mirror of https://github.com/axmolengine/axmol.git
461 lines
13 KiB
C++
461 lines
13 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/CCMeshCommand.h"
|
|
#include "base/ccMacros.h"
|
|
#include "base/CCConfiguration.h"
|
|
#include "base/CCDirector.h"
|
|
#include "base/CCEventCustom.h"
|
|
#include "base/CCEventListenerCustom.h"
|
|
#include "base/CCEventDispatcher.h"
|
|
#include "base/CCEventType.h"
|
|
#include "base/CCConfiguration.h"
|
|
#include "2d/CCLight.h"
|
|
#include "renderer/ccGLStateCache.h"
|
|
#include "renderer/CCGLProgramState.h"
|
|
#include "renderer/CCRenderer.h"
|
|
#include "renderer/CCTextureAtlas.h"
|
|
#include "renderer/CCTexture2D.h"
|
|
#include "renderer/ccGLStateCache.h"
|
|
#include "renderer/CCTechnique.h"
|
|
#include "renderer/CCMaterial.h"
|
|
#include "renderer/CCPass.h"
|
|
#include "xxhash.h"
|
|
|
|
NS_CC_BEGIN
|
|
|
|
|
|
MeshCommand::MeshCommand()
|
|
: _textureID(0)
|
|
, _glProgramState(nullptr)
|
|
, _blendType(BlendFunc::DISABLE)
|
|
, _displayColor(1.0f, 1.0f, 1.0f, 1.0f)
|
|
, _matrixPalette(nullptr)
|
|
, _matrixPaletteSize(0)
|
|
, _materialID(0)
|
|
, _vao(0)
|
|
, _cullFaceEnabled(false)
|
|
, _cullFace(GL_BACK)
|
|
, _depthTestEnabled(false)
|
|
, _depthWriteEnabled(false)
|
|
, _forceDepthWrite(false)
|
|
, _renderStateCullFaceEnabled(false)
|
|
, _renderStateDepthTest(false)
|
|
, _renderStateDepthWrite(GL_FALSE)
|
|
, _material(nullptr)
|
|
{
|
|
_type = RenderCommand::Type::MESH_COMMAND;
|
|
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
|
|
// listen the event that renderer was recreated on Android/WP8
|
|
_rendererRecreatedListener = EventListenerCustom::create(EVENT_RENDERER_RECREATED, CC_CALLBACK_1(MeshCommand::listenRendererRecreated, this));
|
|
Director::getInstance()->getEventDispatcher()->addEventListenerWithFixedPriority(_rendererRecreatedListener, -1);
|
|
#endif
|
|
}
|
|
|
|
void MeshCommand::init(float globalZOrder,
|
|
Material* material,
|
|
GLuint vertexBuffer,
|
|
GLuint indexBuffer,
|
|
GLenum primitive,
|
|
GLenum indexFormat,
|
|
ssize_t indexCount,
|
|
const cocos2d::Mat4 &mv,
|
|
uint32_t flags)
|
|
{
|
|
CCASSERT(material, "material cannot be nill");
|
|
|
|
RenderCommand::init(globalZOrder, mv, flags);
|
|
|
|
_globalOrder = globalZOrder;
|
|
_material = material;
|
|
|
|
_vertexBuffer = vertexBuffer;
|
|
_indexBuffer = indexBuffer;
|
|
_primitive = primitive;
|
|
_indexFormat = indexFormat;
|
|
_indexCount = indexCount;
|
|
_mv.set(mv);
|
|
|
|
_is3D = true;
|
|
}
|
|
|
|
void MeshCommand::init(float globalOrder,
|
|
GLuint textureID,
|
|
GLProgramState* glProgramState,
|
|
BlendFunc blendType,
|
|
GLuint vertexBuffer,
|
|
GLuint indexBuffer,
|
|
GLenum primitive,
|
|
GLenum indexFormat,
|
|
ssize_t indexCount,
|
|
const Mat4 &mv)
|
|
{
|
|
init(globalOrder, textureID, glProgramState, blendType, vertexBuffer, indexBuffer, primitive, indexFormat, indexCount, mv, 0);
|
|
}
|
|
|
|
