axmol/cocos/2d/renderer/CCRenderer.cpp

471 lines
15 KiB
C++

/****************************************************************************
Copyright (c) 2013-2014 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 "renderer/CCRenderer.h"
#include "renderer/CCQuadCommand.h"
#include "renderer/CCBatchCommand.h"
#include "renderer/CCCustomCommand.h"
#include "renderer/CCGroupCommand.h"
#include "CCShaderCache.h"
#include "ccGLStateCache.h"
#include "CCConfiguration.h"
#include "CCDirector.h"
#include "CCEventDispatcher.h"
#include "CCEventListenerCustom.h"
#include "CCEventType.h"
#include <algorithm> // for std::stable_sort
NS_CC_BEGIN
using namespace std;
#define DEFAULT_RENDER_QUEUE 0
Renderer::Renderer()
:_lastMaterialID(0)
,_firstCommand(0)
,_lastCommand(0)
,_numQuads(0)
,_glViewAssigned(false)
#if CC_ENABLE_CACHE_TEXTURE_DATA
,_cacheTextureListener(nullptr)
#endif
{
_commandGroupStack.push(DEFAULT_RENDER_QUEUE);
RenderQueue defaultRenderQueue;
_renderGroups.push_back(defaultRenderQueue);
RenderStackElement elelment = {DEFAULT_RENDER_QUEUE, 0};
_renderStack.push(elelment);
}
Renderer::~Renderer()
{
_renderGroups.clear();
glDeleteBuffers(2, _buffersVBO);
if (Configuration::getInstance()->supportsShareableVAO())
{
glDeleteVertexArrays(1, &_quadVAO);
GL::bindVAO(0);
}
#if CC_ENABLE_CACHE_TEXTURE_DATA
Director::getInstance()->getEventDispatcher()->removeEventListener(_cacheTextureListener);
#endif
}
void Renderer::initGLView()
{
#if CC_ENABLE_CACHE_TEXTURE_DATA
_cacheTextureListener = EventListenerCustom::create(EVENT_COME_TO_FOREGROUND, [this](EventCustom* event){
/** listen the event that coming to foreground on Android */
this->setupBuffer();
});
Director::getInstance()->getEventDispatcher()->addEventListenerWithFixedPriority(_cacheTextureListener, -1);
#endif
setupIndices();
setupBuffer();
_glViewAssigned = true;
}
void Renderer::setupIndices()
{
for( int i=0; i < VBO_SIZE; i++)
{
_indices[i*6+0] = (GLushort) (i*4+0);
_indices[i*6+1] = (GLushort) (i*4+1);
_indices[i*6+2] = (GLushort) (i*4+2);
_indices[i*6+3] = (GLushort) (i*4+3);
_indices[i*6+4] = (GLushort) (i*4+2);
_indices[i*6+5] = (GLushort) (i*4+1);
}
}
void Renderer::setupBuffer()
{
if(Configuration::getInstance()->supportsShareableVAO())
{
setupVBOAndVAO();
}
else
{
setupVBO();
}
}
void Renderer::setupVBOAndVAO()
{
glGenVertexArrays(1, &_quadVAO);
GL::bindVAO(_quadVAO);
glGenBuffers(2, &_buffersVBO[0]);
glBindBuffer(GL_ARRAY_BUFFER, _buffersVBO[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(_quads[0]) * VBO_SIZE, _quads, GL_DYNAMIC_DRAW);
// vertices
glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_POSITION);
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, sizeof(V3F_C4B_T2F), (GLvoid*) offsetof( V3F_C4B_T2F, vertices));
// colors
glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_COLOR);
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(V3F_C4B_T2F), (GLvoid*) offsetof( V3F_C4B_T2F, colors));
// tex coords
glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_TEX_COORDS);
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORDS, 2, GL_FLOAT, GL_FALSE, sizeof(V3F_C4B_T2F), (GLvoid*) offsetof( V3F_C4B_T2F, texCoords));
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _buffersVBO[1]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(_indices[0]) * VBO_SIZE * 6, _indices, GL_STATIC_DRAW);
// Must unbind the VAO before changing the element buffer.
GL::bindVAO(0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
CHECK_GL_ERROR_DEBUG();
}
void Renderer::setupVBO()
{
glGenBuffers(2, &_buffersVBO[0]);
mapBuffers();
}
void Renderer::mapBuffers()
{
// Avoid changing the element buffer for whatever VAO might be bound.
