mirror of https://github.com/axmolengine/axmol.git
125 lines
4.1 KiB
C++
125 lines
4.1 KiB
C++
/**
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Copyright 2013 BlackBerry Inc.
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Copyright (c) 2015-2017 Chukong Technologies
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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Licensed under the Apache License, Version 2.0 (the "License");
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you may not use this file except in compliance with the License.
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You may obtain a copy of the License at
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http://www.apache.org/licenses/LICENSE-2.0
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Unless required by applicable law or agreed to in writing, software
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
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Original file from GamePlay3D: http://gameplay3d.org
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This file was modified to fit the cocos2d-x project
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*/
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#pragma once
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#include <unordered_map>
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#include "base/CCRef.h"
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#include "renderer/backend/ProgramState.h"
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#include "renderer/backend/Types.h"
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#include "renderer/CCPass.h"
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#include "3d/CC3DProgramInfo.h"
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NS_CC_BEGIN
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class MeshIndexData;
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class VertexAttribValue;
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/**
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* Defines a binding between the vertex layout of a Mesh and the vertex
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* input attributes of a vertex shader (Effect).
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*
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* In a perfect world, this class would always be a binding directly between
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* a unique VertexFormat and an Effect, where the VertexFormat is simply the
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* definition of the layout of any anonymous vertex buffer. However, the OpenGL
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* mechanism for setting up these bindings is Vertex Array Objects (VAOs).
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* OpenGL requires a separate VAO per vertex buffer object (VBO), rather than per
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* vertex layout definition. Therefore, although we would like to define this
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* binding between a VertexFormat and Effect, we are specifying the binding
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* between a Mesh and Effect to satisfy the OpenGL requirement of one VAO per VBO.
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*
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* Note that this class still does provide a binding between a VertexFormat
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* and an Effect, however this binding is actually a client-side binding and
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* should only be used when writing custom code that use client-side vertex
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* arrays, since it is slower than the server-side VAOs used by OpenGL
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* (when creating a VertexAttribBinding between a Mesh and Effect).
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*/
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class CC_DLL VertexAttribBinding : public Ref
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{
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public:
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/**
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* Creates a new VertexAttribBinding between the given MeshVertexData and GLProgramState.
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*
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* If a VertexAttribBinding matching the specified MeshVertexData and GLProgramState already
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* exists, it will be returned. Otherwise, a new VertexAttribBinding will
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* be returned. If OpenGL VAOs are enabled, the a new VAO will be created and
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* stored in the returned VertexAttribBinding, otherwise a client-side
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* array of vertex attribute bindings will be stored.
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*
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* @param mesh The mesh.
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* @param effect The effect.
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*
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* @return A VertexAttribBinding for the requested parameters.
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*/
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static VertexAttribBinding* create(MeshIndexData* meshIndexData, Pass *pass, MeshCommand *);
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/**
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* Binds this vertex array object.
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*/
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//void bind(backend::VertexLayout &layout);
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/**
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* Unbinds this vertex array object.
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*/
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//void unbind();
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/**
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* Returns the vertex attrib flags
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*/
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uint32_t getVertexAttribsFlags() const;
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bool hasAttribute(const shaderinfos::VertexKey &key) const;
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private:
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/**
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* Constructor.
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*/
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VertexAttribBinding();
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/**
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* Destructor.
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*/
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~VertexAttribBinding();
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/**
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* Hidden copy assignment operator.
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*/
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VertexAttribBinding& operator=(const VertexAttribBinding&);
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bool init(MeshIndexData* meshIndexData, Pass *pass, MeshCommand *);
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void setVertexAttribPointer(const std::string& name, backend::VertexFormat type, bool normalized, int offset, int flag);
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backend::AttributeBindInfo* getVertexAttribValue(const std::string &name);
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void parseAttributes();
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MeshIndexData* _meshIndexData;
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backend::ProgramState* _programState;
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std::shared_ptr<backend::VertexLayout> _vertexLayout = std::make_shared<backend::VertexLayout>();
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std::unordered_map<std::string, backend::AttributeBindInfo> _attributes;
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uint32_t _vertexAttribsFlags;
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};
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NS_CC_END
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