mirror of https://github.com/axmolengine/axmol.git
533 lines
16 KiB
C++
533 lines
16 KiB
C++
/****************************************************************************
|
||
Copyright (c) 2018-2019 Xiamen Yaji Software Co., Ltd.
|
||
|
||
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 "CommandBufferGL.h"
|
||
#include "BufferGL.h"
|
||
#include "RenderPipelineGL.h"
|
||
#include "TextureGL.h"
|
||
#include "DepthStencilStateGL.h"
|
||
#include "ProgramGL.h"
|
||
#include "base/ccMacros.h"
|
||
#include "base/CCEventDispatcher.h"
|
||
#include "base/CCEventType.h"
|
||
#include "base/CCDirector.h"
|
||
#include "renderer/backend/opengl/UtilsGL.h"
|
||
#include "RenderTargetGL.h"
|
||
#include <algorithm>
|
||
|
||
CC_BACKEND_BEGIN
|
||
|
||
namespace
|
||
{
|
||
void applyTexture(TextureBackend* texture, int slot, int index)
|
||
{
|
||
switch (texture->getTextureType())
|
||
{
|
||
case TextureType::TEXTURE_2D:
|
||
static_cast<Texture2DGL*>(texture)->apply(slot, index);
|
||
break;
|
||
case TextureType::TEXTURE_CUBE:
|
||
static_cast<TextureCubeGL*>(texture)->apply(slot, index);
|
||
break;
|
||
default:
|
||
assert(false);
|
||
return ;
|
||
}
|
||
}
|
||
}
|
||
|
||
CommandBufferGL::CommandBufferGL()
|
||
{
|
||
}
|
||
|
||
CommandBufferGL::~CommandBufferGL()
|
||
{
|
||
cleanResources();
|
||
}
|
||
|
||
bool CommandBufferGL::beginFrame()
|
||
{
|
||
return true;
|
||
}
|
||
|
||
void CommandBufferGL::beginRenderPass(const RenderTarget* rt, const RenderPassParams& descirptor)
|
||
{
|
||
auto rtGL = static_cast<const RenderTargetGL*>(rt);
|
||
|
||
rtGL->bindFrameBuffer();
|
||
|
||
auto clearFlags = descirptor.flags.clear;
|
||
|
||
// set clear color, depth and stencil
|
||
GLbitfield mask = 0;
|
||
if (bitmask::any(clearFlags, TargetBufferFlags::COLOR))
|
||
{
|
||
mask |= GL_COLOR_BUFFER_BIT;
|
||
const auto& clearColor = descirptor.clearColorValue;
|
||
glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
|
||
}
|
||
|
||
CHECK_GL_ERROR_DEBUG();
|
||
|
||
GLboolean oldDepthWrite = GL_FALSE;
|
||
GLboolean oldDepthTest = GL_FALSE;
|
||
GLfloat oldDepthClearValue = 0.f;
|
||
GLint oldDepthFunc = GL_LESS;
|
||
if (bitmask::any(clearFlags, TargetBufferFlags::DEPTH))
|
||
{
|
||
glGetBooleanv(GL_DEPTH_WRITEMASK, &oldDepthWrite);
|
||
glGetBooleanv(GL_DEPTH_TEST, &oldDepthTest);
|
||
glGetFloatv(GL_DEPTH_CLEAR_VALUE, &oldDepthClearValue);
|
||
glGetIntegerv(GL_DEPTH_FUNC, &oldDepthFunc);
|
||
|
||
mask |= GL_DEPTH_BUFFER_BIT;
|
||
glClearDepth(descirptor.clearDepthValue);
|
||
glEnable(GL_DEPTH_TEST);
|
||
glDepthMask(GL_TRUE);
|
||
glDepthFunc(GL_ALWAYS);
|
||
}
|
||
|
||
CHECK_GL_ERROR_DEBUG();
|
||
|
||
if (bitmask::any(clearFlags, TargetBufferFlags::STENCIL))
|
||
{
|
||
mask |= GL_STENCIL_BUFFER_BIT;
|
||
glClearStencil(descirptor.clearStencilValue);
|
||
}
|
||
|
||
if (mask) glClear(mask);
|
||
|
||
CHECK_GL_ERROR_DEBUG();
|
||
|
||
// restore depth test
|
||
if (bitmask::any(clearFlags, TargetBufferFlags::DEPTH))
|
||
{
|
||
if (!oldDepthTest)
|
||
glDisable(GL_DEPTH_TEST);
|
||
|
||
glDepthMask(oldDepthWrite);
|
||
glDepthFunc(oldDepthFunc);
|
||
glClearDepth(oldDepthClearValue);
|
||
}
|
||
|
||
CHECK_GL_ERROR_DEBUG();
