mirror of https://github.com/axmolengine/axmol.git
956 lines
31 KiB
C++
956 lines
31 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 "renderer/CCGLProgram.h"
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#ifndef WIN32
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#include <alloca.h>
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#endif
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#include "base/CCDirector.h"
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#include "base/uthash.h"
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#include "renderer/ccGLStateCache.h"
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#include "platform/CCFileUtils.h"
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#include "deprecated/CCString.h"
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_WP8) || defined(WP8_SHADER_COMPILER)
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#include "CCPrecompiledShaders.h"
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#endif
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NS_CC_BEGIN
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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_TEXASPOINTSIZE = "ShaderPositionColorTexAsPointsize";
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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_POSITION_GRAYSCALE = "ShaderUIGrayScale";
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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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const char* GLProgram::SHADER_3D_POSITION = "Shader3DPosition";
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const char* GLProgram::SHADER_3D_POSITION_TEXTURE = "Shader3DPositionTexture";
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const char* GLProgram::SHADER_3D_SKINPOSITION_TEXTURE = "Shader3DSkinPositionTexture";
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const char* GLProgram::SHADER_3D_POSITION_NORMAL = "Shader3DPositionNormal";
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const char* GLProgram::SHADER_3D_POSITION_NORMAL_TEXTURE = "Shader3DPositionNormalTexture";
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const char* GLProgram::SHADER_3D_SKINPOSITION_NORMAL_TEXTURE = "Shader3DSkinPositionNormalTexture";
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const char* GLProgram::SHADER_3D_PARTICLE_COLOR = "Shader3DParticleColor";
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const char* GLProgram::SHADER_3D_PARTICLE_TEXTURE = "Shader3DParticleTexture";
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const char* GLProgram::SHADER_3D_SKYBOX = "Shader3DSkybox";
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const char* GLProgram::SHADER_3D_TERRAIN = "Shader3DTerrain";
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// uniform names
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const char* GLProgram::UNIFORM_NAME_AMBIENT_COLOR = "CC_AmbientColor";
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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_NORMAL_MATRIX = "CC_NormalMatrix";
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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_SAMPLER0 = "CC_Texture0";
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const char* GLProgram::UNIFORM_NAME_SAMPLER1 = "CC_Texture1";
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const char* GLProgram::UNIFORM_NAME_SAMPLER2 = "CC_Texture2";
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const char* GLProgram::UNIFORM_NAME_SAMPLER3 = "CC_Texture3";
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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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const char* GLProgram::ATTRIBUTE_NAME_TEX_COORD1 = "a_texCoord1";
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const char* GLProgram::ATTRIBUTE_NAME_TEX_COORD2 = "a_texCoord2";
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const char* GLProgram::ATTRIBUTE_NAME_TEX_COORD3 = "a_texCoord3";
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const char* GLProgram::ATTRIBUTE_NAME_NORMAL = "a_normal";
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const char* GLProgram::ATTRIBUTE_NAME_BLEND_WEIGHT = "a_blendWeight";
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const char* GLProgram::ATTRIBUTE_NAME_BLEND_INDEX = "a_blendIndex";
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GLProgram* GLProgram::createWithByteArrays(const GLchar* vShaderByteArray, const GLchar* fShaderByteArray)
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{
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auto ret = new (std::nothrow) GLProgram();
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if(ret && ret->initWithByteArrays(vShaderByteArray, fShaderByteArray)) {
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ret->link();
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ret->updateUniforms();
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ret->autorelease();
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return ret;
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}
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CC_SAFE_DELETE(ret);
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return nullptr;
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}
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GLProgram* GLProgram::createWithFilenames(const std::string& vShaderFilename, const std::string& fShaderFilename)
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{
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auto ret = new (std::nothrow) GLProgram();
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if(ret && ret->initWithFilenames(vShaderFilename, fShaderFilename)) {
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ret->link();
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ret->updateUniforms();
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ret->autorelease();
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return ret;
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}
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CC_SAFE_DELETE(ret);
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return nullptr;
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}
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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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, _flags()
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{
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_director = Director::getInstance();
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CCASSERT(nullptr != _director, "Director is null when init a GLProgram");
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memset(_builtInUniforms, 0, sizeof(_builtInUniforms));
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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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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 (_program)
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{
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GL::deleteProgram(_program);
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}
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for (auto e : _hashForUniforms)
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{
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free(e.second.first);
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}
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_hashForUniforms.clear();
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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_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.clear();
