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- /****************************************************************************
- Copyright (c) 2015-2016 Chukong Technologies Inc.
- Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
-
- 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 "base/ccMacros.h"
- #include "base/CCConfiguration.h"
- #include "base/CCDirector.h"
- #include "renderer/ccGLStateCache.h"
- #include "renderer/CCGLProgram.h"
- #include "renderer/CCGLProgramCache.h"
- #include "renderer/CCGLProgramState.h"
- #include "renderer/CCRenderer.h"
- #include "renderer/CCRenderState.h"
- #include "renderer/CCTextureCube.h"
- #include "3d/CCSkybox.h"
- #include "2d/CCCamera.h"
- NS_CC_BEGIN
- Skybox::Skybox()
- : _vao(0)
- , _vertexBuffer(0)
- , _indexBuffer(0)
- ,_texture(nullptr)
- {
- }
- Skybox::~Skybox()
- {
- glDeleteBuffers(1, &_vertexBuffer);
- glDeleteBuffers(1, &_indexBuffer);
- _vertexBuffer = 0;
- _indexBuffer = 0;
- if (Configuration::getInstance()->supportsShareableVAO())
- {
- glDeleteVertexArrays(1, &_vao);
- GL::bindVAO(0);
- _vao = 0;
- }
- _texture->release();
- }
- Skybox* Skybox::create(const std::string& positive_x, const std::string& negative_x,
- const std::string& positive_y, const std::string& negative_y,
- const std::string& positive_z, const std::string& negative_z)
- {
- auto ret = new (std::nothrow) Skybox();
- ret->init(positive_x, negative_x, positive_y, negative_y, positive_z, negative_z);
-
- ret->autorelease();
- return ret;
- }
- bool Skybox::init()
- {
- // create and set our custom shader
- auto shader = GLProgramCache::getInstance()->getGLProgram(GLProgram::SHADER_3D_SKYBOX);
- auto state = GLProgramState::create(shader);
- state->setVertexAttribPointer(GLProgram::ATTRIBUTE_NAME_POSITION, 3, GL_FLOAT, GL_FALSE, sizeof(Vec3), nullptr);
- setGLProgramState(state);
- initBuffers();
- CHECK_GL_ERROR_DEBUG();
- return true;
- }
- bool Skybox::init(const std::string& positive_x, const std::string& negative_x,
- const std::string& positive_y, const std::string& negative_y,
- const std::string& positive_z, const std::string& negative_z)
- {
- auto texture = TextureCube::create(positive_x, negative_x, positive_y, negative_y, positive_z, negative_z);
- if (texture == nullptr)
- return false;
-
- init();
- setTexture(texture);
- return true;
- }
- void Skybox::initBuffers()
- {
- if (Configuration::getInstance()->supportsShareableVAO())
- {
- glGenVertexArrays(1, &_vao);
- GL::bindVAO(_vao);
- }
- // The skybox is rendered using a purpose-built shader which makes use of
- // the shader language's inherent support for cubemaps. Hence there is no
- // need to build a cube mesh. All that is needed is a single quad that
- // covers the entire screen. The vertex shader will draw the appropriate
- // view of the cubemap onto that quad.
- //
- // The vertex shader does not apply either the model/view matrix or the
- // projection matrix, so the appropriate quad is one with unit coordinates
- // in the x and y dimensions. Such a quad will exactly cover the screen.
- // To ensure that the skybox is rendered behind all other objects, z needs
- // to be 1.0, but the vertex shader overwrites z to 1.0, so - for the sake
- // of z-buffering - it is unimportant what we set it to for the vertices
- // of the quad.
- //
- // The quad vertex positions are also used in deriving a direction
- // vector for the cubemap lookup. We choose z = -1 which matches the
- // negative-z pointing direction of the camera and gives a field of
- // view of 90deg in both x and y, if not otherwise adjusted. That fov
- // is then adjusted to exactly match the camera by applying a prescaling
- // to the camera's world transformation before sending it to the shader.