|
||
}
|
||
|
||
void CommandBufferGL::setDepthStencilState(DepthStencilState* depthStencilState)
|
||
{
|
||
_depthStencilStateGL = static_cast<DepthStencilStateGL*>(depthStencilState);
|
||
}
|
||
|
||
void CommandBufferGL::setRenderPipeline(RenderPipeline* renderPipeline)
|
||
{
|
||
_renderPipeline = static_cast<RenderPipelineGL*>(renderPipeline);
|
||
}
|
||
|
||
/**
|
||
* Update depthStencil status, improvment: for metal backend cache it
|
||
* @param depthStencilState Specifies the depth and stencil status
|
||
*/
|
||
void CommandBufferGL::updateDepthStencilState(const DepthStencilDescriptor& descriptor)
|
||
{
|
||
_depthStencilStateGL->update(descriptor);
|
||
}
|
||
|
||
/**
|
||
* Update render pipeline status
|
||
* @param depthStencilState Specifies the depth and stencil status
|
||
*/
|
||
void CommandBufferGL::updatePipelineState(const RenderTarget* rt, const PipelineDescriptor& descriptor)
|
||
{
|
||
_renderPipeline->update(rt, descriptor);
|
||
}
|
||
|
||
void CommandBufferGL::setViewport(int x, int y, unsigned int w, unsigned int h)
|
||
{
|
||
glViewport(x, y, w, h);
|
||
_viewPort.x = x;
|
||
_viewPort.y = y;
|
||
_viewPort.w = w;
|
||
_viewPort.h = h;
|
||
}
|
||
|
||
void CommandBufferGL::setCullMode(CullMode mode)
|
||
{
|
||
_cullMode = mode;
|
||
}
|
||
|
||
void CommandBufferGL::setWinding(Winding winding)
|
||
{
|
||
glFrontFace(UtilsGL::toGLFrontFace(winding));
|
||
}
|
||
|
||
void CommandBufferGL::setIndexBuffer(Buffer* buffer)
|
||
{
|
||
assert(buffer != nullptr);
|
||
if (buffer == nullptr)
|
||
return;
|
||
|
||
buffer->retain();
|
||
CC_SAFE_RELEASE(_indexBuffer);
|
||
_indexBuffer = static_cast<BufferGL*>(buffer);
|
||
}
|
||
|
||
void CommandBufferGL::setVertexBuffer(Buffer* buffer)
|
||
{
|
||
assert(buffer != nullptr);
|
||
if (buffer == nullptr || _vertexBuffer == buffer)
|
||
return;
|
||
|
||
buffer->retain();
|
||
_vertexBuffer = static_cast<BufferGL*>(buffer);
|
||
}
|
||
|
||
void CommandBufferGL::setProgramState(ProgramState* programState)
|
||
{
|
||
CC_SAFE_RETAIN(programState);
|
||
CC_SAFE_RELEASE(_programState);
|
||
_programState = programState;
|
||
}
|
||
|
||
void CommandBufferGL::drawArrays(PrimitiveType primitiveType, std::size_t start, std::size_t count)
|
||
{
|
||
prepareDrawing();
|
||
glDrawArrays(UtilsGL::toGLPrimitiveType(primitiveType), start, count);
|
||
|
||
cleanResources();
|
||
}
|
||
|
||
void CommandBufferGL::drawElements(PrimitiveType primitiveType, IndexFormat indexType, std::size_t count, std::size_t offset)
|
||
{
|
||
prepareDrawing();
|
||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer->getHandler());
|
||
glDrawElements(UtilsGL::toGLPrimitiveType(primitiveType), count, UtilsGL::toGLIndexType(indexType), (GLvoid*)offset);
|
||
CHECK_GL_ERROR_DEBUG();
|
||
cleanResources();
|
||
}
|
||
|
||
void CommandBufferGL::endRenderPass()
|
||
{
|
||
}
|
||
|
||
void CommandBufferGL::endFrame()
|
||
{
|
||
}
|
||
|
||
void CommandBufferGL::prepareDrawing() const
|
||
{
|
||
const auto& program = _renderPipeline->getProgram();
|
||
glUseProgram(program->getHandler());
|
||
|
||
bindVertexBuffer(program);
|
||
setUniforms(program);
|
||
|
||
// Set depth/stencil state.