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CHECK_GL_ERROR_DEBUG();
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_WP8) || defined(WP8_SHADER_COMPILER)
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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_WP8)
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GLProgram* GLProgram::createWithPrecompiledProgramByteArray(const GLchar* vShaderByteArray, const GLchar* fShaderByteArray)
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{
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auto ret = new (std::nothrow) GLProgram();
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if(ret && ret->initWithPrecompiledProgramByteArray(vShaderByteArray, fShaderByteArray)) {
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ret->link();
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ret->updateUniforms();
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ret->autorelease();
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return ret;
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}
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CC_SAFE_DELETE(ret);
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return nullptr;
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}
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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.clear();
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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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void GLProgram::bindPredefinedVertexAttribs()
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{
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static const struct {
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const char *attributeName;
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int location;
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} attribute_locations[] =
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{
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{GLProgram::ATTRIBUTE_NAME_POSITION, GLProgram::VERTEX_ATTRIB_POSITION},
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{GLProgram::ATTRIBUTE_NAME_COLOR, GLProgram::VERTEX_ATTRIB_COLOR},
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{GLProgram::ATTRIBUTE_NAME_TEX_COORD, GLProgram::VERTEX_ATTRIB_TEX_COORD},
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{GLProgram::ATTRIBUTE_NAME_TEX_COORD1, GLProgram::VERTEX_ATTRIB_TEX_COORD1},
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{GLProgram::ATTRIBUTE_NAME_TEX_COORD2, GLProgram::VERTEX_ATTRIB_TEX_COORD2},
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{GLProgram::ATTRIBUTE_NAME_TEX_COORD3, GLProgram::VERTEX_ATTRIB_TEX_COORD3},
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{GLProgram::ATTRIBUTE_NAME_NORMAL, GLProgram::VERTEX_ATTRIB_NORMAL},
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};
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const int size = sizeof(attribute_locations) / sizeof(attribute_locations[0]);
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for(int i=0; i<size;i++) {
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glBindAttribLocation(_program, attribute_locations[i].location, attribute_locations[i].attributeName);
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}
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}
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void GLProgram::parseVertexAttribs()
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{
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_vertexAttribs.clear();
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// Query and store vertex attribute meta-data from the program.
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GLint activeAttributes;
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GLint length;
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glGetProgramiv(_program, GL_ACTIVE_ATTRIBUTES, &activeAttributes);
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if(activeAttributes > 0)
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{
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VertexAttrib attribute;
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glGetProgramiv(_program, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &length);
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if(length > 0)
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{
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GLchar* attribName = (GLchar*) alloca(length + 1);
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for(int i = 0; i < activeAttributes; ++i)
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{
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// Query attribute info.
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glGetActiveAttrib(_program, i, length, nullptr, &attribute.size, &attribute.type, attribName);
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attribName[length] = '\0';
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attribute.name = std::string(attribName);
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// Query the pre-assigned attribute location
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attribute.index = glGetAttribLocation(_program, attribName);
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_vertexAttribs[attribute.name] = attribute;
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}
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}
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}
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else
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{
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GLchar ErrorLog[1024];
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glGetProgramInfoLog(_program, sizeof(ErrorLog), NULL, ErrorLog);
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CCLOG("Error linking shader program: '%s'\n", ErrorLog);
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}
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}
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void GLProgram::parseUniforms()
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{
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_userUniforms.clear();
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// Query and store uniforms from the program.
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GLint activeUniforms;
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glGetProgramiv(_program, GL_ACTIVE_UNIFORMS, &activeUniforms);
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if(activeUniforms > 0)
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{
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GLint length;
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glGetProgramiv(_program, GL_ACTIVE_UNIFORM_MAX_LENGTH, &length);
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if(length > 0)
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{
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Uniform uniform;
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GLchar* uniformName = (GLchar*)alloca(length + 1);
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for(int i = 0; i < activeUniforms; ++i)
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{
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// Query uniform info.
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glGetActiveUniform(_program, i, length, nullptr, &uniform.size, &uniform.type, uniformName);
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uniformName[length] = '\0';
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// Only add uniforms that are not built-in.
