mirror of https://github.com/axmolengine/axmol.git
334 lines
12 KiB
C++
334 lines
12 KiB
C++
/****************************************************************************
|
|
Copyright (c) 2014 Chukong Technologies Inc.
|
|
|
|
http://www.cocos2d-x.org
|
|
|
|
Permission is hereby granted, free of charge, to any person obtaining a copy
|
|
of this software and associated documentation files (the "Software"), to deal
|
|
in the Software without restriction, including without limitation the rights
|
|
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
|
copies of the Software, and to permit persons to whom the Software is
|
|
furnished to do so, subject to the following conditions:
|
|
|
|
The above copyright notice and this permission notice shall be included in
|
|
all copies or substantial portions of the Software.
|
|
|
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
|
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
|
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
|
THE SOFTWARE.
|
|
****************************************************************************/
|
|
|
|
#include "3d/CCSprite3DMaterial.h"
|
|
#include "3d/CCMesh.h"
|
|
#include "platform/CCFileUtils.h"
|
|
#include "renderer/CCTexture2D.h"
|
|
#include "renderer/CCGLProgram.h"
|
|
#include "renderer/CCGLProgramCache.h"
|
|
#include "renderer/CCGLProgramState.h"
|
|
#include "renderer/CCGLProgramStateCache.h"
|
|
#include "base/CCDirector.h"
|
|
#include "base/CCEventType.h"
|
|
|
|
NS_CC_BEGIN
|
|
|
|
Sprite3DMaterialCache* Sprite3DMaterialCache::_cacheInstance = nullptr;
|
|
|
|
std::unordered_map<std::string, Sprite3DMaterial*> Sprite3DMaterial::_materials;
|
|
Sprite3DMaterial* Sprite3DMaterial::_unLitMaterial = nullptr;
|
|
Sprite3DMaterial* Sprite3DMaterial::_unLitNoTexMaterial = nullptr;
|
|
Sprite3DMaterial* Sprite3DMaterial::_vertexLitMaterial = nullptr;
|
|
Sprite3DMaterial* Sprite3DMaterial::_diffuseMaterial = nullptr;
|
|
Sprite3DMaterial* Sprite3DMaterial::_diffuseNoTexMaterial = nullptr;
|
|
Sprite3DMaterial* Sprite3DMaterial::_bumpedDiffuseMaterial = nullptr;
|
|
|
|
Sprite3DMaterial* Sprite3DMaterial::_unLitMaterialSkin = nullptr;
|
|
Sprite3DMaterial* Sprite3DMaterial::_vertexLitMaterialSkin = nullptr;
|
|
Sprite3DMaterial* Sprite3DMaterial::_diffuseMaterialSkin = nullptr;
|
|
Sprite3DMaterial* Sprite3DMaterial::_bumpedDiffuseMaterialSkin = nullptr;
|
|
|
|
void Sprite3DMaterial::createBuiltInMaterial()
|
|
{
|
|
releaseBuiltInMaterial();
|
|
|
|
auto glProgram = GLProgramCache::getInstance()->getGLProgram(GLProgram::SHADER_3D_SKINPOSITION_TEXTURE);
|
|
auto glprogramstate = GLProgramState::create(glProgram);
|
|
_unLitMaterialSkin = new (std::nothrow) Sprite3DMaterial();
|
|
if (_unLitMaterialSkin && _unLitMaterialSkin->initWithGLProgramState(glprogramstate))
|
|
{
|
|