|
||
if (_depthStencilStateGL->isEnabled())
|
||
_depthStencilStateGL->apply(_stencilReferenceValueFront, _stencilReferenceValueBack);
|
||
else
|
||
DepthStencilStateGL::reset();
|
||
|
||
// Set cull mode.
|
||
if (CullMode::NONE == _cullMode)
|
||
{
|
||
glDisable(GL_CULL_FACE);
|
||
}
|
||
else
|
||
{
|
||
glEnable(GL_CULL_FACE);
|
||
glCullFace(UtilsGL::toGLCullMode(_cullMode));
|
||
}
|
||
}
|
||
|
||
void CommandBufferGL::bindVertexBuffer(ProgramGL *program) const
|
||
{
|
||
// Bind vertex buffers and set the attributes.
|
||
auto vertexLayout = _programState->getVertexLayout();
|
||
|
||
if (!vertexLayout->isValid())
|
||
return;
|
||
|
||
glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer->getHandler());
|
||
|
||
const auto& attributes = vertexLayout->getAttributes();
|
||
for (const auto& attributeInfo : attributes)
|
||
{
|
||
const auto& attribute = attributeInfo.second;
|
||
glEnableVertexAttribArray(attribute.index);
|
||
glVertexAttribPointer(attribute.index,
|
||
UtilsGL::getGLAttributeSize(attribute.format),
|
||
UtilsGL::toGLAttributeType(attribute.format),
|
||
attribute.needToBeNormallized,
|
||
vertexLayout->getStride(),
|
||
(GLvoid*)attribute.offset);
|
||
}
|
||
}
|
||
|
||
void CommandBufferGL::setUniforms(ProgramGL* program) const
|
||
{
|
||
if (_programState)
|
||
{
|
||
auto& uniformInfos = _programState->getProgram()->getAllActiveUniformInfo(ShaderStage::VERTEX);
|
||
std::size_t bufferSize = 0;
|
||
char* buffer = nullptr;
|
||
_programState->getVertexUniformBuffer(&buffer, bufferSize);
|
||
|
||
auto& callbacks = _programState->getCallbackUniforms();
|
||
for (auto& cb : callbacks)
|
||
cb.second(_programState, cb.first);
|
||
|
||
int i = 0;
|
||
for(auto& iter : uniformInfos)
|
||
{
|
||
auto& uniformInfo = iter.second;
|
||
if(uniformInfo.size <= 0)
|
||
continue;
|
||
|
||
int elementCount = uniformInfo.count;
|
||
setUniform(uniformInfo.isArray,
|
||
uniformInfo.location,
|
||
elementCount,
|
||
uniformInfo.type,
|
||
(void*)(buffer + uniformInfo.bufferOffset));
|
||
}
|
||
|
||
const auto& textureInfo = _programState->getVertexTextureInfos();
|
||
for(const auto& iter : textureInfo)
|
||
{
|
||
/* About mutli textures support
|
||
* a. sampler2DArray, sampler2D[2], bind BackendTexture one by one, not use GL_TEXTURE_2D_ARRAY, not used at all engine interanl
|
||
* b. texture slot, one BackendTexture, multi GPU texture handlers, used by etc1, restrict: textures must have same size
|
||
* c. Bind multi BackendTexture to 1 Shader Program, see the ShaderTest
|
||
*/
|
||
auto& textures = iter.second.textures;
|
||
auto& slots = iter.second.slots;
|
||
auto& indexs = iter.second.indexs;
|
||
auto location = iter.first;
|
||
#if CC_ENABLE_CACHE_TEXTURE_DATA
|
||
location = iter.second.location;
|
||
#endif
|
||
int i = 0;
|
||
for (const auto& texture: textures)
|
||
{
|
||
applyTexture(texture, slots[i], indexs[i]);
|
||
++i;
|
||
}
|
||
|
||
auto arrayCount = slots.size();
|
||