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// The ones that start with 'CC_' are built-ins
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if(strncmp("CC_", uniformName, 3) != 0) {
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// remove possible array '[]' from uniform name
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if(length > 3)
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{
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char* c = strrchr(uniformName, '[');
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if(c)
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{
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*c = '\0';
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}
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}
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uniform.name = std::string(uniformName);
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uniform.location = glGetUniformLocation(_program, uniformName);
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GLenum __gl_error_code = glGetError();
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if (__gl_error_code != GL_NO_ERROR)
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{
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CCLOG("error: 0x%x", (int)__gl_error_code);
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}
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assert(__gl_error_code == GL_NO_ERROR);
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_userUniforms[uniform.name] = uniform;
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}
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}
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}
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}
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else
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{
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GLchar ErrorLog[1024];
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glGetProgramInfoLog(_program, sizeof(ErrorLog), NULL, ErrorLog);
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CCLOG("Error linking shader program: '%s'\n", ErrorLog);
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}
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}
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Uniform* GLProgram::getUniform(const std::string &name)
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{
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const auto itr = _userUniforms.find(name);
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if( itr != _userUniforms.end())
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return &itr->second;
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return nullptr;
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}
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VertexAttrib* GLProgram::getVertexAttrib(const std::string &name)
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{
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const auto itr = _vertexAttribs.find(name);
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if( itr != _vertexAttribs.end())
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return &itr->second;
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return nullptr;
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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_WINRT
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(type == GL_VERTEX_SHADER ? "precision mediump float;\n precision mediump int;\n" : "precision mediump float;\n precision mediump int;\n"),
