mirror of https://github.com/axmolengine/axmol.git
693 lines
21 KiB
C++
693 lines
21 KiB
C++
/****************************************************************************
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Copyright 2011 Jeff Lamarche
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Copyright 2012 Goffredo Marocchi
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Copyright 2012 Ricardo Quesada
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Copyright 2012 cocos2d-x.org
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Copyright 2013-2014 Chukong Technologies Inc.
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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 false 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 "2d/CCDirector.h"
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#include "2d/CCGLProgram.h"
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#include "2d/ccGLStateCache.h"
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#include "2d/ccMacros.h"
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#include "2d/platform/CCFileUtils.h"
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#include "2d/uthash.h"
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#include "deprecated/CCString.h"
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT) || (CC_TARGET_PLATFORM == CC_PLATFORM_WP8)
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#include "CCPrecompiledShaders.h"
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#endif
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NS_CC_BEGIN
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typedef struct _hashUniformEntry
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{
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GLvoid* value; // value
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unsigned int location; // Key
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UT_hash_handle hh; // hash entry
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} tHashUniformEntry;
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const char* GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR = "ShaderPositionTextureColor";
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const char* GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR_NO_MVP = "ShaderPositionTextureColor_noMVP";
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const char* GLProgram::SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST = "ShaderPositionTextureColorAlphaTest";
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const char* GLProgram::SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST_NO_MV = "ShaderPositionTextureColorAlphaTest_NoMV";
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const char* GLProgram::SHADER_NAME_POSITION_COLOR = "ShaderPositionColor";
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const char* GLProgram::SHADER_NAME_POSITION_COLOR_NO_MVP = "ShaderPositionColor_noMVP";
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const char* GLProgram::SHADER_NAME_POSITION_TEXTURE = "ShaderPositionTexture";
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const char* GLProgram::SHADER_NAME_POSITION_TEXTURE_U_COLOR = "ShaderPositionTexture_uColor";
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const char* GLProgram::SHADER_NAME_POSITION_TEXTURE_A8_COLOR = "ShaderPositionTextureA8Color";
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const char* GLProgram::SHADER_NAME_POSITION_U_COLOR = "ShaderPosition_uColor";
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const char* GLProgram::SHADER_NAME_POSITION_LENGTH_TEXTURE_COLOR = "ShaderPositionLengthTextureColor";
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const char* GLProgram::SHADER_NAME_LABEL_DISTANCEFIELD_NORMAL = "ShaderLabelDFNormal";
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const char* GLProgram::SHADER_NAME_LABEL_DISTANCEFIELD_GLOW = "ShaderLabelDFGlow";
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const char* GLProgram::SHADER_NAME_LABEL_NORMAL = "ShaderLabelNormal";
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const char* GLProgram::SHADER_NAME_LABEL_OUTLINE = "ShaderLabelOutline";
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// uniform names
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const char* GLProgram::UNIFORM_NAME_P_MATRIX = "CC_PMatrix";
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const char* GLProgram::UNIFORM_NAME_MV_MATRIX = "CC_MVMatrix";
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const char* GLProgram::UNIFORM_NAME_MVP_MATRIX = "CC_MVPMatrix";
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const char* GLProgram::UNIFORM_NAME_TIME = "CC_Time";
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const char* GLProgram::UNIFORM_NAME_SIN_TIME = "CC_SinTime";
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const char* GLProgram::UNIFORM_NAME_COS_TIME = "CC_CosTime";
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const char* GLProgram::UNIFORM_NAME_RANDOM01 = "CC_Random01";
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const char* GLProgram::UNIFORM_NAME_SAMPLER = "CC_Texture0";
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const char* GLProgram::UNIFORM_NAME_ALPHA_TEST_VALUE = "CC_alpha_value";
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// Attribute names
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const char* GLProgram::ATTRIBUTE_NAME_COLOR = "a_color";
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const char* GLProgram::ATTRIBUTE_NAME_POSITION = "a_position";
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const char* GLProgram::ATTRIBUTE_NAME_TEX_COORD = "a_texCoord";
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GLProgram::GLProgram()
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: _program(0)
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, _vertShader(0)
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, _fragShader(0)
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, _hashForUniforms(nullptr)
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, _flags()
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{
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memset(_uniforms, 0, sizeof(_uniforms));
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}
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GLProgram::~GLProgram()
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{
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CCLOGINFO("%s %d deallocing GLProgram: %p", __FUNCTION__, __LINE__, this);
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// there is no need to delete the shaders. They should have been already deleted.