void MeshCommand::init(float globalZOrder,
|
|
GLuint textureID,
|
|
cocos2d::GLProgramState *glProgramState,
|
|
cocos2d::BlendFunc blendType,
|
|
GLuint vertexBuffer,
|
|
GLuint indexBuffer,
|
|
GLenum primitive,
|
|
GLenum indexFormat,
|
|
ssize_t indexCount,
|
|
const cocos2d::Mat4 &mv,
|
|
uint32_t flags)
|
|
{
|
|
CCASSERT(glProgramState, "GLProgramState cannot be nill");
|
|
|
|
RenderCommand::init(globalZOrder, mv, flags);
|
|
|
|
_globalOrder = globalZOrder;
|
|
_textureID = textureID;
|
|
_blendType = blendType;
|
|
_glProgramState = glProgramState;
|
|
|
|
_vertexBuffer = vertexBuffer;
|
|
_indexBuffer = indexBuffer;
|
|
_primitive = primitive;
|
|
_indexFormat = indexFormat;
|
|
_indexCount = indexCount;
|
|
_mv.set(mv);
|
|
|
|
_is3D = true;
|
|
}
|
|
|
|
void MeshCommand::setCullFaceEnabled(bool enable)
|
|
{
|
|
CCASSERT(!_material, "If using material, you should call material->setCullFace()");
|
|
|
|
_cullFaceEnabled = enable;
|
|
}
|
|
|
|
void MeshCommand::setCullFace(GLenum cullFace)
|
|
{
|
|
CCASSERT(!_material, "If using material, you should call material->setCullFaceSide()");
|
|
|
|
_cullFace = cullFace;
|
|
}
|
|
|
|
void MeshCommand::setDepthTestEnabled(bool enable)
|
|
{
|
|
CCASSERT(!_material, "If using material, you should call material->setDepthTest()");
|
|
|
|
_depthTestEnabled = enable;
|
|
}
|
|
|
|
void MeshCommand::setDepthWriteEnabled(bool enable)
|
|
{
|
|
CCASSERT(!_material, "If using material, you should call material->setDepthWrite()");
|
|
|
|
_forceDepthWrite = enable;
|
|
_depthWriteEnabled = enable;
|
|
}
|
|
|
|
void MeshCommand::setDisplayColor(const Vec4& color)
|
|
{
|
|
CCASSERT(!_material, "If using material, you should set the color as a uniform: use u_color");
|
|
|
|
_displayColor = color;
|
|
}
|
|
|
|
void MeshCommand::setMatrixPalette(const Vec4* matrixPalette)
|
|
{
|
|
CCASSERT(!_material, "If using material, you should set the color as a uniform: use u_matrixPalette");
|
|
|
|
_matrixPalette = matrixPalette;
|
|
}
|
|
|
|
void MeshCommand::setMatrixPaletteSize(int size)
|
|
{
|
|
CCASSERT(!_material, "If using material, you should set the color as a uniform: use u_matrixPalette with its size");
|
|
|
|
_matrixPaletteSize = size;
|
|
}
|
|
|
|
void MeshCommand::setTransparent(bool value)
|
|
{
|
|
CCASSERT(!_material, "If using material, you shouldn't call setTransparent.");
|
|
|
|
_isTransparent = value;
|
|
//Skip batching for transparent mesh
|
|
_skipBatching = value;
|
|
|
|
if (_isTransparent && !_forceDepthWrite)
|
|
{
|
|
_depthWriteEnabled = false;
|
|
}
|
|
else
|
|
{
|
|
_depthWriteEnabled = true;
|
|
}
|
|
}
|
|
|
|
MeshCommand::~MeshCommand()
|
|
{
|
|
releaseVAO();
|
|
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
|
|
Director::getInstance()->getEventDispatcher()->removeEventListener(_rendererRecreatedListener);
|
|
#endif
|
|
}
|
|
|
|
void MeshCommand::applyRenderState()
|
|
{
|
|