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#elif (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 highp int;\n" : "precision mediump float;\n precision mediump int;\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 mat3 CC_NormalMatrix;\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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"uniform sampler2D CC_Texture0;\n"
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"uniform sampler2D CC_Texture1;\n"
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"uniform sampler2D CC_Texture2;\n"
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"uniform sampler2D CC_Texture3;\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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{
|
|
CCLOG("cocos2d: %s", getFragmentShaderLog().c_str());
|
|
}
|
|
free(src);
|
|
|
|
return false;;
|
|
}
|
|
return (status == GL_TRUE);
|
|
}
|
|
|
|
GLint GLProgram::getAttribLocation(const std::string &attributeName) const
|
|
{
|
|
return glGetAttribLocation(_program, attributeName.c_str());
|
|
}
|
|
|
|
GLint GLProgram::getUniformLocation(const std::string &attributeName) const
|
|
{
|
|
return glGetUniformLocation(_program, attributeName.c_str());
|
|
}
|
|
|
|
void GLProgram::bindAttribLocation(const std::string &attributeName, GLuint index) const
|
|
{
|
|
glBindAttribLocation(_program, index, attributeName.c_str());
|
|
}
|
|
|
|
void GLProgram::updateUniforms()
|
|
{
|
|
_builtInUniforms[UNIFORM_AMBIENT_COLOR] = glGetUniformLocation(_program, UNIFORM_NAME_AMBIENT_COLOR);
|
|
_builtInUniforms[UNIFORM_P_MATRIX] = glGetUniformLocation(_program, UNIFORM_NAME_P_MATRIX);
|
|
_builtInUniforms[UNIFORM_MV_MATRIX] = glGetUniformLocation(_program, UNIFORM_NAME_MV_MATRIX);
|
|
_builtInUniforms[UNIFORM_MVP_MATRIX] = glGetUniformLocation(_program, UNIFORM_NAME_MVP_MATRIX);
|
|
_builtInUniforms[UNIFORM_NORMAL_MATRIX] = glGetUniformLocation(_program, UNIFORM_NAME_NORMAL_MATRIX);
|
|
|
|
_builtInUniforms[UNIFORM_TIME] = glGetUniformLocation(_program, UNIFORM_NAME_TIME);
|
|
_builtInUniforms[UNIFORM_SIN_TIME] = glGetUniformLocation(_program, UNIFORM_NAME_SIN_TIME);
|
|
_builtInUniforms[UNIFORM_COS_TIME] = glGetUniformLocation(_program, UNIFORM_NAME_COS_TIME);
|
|
|
|
_builtInUniforms[UNIFORM_RANDOM01] = glGetUniformLocation(_program, UNIFORM_NAME_RANDOM01);
|
|
|
|
_builtInUniforms[UNIFORM_SAMPLER0] = glGetUniformLocation(_program, UNIFORM_NAME_SAMPLER0);
|
|
_builtInUniforms[UNIFORM_SAMPLER1] = glGetUniformLocation(_program, UNIFORM_NAME_SAMPLER1);
|
|
_builtInUniforms[UNIFORM_SAMPLER2] = glGetUniformLocation(_program, UNIFORM_NAME_SAMPLER2);
|
|
_builtInUniforms[UNIFORM_SAMPLER3] = glGetUniformLocation(_program, UNIFORM_NAME_SAMPLER3);
|
|
|
|
_flags.usesP = _builtInUniforms[UNIFORM_P_MATRIX] != -1;
|
|
_flags.usesMV = _builtInUniforms[UNIFORM_MV_MATRIX] != -1;
|
|
_flags.usesMVP = _builtInUniforms[UNIFORM_MVP_MATRIX] != -1;
|
|
_flags.usesNormal = _builtInUniforms[UNIFORM_NORMAL_MATRIX] != -1;
|
|
_flags.usesTime = (
|
|
_builtInUniforms[UNIFORM_TIME] != -1 ||
|
|
_builtInUniforms[UNIFORM_SIN_TIME] != -1 ||
|
|
_builtInUniforms[UNIFORM_COS_TIME] != -1
|
|
);
|
|
_flags.usesRandom = _builtInUniforms[UNIFORM_RANDOM01] != -1;
|
|
|
|
this->use();
|
|
|
|
// Since sample most probably won't change, set it to 0,1,2,3 now.
|
|
if(_builtInUniforms[UNIFORM_SAMPLER0] != -1)
|
|
setUniformLocationWith1i(_builtInUniforms[UNIFORM_SAMPLER0], 0);
|
|
if(_builtInUniforms[UNIFORM_SAMPLER1] != -1)
|
|
setUniformLocationWith1i(_builtInUniforms[UNIFORM_SAMPLER1], 1);
|
|
if(_builtInUniforms[UNIFORM_SAMPLER2] != -1)
|
|
setUniformLocationWith1i(_builtInUniforms[UNIFORM_SAMPLER2], 2);
|
|
if(_builtInUniforms[UNIFORM_SAMPLER3] != -1)
|
|
setUniformLocationWith1i(_builtInUniforms[UNIFORM_SAMPLER3], 3);
|
|
}
|
|
|
|
bool GLProgram::link()
|
|
{
|
|
CCASSERT(_program != 0, "Cannot link invalid program");
|
|
|
|
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WP8)
|
|
if(!_hasShaderCompiler)
|
|
{
|
|
// precompiled shader program is already linked