if (arrayCount == 1) // Most of the time, not use sampler2DArray, should be 1
|
||
glUniform1i(location, slots[0]);
|
||
else
|
||
glUniform1iv(location, (uint32_t)arrayCount, (GLint*)slots.data());
|
||
}
|
||
}
|
||
}
|
||
|
||
#define DEF_TO_INT(pointer, index) (*((GLint*)(pointer) + index))
|
||
#define DEF_TO_FLOAT(pointer, index) (*((GLfloat*)(pointer) + index))
|
||
void CommandBufferGL::setUniform(bool isArray, GLuint location, unsigned int size, GLenum uniformType, void* data) const
|
||
{
|
||
GLsizei count = size;
|
||
switch (uniformType)
|
||
{
|
||
case GL_INT:
|
||
case GL_BOOL:
|
||
case GL_SAMPLER_2D:
|
||
case GL_SAMPLER_CUBE:
|
||
if (isArray)
|
||
glUniform1iv(location, count, (GLint*)data);
|
||
else
|
||
glUniform1i(location, DEF_TO_INT(data, 0));
|
||
break;
|
||
case GL_INT_VEC2:
|
||
case GL_BOOL_VEC2:
|
||
if (isArray)
|
||
glUniform2iv(location, count, (GLint*)data);
|
||
else
|
||
glUniform2i(location, DEF_TO_INT(data, 0), DEF_TO_INT(data, 1));
|
||
break;
|
||
case GL_INT_VEC3:
|
||
case GL_BOOL_VEC3:
|
||
if (isArray)
|
||
glUniform3iv(location, count, (GLint*)data);
|
||
else
|
||
glUniform3i(location,
|
||
DEF_TO_INT(data, 0),
|
||
DEF_TO_INT(data, 1),
|
||
DEF_TO_INT(data, 2));
|
||
break;
|
||
case GL_INT_VEC4:
|
||
case GL_BOOL_VEC4:
|
||
if (isArray)
|
||
glUniform4iv(location, count, (GLint*)data);
|
||
else
|
||
glUniform4i(location,
|
||
DEF_TO_INT(data, 0),
|
||
DEF_TO_INT(data, 1),
|
||
DEF_TO_INT(data, 2),
|
||
DEF_TO_INT(data, 4));
|
||
break;
|
||
case GL_FLOAT:
|
||
if (isArray)
|
||
glUniform1fv(location, count, (GLfloat*)data);
|
||
else
|
||
glUniform1f(location, DEF_TO_FLOAT(data, 0));
|
||
break;
|
||
case GL_FLOAT_VEC2:
|
||
if (isArray)
|
||
glUniform2fv(location, count, (GLfloat*)data);
|
||
else
|
||
glUniform2f(location, DEF_TO_FLOAT(data, 0), DEF_TO_FLOAT(data, 1));
|
||
break;
|
||
case GL_FLOAT_VEC3:
|
||
if (isArray)
|
||
glUniform3fv(location, count, (GLfloat*)data);
|
||
else
|
||
glUniform3f(location,
|
||
DEF_TO_FLOAT(data, 0),
|
||
DEF_TO_FLOAT(data, 1),
|
||
DEF_TO_FLOAT(data, 2));
|
||
break;
|
||
case GL_FLOAT_VEC4:
|
||
if (isArray)
|
||
glUniform4fv(location, count, (GLfloat*)data);
|
||
else
|
||
glUniform4f(location,
|
||
DEF_TO_FLOAT(data, 0),
|
||
DEF_TO_FLOAT(data, 1),
|
||
DEF_TO_FLOAT(data, 2),
|
||
DEF_TO_FLOAT(data, 3));
|
||
break;
|
||
case GL_FLOAT_MAT2:
|
||
glUniformMatrix2fv(location, count, GL_FALSE, (GLfloat*)data);
|
||
break;
|
||
case GL_FLOAT_MAT3:
|
||
glUniformMatrix3fv(location, count, GL_FALSE, (GLfloat*)data);
|
||
break;
|
||
case GL_FLOAT_MAT4:
|
||
glUniformMatrix4fv(location, count, GL_FALSE, (GLfloat*)data);
|
||
break;
|
||
break;
|
||
|
||
default:
|
||
CCASSERT(false, "invalidate Uniform data type");
|
||
break;
|
||
}
|
||
}
|
||
|
||
void CommandBufferGL::cleanResources()
|
||
{
|
||
CC_SAFE_RELEASE_NULL(_indexBuffer);
|
||
CC_SAFE_RELEASE_NULL(_programState);
|
||
CC_SAFE_RELEASE_NULL(_vertexBuffer);
|
||
}
|
||
