mirror of https://github.com/axmolengine/axmol.git
671 lines
20 KiB
C++
671 lines
20 KiB
C++
/****************************************************************************
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Copyright (c) 2018-2019 Xiamen Yaji Software Co., Ltd.
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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 NO 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 "CommandBufferGL.h"
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#include "BufferGL.h"
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#include "RenderPipelineGL.h"
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#include "TextureGL.h"
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#include "DepthStencilStateGL.h"
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#include "ProgramGL.h"
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#include "base/ccMacros.h"
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#include "base/CCEventDispatcher.h"
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#include "base/CCEventType.h"
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#include "base/CCDirector.h"
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#include "renderer/backend/opengl/UtilsGL.h"
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#include <algorithm>
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CC_BACKEND_BEGIN
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namespace
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{
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GLuint getHandler(TextureBackend *texture)
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{
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switch (texture->getTextureType())
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{
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case TextureType::TEXTURE_2D:
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return static_cast<Texture2DGL*>(texture)->getHandler();
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case TextureType::TEXTURE_CUBE:
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return static_cast<TextureCubeGL*>(texture)->getHandler();
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default:
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assert(false);
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return 0;
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}
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}
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void applyTexture(TextureBackend* texture, int slot, int index)
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{
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switch (texture->getTextureType())
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{
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case TextureType::TEXTURE_2D:
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static_cast<Texture2DGL*>(texture)->apply(slot, index);
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break;
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case TextureType::TEXTURE_CUBE:
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static_cast<TextureCubeGL*>(texture)->apply(slot, index);
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break;
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default:
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assert(false);
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return ;
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}
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}
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}
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CommandBufferGL::CommandBufferGL()
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{
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, &_defaultFBO);
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#if CC_ENABLE_CACHE_TEXTURE_DATA
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_backToForegroundListener = EventListenerCustom::create(EVENT_RENDERER_RECREATED, [this](EventCustom*){
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if(_generatedFBO)
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glGenFramebuffers(1, &_generatedFBO); //recreate framebuffer
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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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CommandBufferGL::~CommandBufferGL()
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{
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glDeleteFramebuffers(1, &_generatedFBO);
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CC_SAFE_RELEASE_NULL(_renderPipeline);
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cleanResources();
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#if CC_ENABLE_CACHE_TEXTURE_DATA
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Director::getInstance()->getEventDispatcher()->removeEventListener(_backToForegroundListener);
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#endif
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}
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void CommandBufferGL::beginFrame()
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{
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}
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void CommandBufferGL::beginRenderPass(const RenderPassDescriptor& descirptor)
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{
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applyRenderPassDescriptor(descirptor);
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}
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void CommandBufferGL::applyRenderPassDescriptor(const RenderPassDescriptor& descirptor)
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{
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bool useColorAttachmentExternal = descirptor.needColorAttachment && descirptor.colorAttachmentsTexture[0];
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bool useDepthAttachmentExternal = descirptor.depthTestEnabled && descirptor.depthAttachmentTexture;
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bool useStencilAttachmentExternal = descirptor.stencilTestEnabled && descirptor.stencilAttachmentTexture;
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bool useGeneratedFBO = false;
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if (useColorAttachmentExternal || useDepthAttachmentExternal || useStencilAttachmentExternal)
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{
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if(_generatedFBO == 0)
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{
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glGenFramebuffers(1, &_generatedFBO);
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}
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_currentFBO = _generatedFBO;
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useGeneratedFBO = true;
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}
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else
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{
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_currentFBO = _defaultFBO;
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}
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glBindFramebuffer(GL_FRAMEBUFFER, _currentFBO);
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if (useDepthAttachmentExternal)
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{
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glFramebufferTexture2D(GL_FRAMEBUFFER,
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GL_DEPTH_ATTACHMENT,
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GL_TEXTURE_2D,
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getHandler(descirptor.depthAttachmentTexture),
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0);
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CHECK_GL_ERROR_DEBUG();
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_generatedFBOBindDepth = true;
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}
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else
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{
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if (_generatedFBOBindDepth && useGeneratedFBO)
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{
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glFramebufferTexture2D(GL_FRAMEBUFFER,
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GL_DEPTH_ATTACHMENT,
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GL_TEXTURE_2D,
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0,
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0);
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CHECK_GL_ERROR_DEBUG();
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_generatedFBOBindDepth = false;