CCASSERT(!_material, "Must not be called when using materials");
|
|
|
|
// blend and texture
|
|
GL::bindTexture2D(_textureID);
|
|
GL::blendFunc(_blendType.src, _blendType.dst);
|
|
|
|
// cull face
|
|
_renderStateCullFaceEnabled = glIsEnabled(GL_CULL_FACE) != GL_FALSE;
|
|
GLint cullface;
|
|
glGetIntegerv(GL_CULL_FACE_MODE, &cullface);
|
|
_renderStateCullFace = (GLenum)cullface;
|
|
|
|
if (_cullFaceEnabled != _renderStateCullFaceEnabled)
|
|
{
|
|
_cullFaceEnabled ? glEnable(GL_CULL_FACE) : glDisable(GL_CULL_FACE);
|
|
}
|
|
|
|
if (_cullFace != _renderStateCullFace)
|
|
{
|
|
glCullFace(_cullFace);
|
|
}
|
|
|
|
// depth
|
|
_renderStateDepthTest = (glIsEnabled(GL_DEPTH_TEST) != GL_FALSE);
|
|
glGetBooleanv(GL_DEPTH_WRITEMASK, &_renderStateDepthWrite);
|
|
|
|
if (_depthTestEnabled != _renderStateDepthTest)
|
|
{
|
|
_depthTestEnabled ? glEnable(GL_DEPTH_TEST) : glDisable(GL_DEPTH_TEST);
|
|
}
|
|
|
|
if (_depthWriteEnabled != _renderStateDepthWrite)
|
|
{
|
|
glDepthMask(_depthWriteEnabled);
|
|
}
|
|
}
|
|
|
|
void MeshCommand::restoreRenderState()
|
|
{
|
|
CCASSERT(!_material, "Must not be called when using Material");
|
|
|
|
// cull
|
|
if (_cullFaceEnabled != _renderStateCullFaceEnabled)
|
|
{
|
|
_renderStateCullFaceEnabled ? glEnable(GL_CULL_FACE) : glDisable(GL_CULL_FACE);
|
|
}
|
|
|
|
if (_cullFace != _renderStateCullFace)
|
|
{
|
|
glCullFace(_renderStateCullFace);
|
|
}
|
|
|
|
// depth
|
|
if (_depthTestEnabled != _renderStateDepthTest)
|
|
{
|
|
_renderStateDepthTest ? glEnable(GL_DEPTH_TEST) : glDisable(GL_DEPTH_TEST);
|
|
}
|
|
|
|
if (_depthWriteEnabled != _renderStateDepthWrite)
|
|
{
|
|
glDepthMask(_renderStateDepthWrite);
|
|
}
|
|
}
|
|
|
|
void MeshCommand::genMaterialID(GLuint texID, void* glProgramState, GLuint vertexBuffer, GLuint indexBuffer, BlendFunc blend)
|
|
{
|
|
int intArray[7] = {0};
|
|
intArray[0] = (int)texID;
|
|
*(int**)&intArray[1] = (int*) glProgramState;
|
|
intArray[3] = (int) vertexBuffer;
|
|
intArray[4] = (int) indexBuffer;
|
|
intArray[5] = (int) blend.src;
|
|
intArray[6] = (int) blend.dst;
|
|
_materialID = XXH32((const void*)intArray, sizeof(intArray), 0);
|
|
}
|
|
|
|
uint32_t MeshCommand::getMaterialID() const
|
|
{
|
|
return _materialID;
|
|
}
|
|
|
|
void MeshCommand::preBatchDraw()
|
|
{
|
|
// Do nothing if using material since each pass needs to bind its own VAO
|
|
if (!_material)
|
|
{
|
|
if (Configuration::getInstance()->supportsShareableVAO() && _vao == 0)
|
|
buildVAO();
|
|
if (_vao)
|
|
{
|
|
GL::bindVAO(_vao);
|
|
}
|
|
else
|
|
{
|
|
glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
|
|
|
|
// FIXME: Assumes that all the passes in the Material share the same Vertex Attribs
|
|
GLProgramState* programState = _material
|
|
? _material->_currentTechnique->_passes.at(0)->getGLProgramState()
|
|
: _glProgramState;
|
|
programState->applyAttributes();
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer);
|
|
}
|