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CCASSERT(_vertShader == 0, "Vertex Shaders should have been already deleted");
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CCASSERT(_fragShader == 0, "Fragment Shaders should have been already deleted");
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if (_program)
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{
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GL::deleteProgram(_program);
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}
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tHashUniformEntry *current_element, *tmp;
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// Purge uniform hash
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HASH_ITER(hh, _hashForUniforms, current_element, tmp)
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{
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HASH_DEL(_hashForUniforms, current_element);
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free(current_element->value);
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free(current_element);
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}
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}
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bool GLProgram::initWithByteArrays(const GLchar* vShaderByteArray, const GLchar* fShaderByteArray)
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{
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT) || (CC_TARGET_PLATFORM == CC_PLATFORM_WP8)
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GLboolean hasCompiler = false;
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glGetBooleanv(GL_SHADER_COMPILER, &hasCompiler);
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_hasShaderCompiler = (hasCompiler == GL_TRUE);
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if(!_hasShaderCompiler)
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{
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return initWithPrecompiledProgramByteArray(vShaderByteArray,fShaderByteArray);
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}
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#endif
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_program = glCreateProgram();
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CHECK_GL_ERROR_DEBUG();
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_vertShader = _fragShader = 0;
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if (vShaderByteArray)
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{
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if (!compileShader(&_vertShader, GL_VERTEX_SHADER, vShaderByteArray))
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{
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CCLOG("cocos2d: ERROR: Failed to compile vertex shader");
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return false;
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}
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}
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// Create and compile fragment shader
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if (fShaderByteArray)
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{
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if (!compileShader(&_fragShader, GL_FRAGMENT_SHADER, fShaderByteArray))
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{
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CCLOG("cocos2d: ERROR: Failed to compile fragment shader");
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return false;
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}
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}
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if (_vertShader)
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{
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glAttachShader(_program, _vertShader);
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}
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CHECK_GL_ERROR_DEBUG();
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if (_fragShader)
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{
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glAttachShader(_program, _fragShader);
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}
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_hashForUniforms = nullptr;
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CHECK_GL_ERROR_DEBUG();
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT) || (CC_TARGET_PLATFORM == CC_PLATFORM_WP8)
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_shaderId = CCPrecompiledShaders::getInstance()->addShaders(vShaderByteArray, fShaderByteArray);
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#endif
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return true;
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}
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT) || (CC_TARGET_PLATFORM == CC_PLATFORM_WP8)
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bool GLProgram::initWithPrecompiledProgramByteArray(const GLchar* vShaderByteArray, const GLchar* fShaderByteArray)
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{
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bool haveProgram = false;
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_program = glCreateProgram();
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CHECK_GL_ERROR_DEBUG();
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_vertShader = _fragShader = 0;
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haveProgram = CCPrecompiledShaders::getInstance()->loadProgram(_program, vShaderByteArray, fShaderByteArray);
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CHECK_GL_ERROR_DEBUG();
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_hashForUniforms = NULL;
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CHECK_GL_ERROR_DEBUG();
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return haveProgram;
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}
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#endif
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bool GLProgram::initWithFilenames(const std::string &vShaderFilename, const std::string &fShaderFilename)
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{
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auto fileUtils = FileUtils::getInstance();
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std::string vertexSource = fileUtils->getStringFromFile(FileUtils::getInstance()->fullPathForFilename(vShaderFilename));
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std::string fragmentSource = fileUtils->getStringFromFile(FileUtils::getInstance()->fullPathForFilename(fShaderFilename));
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return initWithByteArrays(vertexSource.c_str(), fragmentSource.c_str());
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}
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std::string GLProgram::getDescription() const
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{
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return StringUtils::format("<GLProgram = "
