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CCGLProgramCache.cpp 25 KB

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  1. /****************************************************************************
  2. Copyright (c) 2011 Ricardo Quesada
  3. Copyright (c) 2010-2012 cocos2d-x.org
  4. Copyright (c) 2011 Zynga Inc.
  5. Copyright (c) 2013-2017 Chukong Technologies Inc.
  6. http://www.cocos2d-x.org
  7. Permission is hereby granted, free of charge, to any person obtaining a copy
  8. of this software and associated documentation files (the "Software"), to deal
  9. in the Software without restriction, including without limitation the rights
  10. to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  11. copies of the Software, and to permit persons to whom the Software is
  12. furnished to do so, subject to the following conditions:
  13. The above copyright notice and this permission notice shall be included in
  14. all copies or substantial portions of the Software.
  15. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  16. IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  17. FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  18. AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  19. LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  20. OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  21. THE SOFTWARE.
  22. ****************************************************************************/
  23. #include "renderer/CCGLProgramCache.h"
  24. #include "renderer/CCGLProgram.h"
  25. #include "renderer/ccShaders.h"
  26. #include "base/ccMacros.h"
  27. #include "base/CCConfiguration.h"
  28. #include "base/CCEventListenerCustom.h"
  29. #include "base/CCDirector.h"
  30. #include "base/CCEventDispatcher.h"
  31. NS_CC_BEGIN
  32. enum {
  33. kShaderType_PositionTextureColor,
  34. kShaderType_PositionTextureColor_noMVP,
  35. kShaderType_PositionTextureColorAlphaTest,
  36. kShaderType_PositionTextureColorAlphaTestNoMV,
  37. kShaderType_PositionColor,
  38. kShaderType_PositionColorTextureAsPointsize,
  39. kShaderType_PositionColor_noMVP,
  40. kShaderType_PositionTexture,
  41. kShaderType_PositionTexture_uColor,
  42. kShaderType_PositionTextureA8Color,
  43. kShaderType_Position_uColor,
  44. kShaderType_PositionLengthTextureColor,
  45. kShaderType_LabelDistanceFieldNormal,
  46. kShaderType_LabelDistanceFieldGlow,
  47. kShaderType_UIGrayScale,
  48. kShaderType_LabelNormal,
  49. kShaderType_LabelOutline,
  50. kShaderType_3DPosition,
  51. kShaderType_3DPositionTex,
  52. kShaderType_3DSkinPositionTex,
  53. kShaderType_3DPositionNormal,
  54. kShaderType_3DPositionNormalTex,
  55. kShaderType_3DSkinPositionNormalTex,
  56. kShaderType_3DPositionBumpedNormalTex,
  57. kShaderType_3DSkinPositionBumpedNormalTex,
  58. kShaderType_3DParticleTex,
  59. kShaderType_3DParticleColor,
  60. kShaderType_3DSkyBox,
  61. kShaderType_3DTerrain,
  62. kShaderType_CameraClear,
  63. // ETC1 ALPHA supports.
  64. kShaderType_ETC1ASPositionTextureColor,
  65. kShaderType_ETC1ASPositionTextureColor_noMVP,
  66. kShaderType_ETC1ASPositionTextureGray,
  67. kShaderType_ETC1ASPositionTextureGray_noMVP,
  68. kShaderType_MAX,
  69. };
  70. static GLProgramCache *_sharedGLProgramCache = nullptr;
  71. GLProgramCache* GLProgramCache::getInstance()
  72. {
  73. if (!_sharedGLProgramCache) {
  74. _sharedGLProgramCache = new (std::nothrow) GLProgramCache();
  75. if (!_sharedGLProgramCache->init())
  76. {
  77. CC_SAFE_DELETE(_sharedGLProgramCache);
  78. }
  79. }
  80. return _sharedGLProgramCache;
  81. }
  82. void GLProgramCache::destroyInstance()
  83. {
  84. CC_SAFE_RELEASE_NULL(_sharedGLProgramCache);
  85. }
  86. // FIXME: deprecated
  87. GLProgramCache* GLProgramCache::sharedShaderCache()
  88. {
  89. return GLProgramCache::getInstance();
  90. }
  91. // FIXME: deprecated
  92. void GLProgramCache::purgeSharedShaderCache()
  93. {
  94. GLProgramCache::destroyInstance();
  95. }
  96. GLProgramCache::GLProgramCache()
  97. : _programs()
  98. {
  99. }
  100. GLProgramCache::~GLProgramCache()
  101. {
  102. for(auto& program : _programs) {
  103. program.second->release();
  104. }
  105. CCLOGINFO("deallocing GLProgramCache: %p", this);
  106. }
  107. bool GLProgramCache::init()
  108. {
  109. loadDefaultGLPrograms();
  110. auto listener = EventListenerCustom::create(Configuration::CONFIG_FILE_LOADED, [this](EventCustom* /*event*/){
  111. reloadDefaultGLProgramsRelativeToLights();
  112. });
  113. Director::getInstance()->getEventDispatcher()->addEventListenerWithFixedPriority(listener, -1);
  114. return true;
  115. }
  116. void GLProgramCache::loadDefaultGLPrograms()
  117. {
  118. // Position Texture Color shader
  119. GLProgram *p = new (std::nothrow) GLProgram();
  120. loadDefaultGLProgram(p, kShaderType_PositionTextureColor);