_unLitMaterialSkin->_type = Sprite3DMaterial::MaterialType::UNLIT;
|
|
}
|
|
|
|
glProgram = GLProgramCache::getInstance()->getGLProgram(GLProgram::SHADER_3D_SKINPOSITION_NORMAL_TEXTURE);
|
|
glprogramstate = GLProgramState::create(glProgram);
|
|
_diffuseMaterialSkin = new (std::nothrow) Sprite3DMaterial();
|
|
if (_diffuseMaterialSkin && _diffuseMaterialSkin->initWithGLProgramState(glprogramstate))
|
|
{
|
|
_diffuseMaterialSkin->_type = Sprite3DMaterial::MaterialType::DIFFUSE;
|
|
}
|
|
|
|
glProgram = GLProgramCache::getInstance()->getGLProgram(GLProgram::SHADER_3D_POSITION_NORMAL_TEXTURE);
|
|
glprogramstate = GLProgramState::create(glProgram);
|
|
_diffuseMaterial = new (std::nothrow) Sprite3DMaterial();
|
|
if (_diffuseMaterial && _diffuseMaterial->initWithGLProgramState(glprogramstate))
|
|
{
|
|
_diffuseMaterial->_type = Sprite3DMaterial::MaterialType::DIFFUSE;
|
|
}
|
|
|
|
glProgram = GLProgramCache::getInstance()->getGLProgram(GLProgram::SHADER_3D_POSITION_TEXTURE);
|
|
glprogramstate = GLProgramState::create(glProgram);
|
|
_unLitMaterial = new (std::nothrow) Sprite3DMaterial();
|
|
if (_unLitMaterial && _unLitMaterial->initWithGLProgramState(glprogramstate))
|
|
{
|
|
_unLitMaterial->_type = Sprite3DMaterial::MaterialType::UNLIT;
|
|
}
|
|
|
|
glProgram = GLProgramCache::getInstance()->getGLProgram(GLProgram::SHADER_3D_POSITION);
|
|
glprogramstate = GLProgramState::create(glProgram);
|
|
_unLitNoTexMaterial = new (std::nothrow) Sprite3DMaterial();
|
|
if (_unLitNoTexMaterial && _unLitNoTexMaterial->initWithGLProgramState(glprogramstate))
|
|
{
|
|
_unLitNoTexMaterial->_type = Sprite3DMaterial::MaterialType::UNLIT_NOTEX;
|
|
}
|
|
|
|
glProgram = GLProgramCache::getInstance()->getGLProgram(GLProgram::SHADER_3D_POSITION_NORMAL);
|
|
glprogramstate = GLProgramState::create(glProgram);
|
|
_diffuseNoTexMaterial = new (std::nothrow) Sprite3DMaterial();
|
|
if (_diffuseNoTexMaterial && _diffuseNoTexMaterial->initWithGLProgramState(glprogramstate))
|
|
{
|
|
_diffuseNoTexMaterial->_type = Sprite3DMaterial::MaterialType::DIFFUSE_NOTEX;
|
|
}
|
|
|
|
glProgram = GLProgramCache::getInstance()->getGLProgram(GLProgram::SHADER_3D_POSITION_BUMPEDNORMAL_TEXTURE);
|
|
glprogramstate = GLProgramState::create(glProgram);
|
|
_bumpedDiffuseMaterial = new (std::nothrow) Sprite3DMaterial();
|
|
if (_bumpedDiffuseMaterial && _bumpedDiffuseMaterial->initWithGLProgramState(glprogramstate))
|
|
{
|
|
_bumpedDiffuseMaterial->_type = Sprite3DMaterial::MaterialType::BUMPED_DIFFUSE;
|
|
}
|
|
|
|
glProgram = GLProgramCache::getInstance()->getGLProgram(GLProgram::SHADER_3D_SKINPOSITION_BUMPEDNORMAL_TEXTURE);
|
|
glprogramstate = GLProgramState::create(glProgram);
|
|
_bumpedDiffuseMaterialSkin = new (std::nothrow) Sprite3DMaterial();
|
|
if (_bumpedDiffuseMaterialSkin && _bumpedDiffuseMaterialSkin->initWithGLProgramState(glprogramstate))