GL::bindVAO(0);
glBindBuffer(GL_ARRAY_BUFFER, _buffersVBO[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(_quads[0]) * VBO_SIZE, _quads, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _buffersVBO[1]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(_indices[0]) * VBO_SIZE * 6, _indices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
CHECK_GL_ERROR_DEBUG();
}
void Renderer::addCommand(RenderCommand* command)
{
int renderQueue =_commandGroupStack.top();
addCommand(command, renderQueue);
}
void Renderer::addCommand(RenderCommand* command, int renderQueue)
{
CCASSERT(renderQueue >=0, "Invalid render queue");
CCASSERT(command->getType() != RenderCommand::Type::UNKNOWN_COMMAND, "Invalid Command Type");
_renderGroups[renderQueue].push_back(command);
}
void Renderer::pushGroup(int renderQueueID)
{
_commandGroupStack.push(renderQueueID);
}
void Renderer::popGroup()
{
_commandGroupStack.pop();
}
int Renderer::createRenderQueue()
{
RenderQueue newRenderQueue;
_renderGroups.push_back(newRenderQueue);
return (int)_renderGroups.size() - 1;
}
bool compareRenderCommand(RenderCommand* a, RenderCommand* b)
{
return a->getDepth() < b->getDepth();
}
void Renderer::render()
{
//Uncomment this once everything is rendered by new renderer
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//TODO setup camera or MVP
if (_glViewAssigned)
{
//Process render commands
//1. Sort render commands based on ID
for (auto it = _renderGroups.begin(); it != _renderGroups.end(); ++it)
{
std::stable_sort((*it).begin(), (*it).end(), compareRenderCommand);
}
while(!_renderStack.empty())
{
RenderQueue currRenderQueue = _renderGroups[_renderStack.top().renderQueueID];
size_t len = currRenderQueue.size();
//Refresh the batch command index in case the renderStack has changed.
_firstCommand = _lastCommand = _renderStack.top().currentIndex;
//Process RenderQueue
for(size_t i = _renderStack.top().currentIndex; i < len; i++)
{
_renderStack.top().currentIndex = _lastCommand = i;
auto command = currRenderQueue[i];
auto commandType = command->getType();
if(commandType == RenderCommand::Type::QUAD_COMMAND)
{
QuadCommand* cmd = static_cast<QuadCommand*>(command);
ssize_t cmdQuadCount = cmd->getQuadCount();
//Batch quads
if(_numQuads + cmdQuadCount > VBO_SIZE)
{
CCASSERT(cmdQuadCount>=0 && cmdQuadCount<VBO_SIZE, "VBO is not big enough for quad data, please break the quad data down or use customized render command");
//Draw batched quads if VBO is full
_lastCommand --;
drawBatchedQuads();
_lastCommand ++;
}
memcpy(_quads + _numQuads, cmd->getQuads(), sizeof(V3F_C4B_T2F_Quad) * cmdQuadCount);
convertToWorldCoordiantes(_quads + _numQuads, cmdQuadCount, cmd->getModelView());
_numQuads += cmdQuadCount;
}
else if(commandType == RenderCommand::Type::CUSTOM_COMMAND)
{
flush();
CustomCommand* cmd = static_cast<CustomCommand*>(command);
cmd->execute();
}
else if(commandType == RenderCommand::Type::BATCH_COMMAND)
{
flush();
BatchCommand* cmd = static_cast<BatchCommand*>(command);
cmd->execute();
}
else if(commandType == RenderCommand::Type::GROUP_COMMAND)
{
flush();
GroupCommand* cmd = static_cast<GroupCommand*>(command);
_renderStack.top().currentIndex = i + 1;
//push new renderQueue to renderStack
RenderStackElement element = {cmd->getRenderQueueID(), 0};
_renderStack.push(element);
//Exit current loop
break;
}
else
{
CCASSERT(true, "Invalid command");
flush();
}
}
//Draw the batched quads
drawBatchedQuads();
currRenderQueue = _renderGroups[_renderStack.top().renderQueueID];
len = currRenderQueue.size();
//If pop the render stack if we already processed all the commands
if(_renderStack.top().currentIndex + 1 >= len)
{
_renderStack.pop();
}
}
}
for (size_t j = 0 ; j < _renderGroups.size(); j++)
{
//commands are owned by nodes
// for (const auto &cmd : _renderGroups[j])
// {
// cmd->releaseToCommandPool();
// }
_renderGroups[j].clear();
}
//Clear the stack incase gl view hasn't been initialized yet
while(!_renderStack.empty())
{
_renderStack.pop();
}
RenderStackElement element = {DEFAULT_RENDER_QUEUE, 0};
_renderStack.push(element);
_firstCommand = _lastCommand = 0;
_lastMaterialID = 0;
}
void Renderer::convertToWorldCoordiantes(V3F_C4B_T2F_Quad* quads, ssize_t quantity, const kmMat4& modelView)
{
// kmMat4 matrixP, mvp;
// kmGLGetMatrix(KM_GL_PROJECTION, &matrixP);
// kmMat4Multiply(&mvp, &matrixP, &modelView);
for(ssize_t i=0; i<quantity; ++i) {
V3F_C4B_T2F_Quad *q = &quads[i];
kmVec3 *vec1 = (kmVec3*)&q->bl.vertices;
kmVec3Transform(vec1, vec1, &modelView);
kmVec3 *vec2 = (kmVec3*)&q->br.vertices;
kmVec3Transform(vec2, vec2, &modelView);
kmVec3 *vec3 = (kmVec3*)&q->tr.vertices;
kmVec3Transform(vec3, vec3, &modelView);
kmVec3 *vec4 = (kmVec3*)&q->tl.vertices;
kmVec3Transform(vec4, vec4, &modelView);
}
}
void Renderer::drawBatchedQuads()
{
//TODO we can improve the draw performance by insert material switching command before hand.