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CC_FORMAT_PRINTF_SIZE_T
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" | Program = %i, VertexShader = %i, FragmentShader = %i>",
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(size_t)this, _program, _vertShader, _fragShader);
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}
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bool GLProgram::compileShader(GLuint * shader, GLenum type, const GLchar* source)
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{
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GLint status;
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if (!source)
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{
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return false;
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}
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const GLchar *sources[] = {
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#if (CC_TARGET_PLATFORM != CC_PLATFORM_WIN32 && CC_TARGET_PLATFORM != CC_PLATFORM_LINUX && CC_TARGET_PLATFORM != CC_PLATFORM_MAC)
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(type == GL_VERTEX_SHADER ? "precision highp float;\n" : "precision mediump float;\n"),
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#endif
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"uniform mat4 CC_PMatrix;\n"
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"uniform mat4 CC_MVMatrix;\n"
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"uniform mat4 CC_MVPMatrix;\n"
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"uniform vec4 CC_Time;\n"
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"uniform vec4 CC_SinTime;\n"
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"uniform vec4 CC_CosTime;\n"
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"uniform vec4 CC_Random01;\n"
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"//CC INCLUDES END\n\n",
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source,
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};
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*shader = glCreateShader(type);
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glShaderSource(*shader, sizeof(sources)/sizeof(*sources), sources, nullptr);
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glCompileShader(*shader);
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glGetShaderiv(*shader, GL_COMPILE_STATUS, &status);
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if (! status)
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{
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GLsizei length;
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glGetShaderiv(*shader, GL_SHADER_SOURCE_LENGTH, &length);
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GLchar* src = (GLchar *)malloc(sizeof(GLchar) * length);
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glGetShaderSource(*shader, length, nullptr, src);
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CCLOG("cocos2d: ERROR: Failed to compile shader:\n%s", src);
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if (type == GL_VERTEX_SHADER)
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{
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CCLOG("cocos2d: %s", getVertexShaderLog().c_str());
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}
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else
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{
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CCLOG("cocos2d: %s", getFragmentShaderLog().c_str());
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}
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free(src);
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abort();
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}
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return (status == GL_TRUE);
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}
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GLint GLProgram::getAttribLocation(const char* attributeName) const
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{
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return glGetAttribLocation(_program, attributeName);
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}
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GLint GLProgram::getUniformLocation(const char* attributeName) const
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{
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return glGetUniformLocation(_program, attributeName);
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}
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void GLProgram::bindAttribLocation(const char* attributeName, GLuint index) const
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{
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glBindAttribLocation(_program, index, attributeName);
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}
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void GLProgram::updateUniforms()
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{
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_uniforms[UNIFORM_P_MATRIX] = glGetUniformLocation(_program, UNIFORM_NAME_P_MATRIX);
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_uniforms[UNIFORM_MV_MATRIX] = glGetUniformLocation(_program, UNIFORM_NAME_MV_MATRIX);
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_uniforms[UNIFORM_MVP_MATRIX] = glGetUniformLocation(_program, UNIFORM_NAME_MVP_MATRIX);
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_uniforms[UNIFORM_TIME] = glGetUniformLocation(_program, UNIFORM_NAME_TIME);
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_uniforms[UNIFORM_SIN_TIME] = glGetUniformLocation(_program, UNIFORM_NAME_SIN_TIME);
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_uniforms[UNIFORM_COS_TIME] = glGetUniformLocation(_program, UNIFORM_NAME_COS_TIME);
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_uniforms[UNIFORM_RANDOM01] = glGetUniformLocation(_program, UNIFORM_NAME_RANDOM01);
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_uniforms[UNIFORM_SAMPLER] = glGetUniformLocation(_program, UNIFORM_NAME_SAMPLER);
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_flags.usesP = _uniforms[UNIFORM_P_MATRIX] != -1;
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_flags.usesMV = _uniforms[UNIFORM_MV_MATRIX] != -1;
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_flags.usesMVP = _uniforms[UNIFORM_MVP_MATRIX] != -1;
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_flags.usesTime = (
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_uniforms[UNIFORM_TIME] != -1 ||
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_uniforms[UNIFORM_SIN_TIME] != -1 ||
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_uniforms[UNIFORM_COS_TIME] != -1
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);
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_flags.usesRandom = _uniforms[UNIFORM_RANDOM01] != -1;
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this->use();
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// Since sample most probably won't change, set it to 0 now.