|
|
{
|
|
_bumpedDiffuseMaterialSkin->_type = Sprite3DMaterial::MaterialType::BUMPED_DIFFUSE;
|
|
}
|
|
}
|
|
|
|
void Sprite3DMaterial::releaseBuiltInMaterial()
|
|
{
|
|
CC_SAFE_RELEASE_NULL(_unLitMaterial);
|
|
CC_SAFE_RELEASE_NULL(_unLitMaterialSkin);
|
|
|
|
CC_SAFE_RELEASE_NULL(_unLitNoTexMaterial);
|
|
CC_SAFE_RELEASE_NULL(_vertexLitMaterial);
|
|
CC_SAFE_RELEASE_NULL(_diffuseMaterial);
|
|
CC_SAFE_RELEASE_NULL(_diffuseNoTexMaterial);
|
|
CC_SAFE_RELEASE_NULL(_bumpedDiffuseMaterial);
|
|
|
|
CC_SAFE_RELEASE_NULL(_vertexLitMaterialSkin);
|
|
CC_SAFE_RELEASE_NULL(_diffuseMaterialSkin);
|
|
CC_SAFE_RELEASE_NULL(_bumpedDiffuseMaterialSkin);
|
|
}
|
|
|
|
void Sprite3DMaterial::releaseCachedMaterial()
|
|
{
|
|
for (auto& it : _materials) {
|
|
if (it.second)
|
|
it.second->release();
|
|
}
|
|
_materials.clear();
|
|
}
|
|
|
|
Material* Sprite3DMaterial::clone() const
|
|
{
|
|
auto material = new (std::nothrow) Sprite3DMaterial();
|
|
if (material)
|
|
{
|
|
RenderState::cloneInto(material);
|
|
|
|
for (const auto& technique: _techniques)
|
|
{
|
|
auto t = technique->clone();
|
|
t->setParent(material);
|
|
for (ssize_t i = 0; i < t->getPassCount(); i++) {
|
|
t->getPassByIndex(i)->setParent(t);
|
|
}
|
|
material->_techniques.pushBack(t);
|
|
}
|
|
|
|
// current technique
|
|
auto name = _currentTechnique->getName();
|
|
material->_currentTechnique = material->getTechniqueByName(name);
|
|
material->_type = _type;
|
|
material->autorelease();
|
|
}
|
|
return material;
|
|
}
|
|
|
|
Sprite3DMaterial* Sprite3DMaterial::createBuiltInMaterial(MaterialType type, bool skinned)
|
|
{
|
|
/////
|
|
if (_diffuseMaterial == nullptr)
|
|
createBuiltInMaterial();
|
|
|
|
Sprite3DMaterial* material = nullptr;
|
|
switch (type) {
|
|
case Sprite3DMaterial::MaterialType::UNLIT:
|
|
material = skinned ? _unLitMaterialSkin : _unLitMaterial;
|
|
break;
|
|
|
|
case Sprite3DMaterial::MaterialType::UNLIT_NOTEX:
|
|
material = _unLitNoTexMaterial;
|
|
break;
|
|
|
|
case Sprite3DMaterial::MaterialType::VERTEX_LIT:
|
|
CCASSERT(0, "not implement");
|
|
break;
|
|
|
|
case Sprite3DMaterial::MaterialType::DIFFUSE:
|
|
material = skinned ? _diffuseMaterialSkin : _diffuseMaterial;
|
|
break;
|
|
|
|
case Sprite3DMaterial::MaterialType::DIFFUSE_NOTEX:
|
|
material = _diffuseNoTexMaterial;
|
|
break;
|
|
|
|
case Sprite3DMaterial::MaterialType::BUMPED_DIFFUSE:
|
|
material = skinned ? _bumpedDiffuseMaterialSkin : _bumpedDiffuseMaterial;
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
if (material)
|
|
return (Sprite3DMaterial*)material->clone();
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
Sprite3DMaterial* Sprite3DMaterial::createWithFilename(const std::string& path)
|
|
{
|
|
auto validfilename = FileUtils::getInstance()->fullPathForFilename(path);
|
|
if (validfilename.size() > 0) {
|
|