|
}
|
|
}
|
|
|
|
void MeshCommand::batchDraw()
|
|
{
|
|
if (_material)
|
|
{
|
|
for(const auto& pass: _material->_currentTechnique->_passes)
|
|
{
|
|
pass->bind(_mv);
|
|
|
|
glDrawElements(_primitive, (GLsizei)_indexCount, _indexFormat, 0);
|
|
CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1, _indexCount);
|
|
|
|
pass->unbind();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
_glProgramState->applyGLProgram(_mv);
|
|
|
|
// set render state
|
|
applyRenderState();
|
|
|
|
// Draw
|
|
glDrawElements(_primitive, (GLsizei)_indexCount, _indexFormat, 0);
|
|
CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1, _indexCount);
|
|
|
|
//restore render state
|
|
restoreRenderState();
|
|
}
|
|
}
|
|
void MeshCommand::postBatchDraw()
|
|
{
|
|
// when using material, unbind is after draw
|
|
if (!_material)
|
|
{
|
|
if (_vao)
|
|
{
|
|
GL::bindVAO(0);
|
|
}
|
|
else
|
|
{
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
void MeshCommand::execute()
|
|
{
|
|
// Draw without VAO
|
|
glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer);
|
|
|
|
if (_material)
|
|
{
|
|
for(const auto& pass: _material->_currentTechnique->_passes)
|
|
{
|
|
pass->bind(_mv, true);
|
|
|
|
glDrawElements(_primitive, (GLsizei)_indexCount, _indexFormat, 0);
|
|
CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1, _indexCount);
|
|
|
|
pass->unbind();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// set render state
|
|
_glProgramState->apply(_mv);
|
|
|
|
applyRenderState();
|
|
|
|
// Draw
|
|
glDrawElements(_primitive, (GLsizei)_indexCount, _indexFormat, 0);
|
|
|
|
CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1, _indexCount);
|
|
|
|
//restore render state
|
|
restoreRenderState();
|
|
}
|
|
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
}
|
|
|
|
void MeshCommand::buildVAO()
|
|
{
|
|
// FIXME: Assumes that all the passes in the Material share the same Vertex Attribs
|
|
GLProgramState* programState = (_material != nullptr)
|
|
? _material->_currentTechnique->_passes.at(0)->getGLProgramState()
|
|
: _glProgramState;
|
|
|
|
releaseVAO();
|
|
glGenVertexArrays(1, &_vao);
|
|
GL::bindVAO(_vao);
|
|
glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
|
|
auto flags = programState->getVertexAttribsFlags();
|
|
for (int i = 0; flags > 0; i++) {
|
|
int flag = 1 << i;
|
|
if (flag & flags)
|
|
glEnableVertexAttribArray(i);
|
|
flags &= ~flag;
|
|
}
|
|
programState->applyAttributes(false);
|
|
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer);
|
|
|
|
GL::bindVAO(0);
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
}
|
|
void MeshCommand::releaseVAO()
|
|
{
|
|
if (_vao)
|
|
{
|
|
glDeleteVertexArrays(1, &_vao);
|
|
_vao = 0;
|
|
GL::bindVAO(0);
|
|
}
|
|
}
|
|
|
|
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
|
|
void MeshCommand::listenRendererRecreated(EventCustom* event)
|
|
{
|
|
_vao = 0;
|
|
}
|
|
|
|
#endif
|
|
|
|
NS_CC_END
|