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}
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}
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if (useStencilAttachmentExternal)
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{
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glFramebufferTexture2D(GL_FRAMEBUFFER,
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GL_STENCIL_ATTACHMENT,
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GL_TEXTURE_2D,
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getHandler(descirptor.depthAttachmentTexture),
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0);
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CHECK_GL_ERROR_DEBUG();
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_generatedFBOBindStencil = true;
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}
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else
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{
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if (_generatedFBOBindStencil && useGeneratedFBO)
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{
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glFramebufferTexture2D(GL_FRAMEBUFFER,
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GL_STENCIL_ATTACHMENT,
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GL_TEXTURE_2D,
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0,
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0);
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CHECK_GL_ERROR_DEBUG();
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_generatedFBOBindStencil = false;
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}
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}
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if (descirptor.needColorAttachment)
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{
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int i = 0;
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for (const auto& texture : descirptor.colorAttachmentsTexture)
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{
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if (texture)
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{
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// TODO: support texture cube
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glFramebufferTexture2D(GL_FRAMEBUFFER,
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GL_COLOR_ATTACHMENT0 + i,
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GL_TEXTURE_2D,
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getHandler(texture),
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0);
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}
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CHECK_GL_ERROR_DEBUG();
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++i;
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}
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if (useGeneratedFBO)
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_generatedFBOBindColor = true;
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#if CC_TARGET_PLATFORM == CC_PLATFORM_WIN32 || CC_TARGET_PLATFORM == CC_PLATFORM_LINUX
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if (_framebufferReadWriteDisabled)
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{
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if (useGeneratedFBO) //user-defined framebuffer
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{
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glDrawBuffer(GL_COLOR_ATTACHMENT0);
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glReadBuffer(GL_COLOR_ATTACHMENT0);
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}
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else //default framebuffer
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{
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glDrawBuffer(GL_BACK);
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glReadBuffer(GL_BACK);
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}
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_framebufferReadWriteDisabled = false;
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}
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#endif
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}
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else
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{
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if (_generatedFBOBindColor && useGeneratedFBO)
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{
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// FIXME: Now only support attaching to attachment 0.
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glFramebufferTexture2D(GL_FRAMEBUFFER,
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GL_COLOR_ATTACHMENT0,
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GL_TEXTURE_2D,
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0,
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0);
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_generatedFBOBindColor = false;
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}
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// If not draw buffer is needed, should invoke this line explicitly, or it will cause
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// GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER and GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER error.
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// https://stackoverflow.com/questions/28313782/porting-opengl-es-framebuffer-to-opengl
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#if CC_TARGET_PLATFORM == CC_PLATFORM_WIN32 || CC_TARGET_PLATFORM == CC_PLATFORM_LINUX
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glDrawBuffer(GL_NONE);
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glReadBuffer(GL_NONE);
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_framebufferReadWriteDisabled = true;
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#endif
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}
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CHECK_GL_ERROR_DEBUG();
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// set clear color, depth and stencil
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GLbitfield mask = 0;
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if (descirptor.needClearColor)
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{
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mask |= GL_COLOR_BUFFER_BIT;
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const auto& clearColor = descirptor.clearColorValue;
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glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
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}
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CHECK_GL_ERROR_DEBUG();
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GLboolean oldDepthWrite = GL_FALSE;
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GLboolean oldDepthTest = GL_FALSE;
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GLfloat oldDepthClearValue = 0.f;
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GLint oldDepthFunc = GL_LESS;
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if (descirptor.needClearDepth)
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{
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glGetBooleanv(GL_DEPTH_WRITEMASK, &oldDepthWrite);
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glGetBooleanv(GL_DEPTH_TEST, &oldDepthTest);
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glGetFloatv(GL_DEPTH_CLEAR_VALUE, &oldDepthClearValue);
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glGetIntegerv(GL_DEPTH_FUNC, &oldDepthFunc);
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mask |= GL_DEPTH_BUFFER_BIT;
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glClearDepth(descirptor.clearDepthValue);
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_TRUE);
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glDepthFunc(GL_ALWAYS);
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}
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CHECK_GL_ERROR_DEBUG();
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if (descirptor.needClearStencil)
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{
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mask |= GL_STENCIL_BUFFER_BIT;
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glClearStencil(descirptor.clearStencilValue);
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}
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if(mask) glClear(mask);
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CHECK_GL_ERROR_DEBUG();
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// restore depth test
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if (descirptor.needClearDepth)