|
||
void CommandBufferGL::setLineWidth(float lineWidth)
|
||
{
|
||
if(lineWidth > 0.0f)
|
||
glLineWidth(lineWidth);
|
||
else
|
||
glLineWidth(1.0f);
|
||
|
||
}
|
||
|
||
|
||
void CommandBufferGL::setScissorRect(bool isEnabled, float x, float y, float width, float height)
|
||
{
|
||
if(isEnabled)
|
||
{
|
||
glEnable(GL_SCISSOR_TEST);
|
||
glScissor(x, y, width, height);
|
||
}
|
||
else
|
||
{
|
||
glDisable(GL_SCISSOR_TEST);
|
||
}
|
||
}
|
||
|
||
void CommandBufferGL::readPixels(RenderTarget* rt, std::function<void(const PixelBufferDescriptor&)> callback)
|
||
{
|
||
PixelBufferDescriptor pbd;
|
||
if(rt->isDefaultRenderTarget())
|
||
{ // read pixels from screen
|
||
readPixels(rt, _viewPort.x, _viewPort.y, _viewPort.w, _viewPort.h, _viewPort.w * 4, pbd);
|
||
}
|
||
else {
|
||
// we only readPixels from the COLOR0 attachment.
|
||
auto colorAttachment = rt->_color[0].texture;
|
||
if(colorAttachment) {
|
||
readPixels(rt,
|
||
0, 0,
|
||
colorAttachment->getWidth(),colorAttachment->getHeight(),
|
||
colorAttachment->getWidth() * 4,
|
||
pbd);
|
||
}
|
||
}
|
||
callback(pbd);
|
||
}
|
||
|
||
void CommandBufferGL::readPixels(RenderTarget* rt, int x, int y, uint32_t width, uint32_t height, uint32_t bytesPerRow, PixelBufferDescriptor& pbd)
|
||
{
|
||
rt->bindFrameBuffer();
|
||
|
||
glPixelStorei(GL_PACK_ALIGNMENT, 1);
|
||
|
||
auto bufferSize = bytesPerRow * height;
|
||
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32 && defined(GL_ES_VERSION_3_0)) || \
|
||
(CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID && defined(GL_PIXEL_PACK_BUFFER))
|
||
GLuint pbo;
|
||
glGenBuffers(1, &pbo);
|
||
glBindBuffer(GL_PIXEL_PACK_BUFFER, pbo);
|
||
glBufferData(GL_PIXEL_PACK_BUFFER, bufferSize, nullptr, GL_STATIC_DRAW);
|
||
glReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
|
||
auto buffer = (uint8_t*)glMapBufferRange(GL_PIXEL_PACK_BUFFER, 0, bufferSize, GL_MAP_READ_BIT);
|
||
#else
|
||
std::unique_ptr<uint8_t[]> bufferStorage(new uint8_t[bufferSize]);
|
||
auto buffer = bufferStorage.get();
|
||
memset(buffer, 0, bufferSize);
|
||
glReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
|
||
#endif
|
||
uint8_t* wptr = nullptr;
|
||
if (buffer && (wptr = pbd._data.resize(bufferSize))) {
|
||
auto rptr = buffer + (height - 1) * bytesPerRow;
|
||
for (int row = 0; row < height; ++row) {
|
||
memcpy(wptr, rptr, bytesPerRow);
|
||
wptr += bytesPerRow;
|
||
rptr -= bytesPerRow;
|
||
}
|
||
pbd._width = width;
|
||
pbd._height = height;
|
||
}
|
||
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32 && defined(GL_ES_VERSION_3_0)) || \
|
||
(CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID && defined(GL_PIXEL_PACK_BUFFER))
|
||
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
|
||
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
|
||
glDeleteBuffers(1, &pbo);
|
||
#endif
|
||
|
||
if (!rt->isDefaultRenderTarget())
|
||
rt->unbindFrameBuffer();
|
||
}
|
||
|
||
CC_BACKEND_END
|