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this->setUniformLocationWith1i(_uniforms[UNIFORM_SAMPLER], 0);
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}
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bool GLProgram::link()
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{
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CCASSERT(_program != 0, "Cannot link invalid program");
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT) || (CC_TARGET_PLATFORM == CC_PLATFORM_WP8)
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if(!_hasShaderCompiler)
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{
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// precompiled shader program is already linked
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return true;
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}
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#endif
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GLint status = GL_TRUE;
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glLinkProgram(_program);
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if (_vertShader)
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{
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glDeleteShader(_vertShader);
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}
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if (_fragShader)
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{
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glDeleteShader(_fragShader);
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}
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_vertShader = _fragShader = 0;
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#if DEBUG || (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT) || (CC_TARGET_PLATFORM == CC_PLATFORM_WP8)
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glGetProgramiv(_program, GL_LINK_STATUS, &status);
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if (status == GL_FALSE)
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{
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CCLOG("cocos2d: ERROR: Failed to link program: %i", _program);
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GL::deleteProgram(_program);
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_program = 0;
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}
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#endif
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT) || (CC_TARGET_PLATFORM == CC_PLATFORM_WP8)
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if (status == GL_TRUE)
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{
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CCPrecompiledShaders::getInstance()->addProgram(_program, _shaderId);
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}
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#endif
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return (status == GL_TRUE);
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}
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void GLProgram::use()
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{
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GL::useProgram(_program);
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}
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std::string GLProgram::logForOpenGLObject(GLuint object, GLInfoFunction infoFunc, GLLogFunction logFunc) const
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{
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std::string ret;
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GLint logLength = 0, charsWritten = 0;
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infoFunc(object, GL_INFO_LOG_LENGTH, &logLength);
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if (logLength < 1)
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return "";
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char *logBytes = (char*)malloc(logLength);
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logFunc(object, logLength, &charsWritten, logBytes);
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ret = logBytes;
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free(logBytes);
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return ret;
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}
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std::string GLProgram::getVertexShaderLog() const
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{
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return this->logForOpenGLObject(_vertShader, (GLInfoFunction)&glGetShaderiv, (GLLogFunction)&glGetShaderInfoLog);
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}
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std::string GLProgram::getFragmentShaderLog() const
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{
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return this->logForOpenGLObject(_fragShader, (GLInfoFunction)&glGetShaderiv, (GLLogFunction)&glGetShaderInfoLog);
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}
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std::string GLProgram::getProgramLog() const
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{
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return this->logForOpenGLObject(_program, (GLInfoFunction)&glGetProgramiv, (GLLogFunction)&glGetProgramInfoLog);
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}
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// Uniform cache
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bool GLProgram::updateUniformLocation(GLint location, const GLvoid* data, unsigned int bytes)
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{
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if (location < 0)
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{
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return false;
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}