- // init vertex buffer object
- Vec3 vexBuf[] =
- {
- Vec3(1, -1, -1), Vec3(1, 1, -1), Vec3(-1, 1, -1), Vec3(-1, -1, -1)
- };
- glGenBuffers(1, &_vertexBuffer);
- glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
- glBufferData(GL_ARRAY_BUFFER, sizeof(vexBuf), vexBuf, GL_STATIC_DRAW);
- // init index buffer object
- const unsigned char idxBuf[] = {0, 1, 2, 0, 2, 3};
- glGenBuffers(1, &_indexBuffer);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer);
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(idxBuf), idxBuf, GL_STATIC_DRAW);
- if (Configuration::getInstance()->supportsShareableVAO())
- {
- glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_POSITION);
- getGLProgramState()->applyAttributes(false);
- GL::bindVAO(0);
- }
- }
- void Skybox::draw(Renderer* renderer, const Mat4& transform, uint32_t flags)
- {
- _customCommand.init(_globalZOrder);
- _customCommand.func = CC_CALLBACK_0(Skybox::onDraw, this, transform, flags);
- _customCommand.setTransparent(false);
- _customCommand.set3D(true);
- renderer->addCommand(&_customCommand);
- }
- void Skybox::onDraw(const Mat4& transform, uint32_t /*flags*/)
- {
- auto camera = Camera::getVisitingCamera();
-
- Mat4 cameraModelMat = camera->getNodeToWorldTransform();
- Mat4 projectionMat = camera->getProjectionMatrix();
- // Ignore the translation
- cameraModelMat.m[12] = cameraModelMat.m[13] = cameraModelMat.m[14] = 0;
- // prescale the matrix to account for the camera fov
- cameraModelMat.scale(1 / projectionMat.m[0], 1 / projectionMat.m[5], 1.0);
-
- auto state = getGLProgramState();
- state->apply(transform);
- Vec4 color(_displayedColor.r / 255.f, _displayedColor.g / 255.f, _displayedColor.b / 255.f, 1.f);
- state->setUniformVec4("u_color", color);
- state->setUniformMat4("u_cameraRot", cameraModelMat);
- glEnable(GL_DEPTH_TEST);
- RenderState::StateBlock::_defaultState->setDepthTest(true);
- glDepthFunc(GL_LEQUAL);
- RenderState::StateBlock::_defaultState->setDepthFunction(RenderState::DEPTH_LEQUAL);
- glEnable(GL_CULL_FACE);
- RenderState::StateBlock::_defaultState->setCullFace(true);
- glCullFace(GL_BACK);
- RenderState::StateBlock::_defaultState->setCullFaceSide(RenderState::CULL_FACE_SIDE_BACK);
-
- glDisable(GL_BLEND);
- RenderState::StateBlock::_defaultState->setBlend(false);
- if (Configuration::getInstance()->supportsShareableVAO())
- {
- GL::bindVAO(_vao);
- }
- else
- {
- GL::enableVertexAttribs(GL::VERTEX_ATTRIB_FLAG_POSITION);
- glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
- glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, sizeof(Vec3), nullptr);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer);
- }
- glDrawElements(GL_TRIANGLES, (GLsizei)6, GL_UNSIGNED_BYTE, nullptr);
- if (Configuration::getInstance()->supportsShareableVAO())
- {
- GL::bindVAO(0);
- }
- else
- {
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
- }
- CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1, 4);
- CHECK_GL_ERROR_DEBUG();
- }
- void Skybox::setTexture(TextureCube* texture)
- {
- CCASSERT(texture != nullptr, __FUNCTION__);
- texture->retain();
- if (_texture)
- _texture->release();
- _texture = texture;
- getGLProgramState()->setUniformTexture("u_Env", _texture);
- }
- void Skybox::reload()
- {
- initBuffers();
- }
- NS_CC_END
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