mirror of https://github.com/axmolengine/axmol.git
171 lines
4.2 KiB
C++
171 lines
4.2 KiB
C++
/****************************************************************************
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Copyright (c) 2013 cocos2d-x.org
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Copyright (c) Microsoft Open 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 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 "ShaderCompiler.h"
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#include "cocos2d.h"
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#include "CCPrecompiledShaders.h"
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using namespace Concurrency;
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using namespace DirectX;
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using namespace Microsoft::WRL;
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using namespace Windows::Foundation;
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using namespace Windows::UI::Core;
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USING_NS_CC;
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ShaderCompiler::ShaderCompiler() : m_display(nullptr), m_context(nullptr), m_initialized(false)
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{
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}
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ShaderCompiler::~ShaderCompiler()
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{
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CloseAngle();
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}
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bool ShaderCompiler::applicationDidFinishLaunching()
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{
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return true;
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}
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void ShaderCompiler::applicationDidEnterBackground()
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{
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}
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void ShaderCompiler::applicationWillEnterForeground()
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{
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}
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bool ShaderCompiler::Compile()
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{
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bool result = InitializeAngle(ANGLE_D3D_FEATURE_LEVEL::ANGLE_D3D_FEATURE_LEVEL_9_3);
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Director::getInstance()->setAnimationInterval(1.0 / 60.0);
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CCShaderCache::getInstance()->loadDefaultShaders();
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CCPrecompiledShaders::getInstance()->savePrecompiledShaders();
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return result;
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}
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// Creates and restores Cocos2d-x after DirectX and Angle contexts are created or updated
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void ShaderCompiler::InitializeCocos2d()
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{
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}
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void ShaderCompiler::CloseAngle()
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{
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eglMakeCurrent(NULL, NULL, NULL, NULL);
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if (m_display && m_context)
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{
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eglDestroyContext(m_context, m_context);
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}
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if (m_display)
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{
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eglTerminate(m_display);
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}
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m_eglWindow = nullptr;
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}
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bool ShaderCompiler::InitializeAngle(ANGLE_D3D_FEATURE_LEVEL featureLevel)
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{
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// setup EGL
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EGLint configAttribList[] = {
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EGL_RED_SIZE, 8,
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EGL_GREEN_SIZE, 8,
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EGL_BLUE_SIZE, 8,
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EGL_ALPHA_SIZE, 8,
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EGL_DEPTH_SIZE, 8,
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EGL_STENCIL_SIZE, 8,
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EGL_SAMPLE_BUFFERS, 0,
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EGL_NONE
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};
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EGLint surfaceAttribList[] = {
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EGL_NONE, EGL_NONE
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};
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EGLint numConfigs;
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EGLint majorVersion;
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EGLint minorVersion;
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EGLConfig config;
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EGLint contextAttribs[] = { EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE, EGL_NONE };
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IUnknown* dummy = nullptr;
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HRESULT result = CreateWinrtEglWindow(WINRT_EGL_IUNKNOWN(dummy), featureLevel, m_eglWindow.GetAddressOf());
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if (!SUCCEEDED(result))
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{
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return false;
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}
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m_display = eglGetDisplay(m_eglWindow);
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if (m_display == EGL_NO_DISPLAY){
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return false;
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}
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if (!eglInitialize(m_display, &majorVersion, &minorVersion)){
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return false;
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}
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// Get configs
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if (!eglGetConfigs(m_display, NULL, 0, &numConfigs)){
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return false;
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}
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// Choose config
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if (!eglChooseConfig(m_display, configAttribList, &config, 1, &numConfigs)){
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return false;
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}
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// Create a GL context
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m_context = eglCreateContext(m_display, config, EGL_NO_CONTEXT, contextAttribs);
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if (m_context == EGL_NO_CONTEXT){
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return false;
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}
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// Make the context current
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// Note: we are not using a surface
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if (!eglMakeCurrent(m_display, NULL, NULL, m_context)){
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return false;
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}
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return true;
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}
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