniformLocation);
|
|
if (v)
|
|
v->setVec4v(size, pointer);
|
|
else
|
|
CCLOG("cocos2d: warning: Uniform at location not found: %i", uniformLocation);
|
|
}
|
|
|
|
|
|
void GLProgramState::setUniformMat4(const std::string& uniformName, const Mat4& value)
|
|
{
|
|
auto v = getUniformValue(uniformName);
|
|
if (v)
|
|
v->setMat4(value);
|
|
else
|
|
CCLOG("cocos2d: warning: Uniform not found: %s", uniformName.c_str());
|
|
}
|
|
|
|
void GLProgramState::setUniformMat4(GLint uniformLocation, const Mat4& value)
|
|
{
|
|
auto v = getUniformValue(uniformLocation);
|
|
if (v)
|
|
v->setMat4(value);
|
|
else
|
|
CCLOG("cocos2d: warning: Uniform at location not found: %i", uniformLocation);
|
|
}
|
|
|
|
// Textures
|
|
|
|
void GLProgramState::setUniformTexture(const std::string& uniformName, Texture2D *texture)
|
|
{
|
|
CCASSERT(texture, "Invalid texture");
|
|
setUniformTexture(uniformName, texture->getName());
|
|
}
|
|
|
|
void GLProgramState::setUniformTexture(GLint uniformLocation, Texture2D *texture)
|
|
{
|
|
CCASSERT(texture, "Invalid texture");
|
|
setUniformTexture(uniformLocation, texture->getName());
|
|
}
|
|
|
|
void GLProgramState::setUniformTexture(const std::string& uniformName, GLuint textureId)
|
|
{
|
|
auto v = getUniformValue(uniformName);
|
|
if (v)
|
|
{
|
|
if (_boundTextureUnits.find(uniformName) != _boundTextureUnits.end())
|
|
{
|
|
v->setTexture(textureId, _boundTextureUnits[uniformName]);
|
|
}
|
|
else
|
|
{
|
|
v->setTexture(textureId, _textureUnitIndex);
|
|
_boundTextureUnits[uniformName] = _textureUnitIndex++;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
CCLOG("cocos2d: warning: Uniform not found: %s", uniformName.c_str());
|
|
}
|
|
}
|
|
|
|
void GLProgramState::setUniformTexture(GLint uniformLocation, GLuint textureId)
|
|
{
|
|
auto v = getUniformValue(uniformLocation);
|
|
if (v)
|
|
{
|
|
if (_boundTextureUnits.find(v->_uniform->name) != _boundTextureUnits.end())
|
|
{
|
|
v->setTexture(textureId, _boundTextureUnits[v->_uniform->name]);
|
|
}
|
|
else
|
|
{
|
|
v->setTexture(textureId, _textureUnitIndex);
|
|
_boundTextureUnits[v->_uniform->name] = _textureUnitIndex++;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
CCLOG("cocos2d: warning: Uniform at location not found: %i", uniformLocation);
|
|
}
|
|
}
|
|
|
|
// Auto bindings
|
|
void GLProgramState::setParameterAutoBinding(const std::string& uniformName, const std::string& autoBinding)
|
|
{
|
|
_autoBindings[uniformName] = autoBinding;
|
|
|
|
if (_nodeBinding)
|
|
applyAutoBinding(uniformName, autoBinding);
|
|
}
|
|
|
|
void GLProgramState::applyAutoBinding(const std::string& uniformName, const std::string& autoBinding)
|
|
{
|
|
// This code tries to replace GLProgram::setUniformsForBuiltins. But it is unfinished ATM.
|
|
// The idea is that users will be able to use variables from cocos2d-x without hardcoding the
|
|
// information on GLProgram and other objects.
|
|
// Instead, the Cocos2d uniform variables will be callbacks.
|
|
// As an example of how bad the current design is, the ModelView matrix is being passed from Node, to the Commands, to the GLProgram.
|
|
// Instead, the GLProgramState should obtain it from its target.
|
|
|
|
bool resolved = false;
|
|
for (const auto resolver: _customAutoBindingResolvers)
|
|
{
|
|
resolved = resolver->resolveAutoBinding(this, _nodeBinding, uniformName, autoBinding);
|
|
if (resolved)
|
|
break;
|
|
}
|
|
|
|
if (!resolved)
|
|
{
|
|
// add cocos2d-x variables here like:
|
|
// PROJECT_MATRIX
|
|
// MODEL_MATRIX
|
|
// MODEL_VIEW
|
|
// MODEL_VIEW_PROJECTION
|
|
// etc...
|
|
//
|
|
// and remove them from GLProgram::setUniformsForBuiltins
|
|
}
|
|
}
|
|
|
|
void GLProgramState::setNodeBinding(Node* target)
|
|
{
|
|
CCASSERT(target, "must be non-null");
|
|
|
|
// weak ref
|
|
_nodeBinding = target;
|
|
|
|
for (const auto autobinding: _autoBindings)
|
|
applyAutoBinding(autobinding.first, autobinding.second);
|
|
}
|
|
|
|
Node* GLProgramState::getNodeBinding() const
|
|
{
|
|
return _nodeBinding;
|
|
}
|
|
|
|
//
|
|
// MARK: AutoBindingResolver
|
|
//
|
|
GLProgramState::AutoBindingResolver::AutoBindingResolver()
|
|
{
|
|
_customAutoBindingResolvers.push_back(this);
|
|
}
|
|
|
|
GLProgramState::AutoBindingResolver::~AutoBindingResolver()
|
|
{
|
|
std::vector<GLProgramState::AutoBindingResolver*>::iterator itr = std::find(_customAutoBindingResolvers.begin(), _customAutoBindingResolvers.end(), this);
|
|
if (itr != _customAutoBindingResolvers.end())
|
|
_customAutoBindingResolvers.erase(itr);
|
|
}
|
|
|
|
NS_CC_END
|