|
|
|
|
//bindPredefinedVertexAttribs();
|
|
parseVertexAttribs();
|
|
parseUniforms();
|
|
return true;
|
|
}
|
|
#endif
|
|
|
|
GLint status = GL_TRUE;
|
|
|
|
bindPredefinedVertexAttribs();
|
|
|
|
glLinkProgram(_program);
|
|
|
|
parseVertexAttribs();
|
|
parseUniforms();
|
|
|
|
if (_vertShader)
|
|
{
|
|
glDeleteShader(_vertShader);
|
|
}
|
|
|
|
if (_fragShader)
|
|
{
|
|
glDeleteShader(_fragShader);
|
|
}
|
|
|
|
_vertShader = _fragShader = 0;
|
|
|
|
#if DEBUG || (CC_TARGET_PLATFORM == CC_PLATFORM_WP8) || (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
|
|
glGetProgramiv(_program, GL_LINK_STATUS, &status);
|
|
|
|
if (status == GL_FALSE)
|
|
{
|
|
CCLOG("cocos2d: ERROR: Failed to link program: %i", _program);
|
|
GL::deleteProgram(_program);
|
|
_program = 0;
|
|
}
|
|
#endif
|
|
|
|
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WP8) || defined(WP8_SHADER_COMPILER)
|
|
if (status == GL_TRUE)
|
|
{
|
|
CCPrecompiledShaders::getInstance()->addProgram(_program, _shaderId);
|
|
}
|
|
#endif
|
|
|
|
return (status == GL_TRUE);
|
|
}
|
|
|
|
void GLProgram::use()
|
|
{
|
|
GL::useProgram(_program);
|
|
}
|
|
|
|
static std::string logForOpenGLShader(GLuint shader)
|
|
{
|
|
std::string ret;
|
|
GLint logLength = 0, charsWritten = 0;
|
|
|
|
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &logLength);
|
|
if (logLength < 1)
|
|
return "";
|
|
|
|
char *logBytes = (char*)malloc(logLength + 1);
|
|
glGetShaderInfoLog(shader, logLength, &charsWritten, logBytes);
|
|
logBytes[logLength] = '\0';
|
|
ret = logBytes;
|
|
|
|
free(logBytes);
|
|
return ret;
|
|
}
|
|
|
|
static std::string logForOpenGLProgram(GLuint program)
|
|
{
|
|
std::string ret;
|
|
GLint logLength = 0, charsWritten = 0;
|
|
|
|
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &logLength);
|
|
if (logLength < 1)
|
|
return "";
|
|
|
|
char *logBytes = (char*)malloc(logLength + 1);
|
|
glGetProgramInfoLog(program, logLength, &charsWritten, logBytes);
|
|
logBytes[logLength] = '\0';
|
|
ret = logBytes;
|
|
|
|
free(logBytes);
|
|
return ret;
|
|
}
|
|
|
|
std::string GLProgram::getVertexShaderLog() const
|
|
{
|
|
return cocos2d::logForOpenGLShader(_vertShader);
|
|
}
|
|
|
|
std::string GLProgram::getFragmentShaderLog() const
|
|
{
|
|
return cocos2d::logForOpenGLShader(_fragShader);
|
|
}
|
|
|
|
std::string GLProgram::getProgramLog() const
|
|
{
|
|
return logForOpenGLProgram(_program);
|
|
}
|
|
|
|
// Uniform cache
|
|
|
|
bool GLProgram::updateUniformLocation(GLint location, const GLvoid* data, unsigned int bytes)
|
|
{
|
|
if (location < 0)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
bool updated = true;
|
|
|
|
auto element = _hashForUniforms.find(location);
|
|
if (element == _hashForUniforms.end())
|
|
{
|
|
GLvoid* value = malloc(bytes);
|
|
memcpy(value, data, bytes );
|
|
_hashForUniforms.insert(std::make_pair(location, std::make_pair(value, bytes)));
|
|
}
|
|
else
|
|
{
|
|
if (memcmp(element->second.first, data, bytes) == 0)
|
|
{
|
|
updated = false;
|
|
}
|
|
else
|
|
{
|
|
if (element->second.second < bytes)
|
|
{
|
|
GLvoid* value = realloc(element->second.first, bytes);
|
|
memcpy(value, data, bytes );
|
|
_hashForUniforms[location] = std::make_pair(value, bytes);
|
|
}
|
|
else
|
|
memcpy(element->second.first, data, bytes);
|
|
}
|
|
}
|
|
|
|
return updated;
|
|
}
|
|
|
|
GLint GLProgram::getUniformLocationForName(const char* name) const
|
|
{
|
|
CCASSERT(name != nullptr, "Invalid uniform name" );
|
|
CCASSERT(_program != 0, "Invalid operation. Cannot get uniform location when program is not initialized");
|
|
|
|
return glGetUniformLocation(_program, name);
|
|
}
|
|
|
|
void GLProgram::setUniformLocationWith1i(GLint location, GLint i1)
|
|
{
|
|
bool updated = updateUniformLocation(location, &i1, sizeof(i1)*1);
|
|
|
|
if( updated )
|
|
{
|
|