auto it = _materials.find(validfilename);
|
|
if (it != _materials.end())
|
|
return (Sprite3DMaterial*)it->second->clone();
|
|
|
|
auto material = new (std::nothrow) Sprite3DMaterial();
|
|
if (material->initWithFile(path))
|
|
{
|
|
material->_type = Sprite3DMaterial::MaterialType::CUSTOM;
|
|
_materials[validfilename] = material;
|
|
|
|
return (Sprite3DMaterial*)material->clone();
|
|
}
|
|
CC_SAFE_DELETE(material);
|
|
}
|
|
return nullptr;
|
|
}
|
|
|
|
Sprite3DMaterial* Sprite3DMaterial::createWithGLStateProgram(GLProgramState* programState)
|
|
{
|
|
CCASSERT(programState, "Invalid GL Program State");
|
|
|
|
auto mat = new (std::nothrow) Sprite3DMaterial();
|
|
if (mat && mat->initWithGLProgramState(programState))
|
|
{
|
|
mat->_type = Sprite3DMaterial::MaterialType::CUSTOM;
|
|
mat->autorelease();
|
|
return mat;
|
|
|
|
}
|
|
CC_SAFE_DELETE(mat);
|
|
return nullptr;
|
|
}
|
|
|
|
void Sprite3DMaterial::setTexture(Texture2D* tex, NTextureData::Usage usage)
|
|
{
|
|
const auto& passes = getTechnique()->getPasses();
|
|
for (auto& pass : passes) {
|
|
pass->getGLProgramState()->setUniformTexture(s_uniformSamplerName[(int)usage], tex);
|
|
}
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
Sprite3DMaterialCache::Sprite3DMaterialCache()
|
|
{
|
|
|
|
}
|
|
|
|
Sprite3DMaterialCache::~Sprite3DMaterialCache()
|
|
{
|
|
removeAllSprite3DMaterial();
|
|
}
|
|
|
|
Sprite3DMaterialCache* Sprite3DMaterialCache::getInstance()
|
|
{
|
|
if (! _cacheInstance)
|
|
{
|
|
_cacheInstance = new (std::nothrow) Sprite3DMaterialCache();
|
|
}
|
|
|
|
return _cacheInstance;
|
|
}
|
|
|
|
void Sprite3DMaterialCache::destroyInstance()
|
|
{
|
|
if (_cacheInstance)
|
|
{
|
|
CC_SAFE_DELETE(_cacheInstance);
|
|
}
|
|
}
|
|
|
|
bool Sprite3DMaterialCache::addSprite3DMaterial(const std::string& key, Texture2D* texture)
|
|
{
|
|
auto itr = _materials.find(key);
|
|
if (itr == _materials.end())
|
|
{
|
|
CC_SAFE_RETAIN(texture);
|
|
_materials[key] = texture;
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
Texture2D* Sprite3DMaterialCache::getSprite3DMaterial(const std::string& key)
|
|
{
|
|
auto itr = _materials.find(key);
|
|
if (itr != _materials.end())
|
|
{
|
|
return itr->second;
|
|
}
|
|
return nullptr;
|
|
}
|
|
|
|
void Sprite3DMaterialCache::removeAllSprite3DMaterial()
|
|
{
|
|
for (auto& itr : _materials) {
|
|
CC_SAFE_RELEASE_NULL(itr.second);
|
|
}
|
|
_materials.clear();
|
|
}
|
|
void Sprite3DMaterialCache::removeUnusedSprite3DMaterial()
|
|
{
|
|
for(auto it=_materials.cbegin(), itCend = _materials.cend(); it != itCend; /* nothing */) {
|
|
auto value = it->second;
|
|
if( value->getReferenceCount() == 1 ) {
|
|
CCLOG("cocos2d: GLProgramStateCache: removing unused GLProgramState");
|
|
|
|
value->release();
|
|
it = _materials.erase(it);
|
|
} else {
|
|
++it;
|
|
}
|
|
}
|
|
}
|
|
|
|
NS_CC_END
|