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bool updated = true;
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tHashUniformEntry *element = nullptr;
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HASH_FIND_INT(_hashForUniforms, &location, element);
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if (! element)
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{
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element = (tHashUniformEntry*)malloc( sizeof(*element) );
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// key
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element->location = location;
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// value
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element->value = malloc( bytes );
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memcpy(element->value, data, bytes );
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HASH_ADD_INT(_hashForUniforms, location, element);
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}
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else
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{
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if (memcmp(element->value, data, bytes) == 0)
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{
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updated = false;
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}
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else
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{
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memcpy(element->value, data, bytes);
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}
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}
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return updated;
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}
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GLint GLProgram::getUniformLocationForName(const char* name) const
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{
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CCASSERT(name != nullptr, "Invalid uniform name" );
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CCASSERT(_program != 0, "Invalid operation. Cannot get uniform location when program is not initialized");
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return glGetUniformLocation(_program, name);
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}
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void GLProgram::setUniformLocationWith1i(GLint location, GLint i1)
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{
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bool updated = updateUniformLocation(location, &i1, sizeof(i1)*1);
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if( updated )
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{
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glUniform1i( (GLint)location, i1);
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}
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}
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void GLProgram::setUniformLocationWith2i(GLint location, GLint i1, GLint i2)
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{
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GLint ints[2] = {i1,i2};
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bool updated = updateUniformLocation(location, ints, sizeof(ints));
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if( updated )
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{
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glUniform2i( (GLint)location, i1, i2);
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}
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}
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void GLProgram::setUniformLocationWith3i(GLint location, GLint i1, GLint i2, GLint i3)
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{
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GLint ints[3] = {i1,i2,i3};
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bool updated = updateUniformLocation(location, ints, sizeof(ints));
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if( updated )
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{
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glUniform3i( (GLint)location, i1, i2, i3);
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}
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}
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void GLProgram::setUniformLocationWith4i(GLint location, GLint i1, GLint i2, GLint i3, GLint i4)
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{
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GLint ints[4] = {i1,i2,i3,i4};
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bool updated = updateUniformLocation(location, ints, sizeof(ints));
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if( updated )
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{
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glUniform4i( (GLint)location, i1, i2, i3, i4);
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}
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}
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void GLProgram::setUniformLocationWith2iv(GLint location, GLint* ints, unsigned int numberOfArrays)
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{
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bool updated = updateUniformLocation(location, ints, sizeof(int)*2*numberOfArrays);
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if( updated )
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{
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glUniform2iv( (GLint)location, (GLsizei)numberOfArrays, ints );
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|
}
|
|
}
|
|
|
|
void GLProgram::setUniformLocationWith3iv(GLint location, GLint* ints, unsigned int numberOfArrays)
|
|
{
|
|