int quadsToDraw = 0;
int startQuad = 0;
//Upload buffer to VBO
if(_numQuads <= 0)
{
_firstCommand = _lastCommand;
return;
}
if (Configuration::getInstance()->supportsShareableVAO())
{
//Set VBO data
glBindBuffer(GL_ARRAY_BUFFER, _buffersVBO[0]);
// option 1: subdata
// glBufferSubData(GL_ARRAY_BUFFER, sizeof(_quads[0])*start, sizeof(_quads[0]) * n , &_quads[start] );
// option 2: data
// glBufferData(GL_ARRAY_BUFFER, sizeof(quads_[0]) * (n-start), &quads_[start], GL_DYNAMIC_DRAW);
// option 3: orphaning + glMapBuffer
glBufferData(GL_ARRAY_BUFFER, sizeof(_quads[0]) * (_numQuads), nullptr, GL_DYNAMIC_DRAW);
void *buf = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
memcpy(buf, _quads, sizeof(_quads[0])* (_numQuads));
glUnmapBuffer(GL_ARRAY_BUFFER);
glBindBuffer(GL_ARRAY_BUFFER, 0);
//Bind VAO
GL::bindVAO(_quadVAO);
}
else
{
#define kQuadSize sizeof(_quads[0].bl)
glBindBuffer(GL_ARRAY_BUFFER, _buffersVBO[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(_quads[0]) * _numQuads , _quads, GL_DYNAMIC_DRAW);
GL::enableVertexAttribs(GL::VERTEX_ATTRIB_FLAG_POS_COLOR_TEX);
// vertices
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, kQuadSize, (GLvoid*) offsetof(V3F_C4B_T2F, vertices));
// colors
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, kQuadSize, (GLvoid*) offsetof(V3F_C4B_T2F, colors));
// tex coords
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORDS, 2, GL_FLOAT, GL_FALSE, kQuadSize, (GLvoid*) offsetof(V3F_C4B_T2F, texCoords));
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _buffersVBO[1]);
}
//Start drawing verties in batch
for(ssize_t i = _firstCommand; i <= _lastCommand; i++)
{
RenderCommand* command = _renderGroups[_renderStack.top().renderQueueID][i];
if (command->getType() == RenderCommand::Type::QUAD_COMMAND)
{
QuadCommand* cmd = static_cast<QuadCommand*>(command);
if(_lastMaterialID != cmd->getMaterialID())
{
//Draw quads
if(quadsToDraw > 0)
{
glDrawElements(GL_TRIANGLES, (GLsizei) quadsToDraw*6, GL_UNSIGNED_SHORT, (GLvoid*) (startQuad*6*sizeof(_indices[0])) );
CC_INCREMENT_GL_DRAWS(1);
startQuad += quadsToDraw;
quadsToDraw = 0;
}
//Use new material
cmd->useMaterial();
_lastMaterialID = cmd->getMaterialID();
}
quadsToDraw += cmd->getQuadCount();
}
}
//Draw any remaining quad
if(quadsToDraw > 0)
{
glDrawElements(GL_TRIANGLES, (GLsizei) quadsToDraw*6, GL_UNSIGNED_SHORT, (GLvoid*) (startQuad*6*sizeof(_indices[0])) );
CC_INCREMENT_GL_DRAWS(1);
}
if (Configuration::getInstance()->supportsShareableVAO())
{
//Unbind VAO
GL::bindVAO(0);
}
else
{
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
_firstCommand = _lastCommand + 1;
_numQuads = 0;
}
void Renderer::flush()
{
drawBatchedQuads();
_lastMaterialID = 0;
}
NS_CC_END