glUniform1i( (GLint)location, i1);
|
|
}
|
|
}
|
|
|
|
void GLProgram::setUniformLocationWith2i(GLint location, GLint i1, GLint i2)
|
|
{
|
|
GLint ints[2] = {i1,i2};
|
|
bool updated = updateUniformLocation(location, ints, sizeof(ints));
|
|
|
|
if( updated )
|
|
{
|
|
glUniform2i( (GLint)location, i1, i2);
|
|
}
|
|
}
|
|
|
|
void GLProgram::setUniformLocationWith3i(GLint location, GLint i1, GLint i2, GLint i3)
|
|
{
|
|
GLint ints[3] = {i1,i2,i3};
|
|
bool updated = updateUniformLocation(location, ints, sizeof(ints));
|
|
|
|
if( updated )
|
|
{
|
|
glUniform3i( (GLint)location, i1, i2, i3);
|
|
}
|
|
}
|
|
|
|
void GLProgram::setUniformLocationWith4i(GLint location, GLint i1, GLint i2, GLint i3, GLint i4)
|
|
{
|
|
GLint ints[4] = {i1,i2,i3,i4};
|
|
bool updated = updateUniformLocation(location, ints, sizeof(ints));
|
|
|
|
if( updated )
|
|
{
|
|
glUniform4i( (GLint)location, i1, i2, i3, i4);
|
|
}
|
|
}
|
|
|
|
void GLProgram::setUniformLocationWith2iv(GLint location, GLint* ints, unsigned int numberOfArrays)
|
|
{
|
|
bool updated = updateUniformLocation(location, ints, sizeof(int)*2*numberOfArrays);
|
|
|
|
if( updated )
|
|
{
|
|
glUniform2iv( (GLint)location, (GLsizei)numberOfArrays, ints );
|
|
}
|
|
}
|
|
|
|
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::setUniformLocationWith1fv( GLint location, const GLfloat* floats, unsigned int numberOfArrays )
|
|
{
|
|
bool updated = updateUniformLocation(location, floats, sizeof(float)*numberOfArrays);
|
|
|
|
if( updated )
|
|
{
|
|
glUniform1fv( (GLint)location, (GLsizei)numberOfArrays, floats );
|
|
}
|
|
}
|
|
|
|
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()
|
|
{
|
|
setUniformsForBuiltins(_director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW));
|
|
}
|
|
|
|
void GLProgram::setUniformsForBuiltins(const Mat4 &matrixMV)
|
|
{
|
|
auto& matrixP = _director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
|
|
|
|
if(_flags.usesP)
|
|
setUniformLocationWithMatrix4fv(_builtInUniforms[UNIFORM_P_MATRIX], matrixP.m, 1);
|
|
|
|
if(_flags.usesMV)
|
|
setUniformLocationWithMatrix4fv(_builtInUniforms[UNIFORM_MV_MATRIX], matrixMV.m, 1);
|
|
|
|
if(_flags.usesMVP) {
|
|
Mat4 matrixMVP = matrixP * matrixMV;
|
|
setUniformLocationWithMatrix4fv(_builtInUniforms[UNIFORM_MVP_MATRIX], matrixMVP.m, 1);
|
|
}
|
|
|
|
if (_flags.usesNormal)
|
|
{
|
|
Mat4 mvInverse = matrixMV;
|
|
mvInverse.m[12] = mvInverse.m[13] = mvInverse.m[14] = 0.0f;
|
|
mvInverse.inverse();
|
|
mvInverse.transpose();
|
|
GLfloat normalMat[9];
|
|
normalMat[0] = mvInverse.m[0];normalMat[1] = mvInverse.m[1];normalMat[2] = mvInverse.m[2];
|
|
normalMat[3] = mvInverse.m[4];normalMat[4] = mvInverse.m[5];normalMat[5] = mvInverse.m[6];
|
|
normalMat[6] = mvInverse.m[8];normalMat[7] = mvInverse.m[9];normalMat[8] = mvInverse.m[10];
|
|
setUniformLocationWithMatrix3fv(_builtInUniforms[UNIFORM_NORMAL_MATRIX], normalMat, 1);
|
|
}
|
|
|
|
if(_flags.usesTime) {
|
|
// 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(_builtInUniforms[GLProgram::UNIFORM_TIME], time/10.0, time, time*2, time*4);
|
|
setUniformLocationWith4f(_builtInUniforms[GLProgram::UNIFORM_SIN_TIME], time/8.0, time/4.0, time/2.0, sinf(time));
|
|
setUniformLocationWith4f(_builtInUniforms[GLProgram::UNIFORM_COS_TIME], time/8.0, time/4.0, time/2.0, cosf(time));
|
|
}
|
|
|
|
if(_flags.usesRandom)
|
|
setUniformLocationWith4f(_builtInUniforms[GLProgram::UNIFORM_RANDOM01], CCRANDOM_0_1(), CCRANDOM_0_1(), CCRANDOM_0_1(), CCRANDOM_0_1());
|
|
}
|
|
|
|
void GLProgram::reset()
|
|
{
|
|
_vertShader = _fragShader = 0;
|
|
memset(_builtInUniforms, 0, sizeof(_builtInUniforms));
|
|
|
|
|
|
// it is already deallocated by android
|
|
//GL::deleteProgram(_program);
|
|
_program = 0;
|
|
|
|
for (auto e: _hashForUniforms)
|
|
{
|
|
free(e.second.first);
|
|
}
|
|
|
|
_hashForUniforms.clear();
|
|
}
|
|
|
|
NS_CC_END
|