bool updated = updateUniformLocation(location, ints, sizeof(int)*3*numberOfArrays);
|
|
|
|
if( updated )
|
|
{
|
|
glUniform3iv( (GLint)location, (GLsizei)numberOfArrays, ints );
|
|
}
|
|
}
|
|
|
|
void GLProgram::setUniformLocationWith4iv(GLint location, GLint* ints, unsigned int numberOfArrays)
|
|
{
|
|
bool updated = updateUniformLocation(location, ints, sizeof(int)*4*numberOfArrays);
|
|
|
|
if( updated )
|
|
{
|
|
glUniform4iv( (GLint)location, (GLsizei)numberOfArrays, ints );
|
|
}
|
|
}
|
|
|
|
void GLProgram::setUniformLocationWith1f(GLint location, GLfloat f1)
|
|
{
|
|
bool updated = updateUniformLocation(location, &f1, sizeof(f1)*1);
|
|
|
|
if( updated )
|
|
{
|
|
glUniform1f( (GLint)location, f1);
|
|
}
|
|
}
|
|
|
|
void GLProgram::setUniformLocationWith2f(GLint location, GLfloat f1, GLfloat f2)
|
|
{
|
|
GLfloat floats[2] = {f1,f2};
|
|
bool updated = updateUniformLocation(location, floats, sizeof(floats));
|
|
|
|
if( updated )
|
|
{
|
|
glUniform2f( (GLint)location, f1, f2);
|
|
}
|
|
}
|
|
|
|
void GLProgram::setUniformLocationWith3f(GLint location, GLfloat f1, GLfloat f2, GLfloat f3)
|
|
{
|
|
GLfloat floats[3] = {f1,f2,f3};
|
|
bool updated = updateUniformLocation(location, floats, sizeof(floats));
|
|
|
|
if( updated )
|
|
{
|
|
glUniform3f( (GLint)location, f1, f2, f3);
|
|
}
|
|
}
|
|
|
|
void GLProgram::setUniformLocationWith4f(GLint location, GLfloat f1, GLfloat f2, GLfloat f3, GLfloat f4)
|
|
{
|
|
GLfloat floats[4] = {f1,f2,f3,f4};
|
|
bool updated = updateUniformLocation(location, floats, sizeof(floats));
|
|
|
|
if( updated )
|
|
{
|
|
glUniform4f( (GLint)location, f1, f2, f3,f4);
|
|
}
|
|
}
|
|
|
|
void GLProgram::setUniformLocationWith2fv(GLint location, const GLfloat* floats, unsigned int numberOfArrays)
|
|
{
|
|
bool updated = updateUniformLocation(location, floats, sizeof(float)*2*numberOfArrays);
|
|
|
|
if( updated )
|
|
{
|
|
glUniform2fv( (GLint)location, (GLsizei)numberOfArrays, floats );
|
|
}
|
|
}
|
|
|
|
void GLProgram::setUniformLocationWith3fv(GLint location, const GLfloat* floats, unsigned int numberOfArrays)
|
|
{
|
|
bool updated = updateUniformLocation(location, floats, sizeof(float)*3*numberOfArrays);
|
|
|
|
if( updated )
|
|
{
|
|
glUniform3fv( (GLint)location, (GLsizei)numberOfArrays, floats );
|
|
}
|
|
}
|
|
|
|
void GLProgram::setUniformLocationWith4fv(GLint location, const GLfloat* floats, unsigned int numberOfArrays)
|
|
{
|
|
bool updated = updateUniformLocation(location, floats, sizeof(float)*4*numberOfArrays);
|
|
|
|
if( updated )
|
|
{
|
|
glUniform4fv( (GLint)location, (GLsizei)numberOfArrays, floats );
|
|
}
|
|
}
|
|
|
|
void GLProgram::setUniformLocationWithMatrix2fv(GLint location, const GLfloat* matrixArray, unsigned int numberOfMatrices) {
|
|
bool updated = updateUniformLocation(location, matrixArray, sizeof(float)*4*numberOfMatrices);
|
|
|
|
if( updated )
|
|
{
|
|
glUniformMatrix2fv( (GLint)location, (GLsizei)numberOfMatrices, GL_FALSE, matrixArray);
|
|
}
|
|
}
|
|
|
|
void GLProgram::setUniformLocationWithMatrix3fv(GLint location, const GLfloat* matrixArray, unsigned int numberOfMatrices) {
|
|
bool updated = updateUniformLocation(location, matrixArray, sizeof(float)*9*numberOfMatrices);
|
|
|
|
if( updated )
|
|
{
|
|
glUniformMatrix3fv( (GLint)location, (GLsizei)numberOfMatrices, GL_FALSE, matrixArray);
|
|
}
|
|
}
|
|
|
|
|
|
void GLProgram::setUniformLocationWithMatrix4fv(GLint location, const GLfloat* matrixArray, unsigned int numberOfMatrices)
|
|
{
|
|
bool updated = updateUniformLocation(location, matrixArray, sizeof(float)*16*numberOfMatrices);
|
|
|
|
if( updated )
|
|
{
|
|
glUniformMatrix4fv( (GLint)location, (GLsizei)numberOfMatrices, GL_FALSE, matrixArray);
|
|
}
|
|
}
|
|
|
|
void GLProgram::setUniformsForBuiltins()
|
|
{
|
|
Director* director = Director::getInstance();
|
|
CCASSERT(nullptr != director, "Director is null when seting matrix stack");
|
|
|
|
Matrix matrixMV;
|
|
matrixMV = director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
|
|
|
|
setUniformsForBuiltins(matrixMV);
|
|
}
|
|
|
|
void GLProgram::setUniformsForBuiltins(const Matrix &matrixMV)
|
|
{
|
|
Matrix matrixP = Director::getInstance()->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
|
|
|
|
if(_flags.usesP)
|
|
setUniformLocationWithMatrix4fv(_uniforms[UNIFORM_P_MATRIX], matrixP.m, 1);
|
|
|
|
if(_flags.usesMV)
|
|
setUniformLocationWithMatrix4fv(_uniforms[UNIFORM_MV_MATRIX], matrixMV.m, 1);
|
|
|
|
if(_flags.usesMVP) {
|
|
Matrix matrixMVP = matrixP * matrixMV;
|
|
setUniformLocationWithMatrix4fv(_uniforms[UNIFORM_MVP_MATRIX], matrixMVP.m, 1);
|
|
}
|
|
|
|
if(_flags.usesTime) {
|
|
Director *director = Director::getInstance();
|
|
// This doesn't give the most accurate global time value.
|
|
// Cocos2D doesn't store a high precision time value, so this will have to do.
|
|
// Getting Mach time per frame per shader using time could be extremely expensive.
|
|
float time = director->getTotalFrames() * director->getAnimationInterval();
|
|
|
|
setUniformLocationWith4f(_uniforms[GLProgram::UNIFORM_TIME], time/10.0, time, time*2, time*4);
|
|
setUniformLocationWith4f(_uniforms[GLProgram::UNIFORM_SIN_TIME], time/8.0, time/4.0, time/2.0, sinf(time));
|
|
setUniformLocationWith4f(_uniforms[GLProgram::UNIFORM_COS_TIME], time/8.0, time/4.0, time/2.0, cosf(time));
|
|
}
|
|
|
|
if(_flags.usesRandom)
|
|
setUniformLocationWith4f(_uniforms[GLProgram::UNIFORM_RANDOM01], CCRANDOM_0_1(), CCRANDOM_0_1(), CCRANDOM_0_1(), CCRANDOM_0_1());
|
|
}
|
|
|
|
void GLProgram::reset()
|
|
{
|
|
_vertShader = _fragShader = 0;
|
|
memset(_uniforms, 0, sizeof(_uniforms));
|
|
|
|
|
|
// it is already deallocated by android
|
|
//GL::deleteProgram(_program);
|
|
_program = 0;
|
|
|
|
|
|
tHashUniformEntry *current_element, *tmp;
|
|
|
|
// Purge uniform hash
|
|
HASH_ITER(hh, _hashForUniforms, current_element, tmp)
|
|
{
|
|
HASH_DEL(_hashForUniforms, current_element);
|
|
free(current_element->value);
|
|
free(current_element);
|
|
}
|
|
_hashForUniforms = nullptr;
|
|
}
|
|
|
|
NS_CC_END
|