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- /**
- Copyright 2013 BlackBerry Inc.
- Copyright (c) 2015-2017 Chukong Technologies
- Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
- Licensed under the Apache License, Version 2.0 (the "License");
- you may not use this file except in compliance with the License.
- You may obtain a copy of the License at
- http://www.apache.org/licenses/LICENSE-2.0
- Unless required by applicable law or agreed to in writing, software
- distributed under the License is distributed on an "AS IS" BASIS,
- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- See the License for the specific language governing permissions and
- limitations under the License.
- Original file from GamePlay3D: http://gameplay3d.org
- This file was modified to fit the cocos2d-x project
- */
- #ifndef CC_VERTEXATTRIBUTEBINDING_H_
- #define CC_VERTEXATTRIBUTEBINDING_H_
- #include <unordered_map>
- #include "base/CCRef.h"
- #include "renderer/CCGLProgramState.h"
- NS_CC_BEGIN
- class MeshIndexData;
- class VertexAttribValue;
- /**
- * Defines a binding between the vertex layout of a Mesh and the vertex
- * input attributes of a vertex shader (Effect).
- *
- * In a perfect world, this class would always be a binding directly between
- * a unique VertexFormat and an Effect, where the VertexFormat is simply the
- * definition of the layout of any anonymous vertex buffer. However, the OpenGL
- * mechanism for setting up these bindings is Vertex Array Objects (VAOs).
- * OpenGL requires a separate VAO per vertex buffer object (VBO), rather than per
- * vertex layout definition. Therefore, although we would like to define this
- * binding between a VertexFormat and Effect, we are specifying the binding
- * between a Mesh and Effect to satisfy the OpenGL requirement of one VAO per VBO.
- *
- * Note that this class still does provide a binding between a VertexFormat
- * and an Effect, however this binding is actually a client-side binding and
- * should only be used when writing custom code that use client-side vertex
- * arrays, since it is slower than the server-side VAOs used by OpenGL
- * (when creating a VertexAttribBinding between a Mesh and Effect).
- */
- class CC_DLL VertexAttribBinding : public Ref
- {
- public:
- /**
- * Creates a new VertexAttribBinding between the given MeshVertexData and GLProgramState.
- *
- * If a VertexAttribBinding matching the specified MeshVertexData and GLProgramState already
- * exists, it will be returned. Otherwise, a new VertexAttribBinding will
- * be returned. If OpenGL VAOs are enabled, the a new VAO will be created and
- * stored in the returned VertexAttribBinding, otherwise a client-side
- * array of vertex attribute bindings will be stored.
- *
- * @param mesh The mesh.
- * @param effect The effect.
- *
- * @return A VertexAttribBinding for the requested parameters.
- */
- static VertexAttribBinding* create(MeshIndexData* meshIndexData, GLProgramState* glProgramState);
- /**
- * Binds this vertex array object.
- */
- void bind();
- /**
- * Unbinds this vertex array object.
- */
- void unbind();
- /**
- * Returns the vertex attrib flags
- */
- uint32_t getVertexAttribsFlags() const;
- private:
- bool init(MeshIndexData* meshIndexData, GLProgramState* glProgramState);
- /**
- * Constructor.
- */
- VertexAttribBinding();
- /**
- * Destructor.
- */
- ~VertexAttribBinding();
- /**
- * Hidden copy assignment operator.
- */
- VertexAttribBinding& operator=(const VertexAttribBinding&);
- void setVertexAttribPointer(const std::string& name, GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLvoid* pointer);
- VertexAttribValue* getVertexAttribValue(const std::string &name);
- void parseAttributes();
- GLuint _handle;
- MeshIndexData* _meshIndexData;
- GLProgramState* _glProgramState;
- std::unordered_map<std::string, VertexAttribValue> _attributes;
- uint32_t _vertexAttribsFlags;
- };
- /// @cond
- extern std::string CC_DLL s_attributeNames[];//attribute names array
- /// @endcond
- NS_CC_END
- #endif // CC_VERTEXATTRIBUTEBINDING_H_
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