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{
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if (!oldDepthTest)
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glDisable(GL_DEPTH_TEST);
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glDepthMask(oldDepthWrite);
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glDepthFunc(oldDepthFunc);
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glClearDepth(oldDepthClearValue);
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}
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CHECK_GL_ERROR_DEBUG();
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}
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void CommandBufferGL::setRenderPipeline(RenderPipeline* renderPipeline)
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{
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assert(renderPipeline != nullptr);
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if (renderPipeline == nullptr)
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return;
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RenderPipelineGL* rp = static_cast<RenderPipelineGL*>(renderPipeline);
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rp->retain();
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CC_SAFE_RELEASE(_renderPipeline);
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_renderPipeline = rp;
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}
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void CommandBufferGL::setViewport(int x, int y, unsigned int w, unsigned int h)
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{
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glViewport(x, y, w, h);
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_viewPort.x = x;
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_viewPort.y = y;
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_viewPort.w = w;
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_viewPort.h = h;
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}
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void CommandBufferGL::setCullMode(CullMode mode)
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{
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_cullMode = mode;
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}
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void CommandBufferGL::setWinding(Winding winding)
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{
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glFrontFace(UtilsGL::toGLFrontFace(winding));
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}
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void CommandBufferGL::setIndexBuffer(Buffer* buffer)
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{
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assert(buffer != nullptr);
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if (buffer == nullptr)
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return;
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buffer->retain();
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CC_SAFE_RELEASE(_indexBuffer);
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_indexBuffer = static_cast<BufferGL*>(buffer);
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}
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void CommandBufferGL::setVertexBuffer(Buffer* buffer)
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{
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assert(buffer != nullptr);
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if (buffer == nullptr || _vertexBuffer == buffer)
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return;
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buffer->retain();
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_vertexBuffer = static_cast<BufferGL*>(buffer);
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}
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void CommandBufferGL::setProgramState(ProgramState* programState)
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{
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CC_SAFE_RETAIN(programState);
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CC_SAFE_RELEASE(_programState);
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_programState = programState;
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}
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void CommandBufferGL::drawArrays(PrimitiveType primitiveType, std::size_t start, std::size_t count)
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{
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prepareDrawing();
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glDrawArrays(UtilsGL::toGLPrimitiveType(primitiveType), start, count);
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cleanResources();
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}
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void CommandBufferGL::drawElements(PrimitiveType primitiveType, IndexFormat indexType, std::size_t count, std::size_t offset)
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{
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prepareDrawing();
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer->getHandler());
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glDrawElements(UtilsGL::toGLPrimitiveType(primitiveType), count, UtilsGL::toGLIndexType(indexType), (GLvoid*)offset);
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CHECK_GL_ERROR_DEBUG();
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cleanResources();
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}
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void CommandBufferGL::endRenderPass()
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{
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}
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void CommandBufferGL::endFrame()
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{
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}
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void CommandBufferGL::setDepthStencilState(DepthStencilState* depthStencilState)
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{
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if (depthStencilState)
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{
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_depthStencilStateGL = static_cast<DepthStencilStateGL*>(depthStencilState);
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}
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else
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{
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_depthStencilStateGL = nullptr;
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}
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}
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void CommandBufferGL::prepareDrawing() const
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{
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const auto& program = _renderPipeline->getProgram();
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glUseProgram(program->getHandler());
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bindVertexBuffer(program);
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setUniforms(program);
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// Set depth/stencil state.
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if (_depthStencilStateGL)
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{
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_depthStencilStateGL->apply(_stencilReferenceValueFront, _stencilReferenceValueBack);
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}
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else
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DepthStencilStateGL::reset();
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// Set cull mode.
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if (CullMode::NONE == _cullMode)
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{
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glDisable(GL_CULL_FACE);
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}
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else
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{
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glEnable(GL_CULL_FACE);
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glCullFace(UtilsGL::toGLCullMode(_cullMode));
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}
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}
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void CommandBufferGL::bindVertexBuffer(ProgramGL *program) const
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{
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// Bind vertex buffers and set the attributes.
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auto vertexLayout = _programState->getVertexLayout();
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if (!vertexLayout->isValid())
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return;
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glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer->getHandler());
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const auto& attributes = vertexLayout->getAttributes();
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for (const auto& attributeInfo : attributes)
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{
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const auto& attribute = attributeInfo.second;
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glEnableVertexAttribArray(attribute.index);
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glVertexAttribPointer(attribute.index,
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UtilsGL::getGLAttributeSize(attribute.format),
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UtilsGL::toGLAttributeType(attribute.format),
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attribute.needToBeNormallized,
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vertexLayout->getStride(),
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(GLvoid*)attribute.offset);
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}
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}
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void CommandBufferGL::setUniforms(ProgramGL* program) const
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{
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if (_programState)
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{
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auto& callbacks = _programState->getCallbackUniforms();
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auto& uniformInfos = _programState->getProgram()->getAllActiveUniformInfo(ShaderStage::VERTEX);
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std::size_t bufferSize = 0;
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char* buffer = nullptr;
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_programState->getVertexUniformBuffer(&buffer, bufferSize);
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for (auto &cb : callbacks)
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{
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cb.second(_programState, cb.first);
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}
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int i = 0;
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for(auto& iter : uniformInfos)
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{
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auto& uniformInfo = iter.second;
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if(uniformInfo.size <= 0)
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continue;
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int elementCount = uniformInfo.count;
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setUniform(uniformInfo.isArray,
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uniformInfo.location,
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elementCount,
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uniformInfo.type,
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(void*)(buffer + uniformInfo.bufferOffset));
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}
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const auto& textureInfo = _programState->getVertexTextureInfos();
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for(const auto& iter : textureInfo)
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{
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/* About mutli textures support
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* a. sampler2DArray, sampler2D[2], bind BackendTexture one by one, not use GL_TEXTURE_2D_ARRAY, not used at all engine interanl
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* b. texture slot, one BackendTexture, multi GPU texture handlers, used by etc1, restrict: textures must have same size
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* c. Bind multi BackendTexture to 1 Shader Program, see the ShaderTest
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*/
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auto& textures = iter.second.textures;
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auto& slots = iter.second.slots;
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auto& indexs = iter.second.indexs;
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auto location = iter.first;
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#if CC_ENABLE_CACHE_TEXTURE_DATA
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location = iter.second.location;
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#endif
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int i = 0;
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for (const auto& texture: textures)
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{
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applyTexture(texture, slots[i], indexs[i]);
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++i;
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}
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auto arrayCount = slots.size();
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if (arrayCount == 1) // Most of the time, not use sampler2DArray, should be 1
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glUniform1i(location, slots[0]);
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else
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glUniform1iv(location, (uint32_t)arrayCount, (GLint*)slots.data());
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}
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}
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}
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#define DEF_TO_INT(pointer, index) (*((GLint*)(pointer) + index))
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#define DEF_TO_FLOAT(pointer, index) (*((GLfloat*)(pointer) + index))
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void CommandBufferGL::setUniform(bool isArray, GLuint location, unsigned int size, GLenum uniformType, void* data) const
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{
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GLsizei count = size;
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switch (uniformType)
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{
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case GL_INT:
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case GL_BOOL:
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case GL_SAMPLER_2D:
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case GL_SAMPLER_CUBE:
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if (isArray)
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glUniform1iv(location, count, (GLint*)data);
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else
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glUniform1i(location, DEF_TO_INT(data, 0));
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break;
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case GL_INT_VEC2:
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case GL_BOOL_VEC2:
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if (isArray)
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glUniform2iv(location, count, (GLint*)data);
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else
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glUniform2i(location, DEF_TO_INT(data, 0), DEF_TO_INT(data, 1));
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break;
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case GL_INT_VEC3:
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case GL_BOOL_VEC3:
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if (isArray)
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glUniform3iv(location, count, (GLint*)data);
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else
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glUniform3i(location,
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DEF_TO_INT(data, 0),
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DEF_TO_INT(data, 1),
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DEF_TO_INT(data, 2));
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break;
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case GL_INT_VEC4:
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case GL_BOOL_VEC4:
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if (isArray)
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glUniform4iv(location, count, (GLint*)data);
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else
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glUniform4i(location,
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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::capture(TextureBackend* texture, std::function<void(const PixelBufferDescriptor&)> callback)
|
||
{
|
||
PixelBufferDescriptor pbd;
|
||
if (!texture) { // screen capture
|
||
|
||
int bufferSize = _viewPort.w * _viewPort.h * 4;
|
||
std::unique_ptr<GLubyte[]> buffer(new GLubyte[bufferSize]);
|
||
memset(buffer.get(), 0, bufferSize);
|
||
if (!buffer)
|
||
{
|
||
callback(pbd);
|
||
return;
|
||
}
|
||
glPixelStorei(GL_PACK_ALIGNMENT, 1);
|
||
glReadPixels(0, 0, _viewPort.w, _viewPort.h, GL_RGBA, GL_UNSIGNED_BYTE, buffer.get());
|
||
|
||
GLubyte* flippedBuffer = (GLubyte*)malloc(bufferSize);
|
||
memset(flippedBuffer, 0, bufferSize);
|
||
if (!flippedBuffer)
|
||
{
|
||
callback(pbd);
|
||
return;
|
||
}
|
||
for (int row = 0; row < _viewPort.h; ++row)
|
||
{
|
||
memcpy(flippedBuffer + (_viewPort.h - row - 1) * _viewPort.w * 4, buffer.get() + row * _viewPort.w * 4, _viewPort.w * 4);
|
||
}
|
||
|
||
pbd._width = _viewPort.w;
|
||
pbd._height = _viewPort.h;
|
||
pbd._data.fastSet(flippedBuffer, bufferSize);
|
||
}
|
||
else {
|
||
UtilsGL::readPixels(texture, 0, 0, texture->getWidth(), texture->getHeight(), pbd);
|
||
}
|
||
|
||
callback(pbd);
|
||
}
|
||
|
||
CC_BACKEND_END
|