  121. _programs.emplace(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR, p);
  122. // Position Texture Color without MVP shader
  123. p = new (std::nothrow) GLProgram();
  124. loadDefaultGLProgram(p, kShaderType_PositionTextureColor_noMVP);
  125. _programs.emplace(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR_NO_MVP, p);
  126. // Position Texture Color alpha test
  127. p = new (std::nothrow) GLProgram();
  128. loadDefaultGLProgram(p, kShaderType_PositionTextureColorAlphaTest);
  129. _programs.emplace(GLProgram::SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST, p);
  130. // Position Texture Color alpha test
  131. p = new (std::nothrow) GLProgram();
  132. loadDefaultGLProgram(p, kShaderType_PositionTextureColorAlphaTestNoMV);
  133. _programs.emplace(GLProgram::SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST_NO_MV, p);
  134. //
  135. // Position, Color shader
  136. //
  137. p = new (std::nothrow) GLProgram();
  138. loadDefaultGLProgram(p, kShaderType_PositionColor);
  139. _programs.emplace(GLProgram::SHADER_NAME_POSITION_COLOR, p);
  140. // Position, Color, PointSize shader
  141. p = new (std::nothrow) GLProgram();
  142. loadDefaultGLProgram(p, kShaderType_PositionColorTextureAsPointsize);
  143. _programs.emplace(GLProgram::SHADER_NAME_POSITION_COLOR_TEXASPOINTSIZE, p);
  144. //
  145. // Position, Color shader no MVP
  146. //
  147. p = new (std::nothrow) GLProgram();
  148. loadDefaultGLProgram(p, kShaderType_PositionColor_noMVP);
  149. _programs.emplace(GLProgram::SHADER_NAME_POSITION_COLOR_NO_MVP, p);
  150. //
  151. // Position Texture shader
  152. //
  153. p = new (std::nothrow) GLProgram();
  154. loadDefaultGLProgram(p, kShaderType_PositionTexture);
  155. _programs.emplace(GLProgram::SHADER_NAME_POSITION_TEXTURE, p);
  156. //
  157. // Position, Texture attribs, 1 Color as uniform shader
  158. //
  159. p = new (std::nothrow) GLProgram();
  160. loadDefaultGLProgram(p, kShaderType_PositionTexture_uColor);
  161. _programs.emplace(GLProgram::SHADER_NAME_POSITION_TEXTURE_U_COLOR, p);
  162. //
  163. // Position Texture A8 Color shader
  164. //
  165. p = new (std::nothrow) GLProgram();
  166. loadDefaultGLProgram(p, kShaderType_PositionTextureA8Color);
  167. _programs.emplace(GLProgram::SHADER_NAME_POSITION_TEXTURE_A8_COLOR, p);
  168. //
  169. // Position and 1 color passed as a uniform (to simulate glColor4ub )
  170. //
  171. p = new (std::nothrow) GLProgram();
  172. loadDefaultGLProgram(p, kShaderType_Position_uColor);
  173. _programs.emplace(GLProgram::SHADER_NAME_POSITION_U_COLOR, p);
  174. //
  175. // Position, Length(TexCoords, Color (used by Draw Node basically )
  176. //
  177. p = new (std::nothrow) GLProgram();
  178. loadDefaultGLProgram(p, kShaderType_PositionLengthTextureColor);
  179. _programs.emplace(GLProgram::SHADER_NAME_POSITION_LENGTH_TEXTURE_COLOR, p);
  180. p = new (std::nothrow) GLProgram();
  181. loadDefaultGLProgram(p, kShaderType_LabelDistanceFieldNormal);
  182. _programs.emplace(GLProgram::SHADER_NAME_LABEL_DISTANCEFIELD_NORMAL, p);
  183. p = new (std::nothrow) GLProgram();
  184. loadDefaultGLProgram(p, kShaderType_LabelDistanceFieldGlow);
  185. _programs.emplace(GLProgram::SHADER_NAME_LABEL_DISTANCEFIELD_GLOW, p);
  186. p = new (std::nothrow) GLProgram();
  187. loadDefaultGLProgram(p, kShaderType_UIGrayScale);
  188. _programs.emplace(GLProgram::SHADER_NAME_POSITION_GRAYSCALE, p);
  189. p = new (std::nothrow) GLProgram();
  190. loadDefaultGLProgram(p, kShaderType_LabelNormal);
  191. _programs.emplace(GLProgram::SHADER_NAME_LABEL_NORMAL, p);
  192. p = new (std::nothrow) GLProgram();
  193. loadDefaultGLProgram(p, kShaderType_LabelOutline);
  194. _programs.emplace(GLProgram::SHADER_NAME_LABEL_OUTLINE, p);
  195. p = new (std::nothrow) GLProgram();
  196. loadDefaultGLProgram(p, kShaderType_3DPosition);
  197. _programs.emplace(GLProgram::SHADER_3D_POSITION, p);
  198. p = new (std::nothrow) GLProgram();
  199. loadDefaultGLProgram(p, kShaderType_3DPositionTex);
  200. _programs.emplace(GLProgram::SHADER_3D_POSITION_TEXTURE, p);
  201. p = new (std::nothrow) GLProgram();
  202. loadDefaultGLProgram(p, kShaderType_3DSkinPositionTex);
  203. _programs.emplace(GLProgram::SHADER_3D_SKINPOSITION_TEXTURE, p);
  204. p = new (std::nothrow) GLProgram();
  205. loadDefaultGLProgram(p, kShaderType_3DPositionNormal);
  206. _programs.emplace(GLProgram::SHADER_3D_POSITION_NORMAL, p);
  207. p = new (std::nothrow) GLProgram();
  208. loadDefaultGLProgram(p, kShaderType_3DPositionNormalTex);
  209. _programs.emplace(GLProgram::SHADER_3D_POSITION_NORMAL_TEXTURE, p);
  210. p = new (std::nothrow) GLProgram();
  211. loadDefaultGLProgram(p, kShaderType_3DSkinPositionNormalTex);
  212. _programs.emplace(GLProgram::SHADER_3D_SKINPOSITION_NORMAL_TEXTURE, p);
  213. p = new (std::nothrow) GLProgram();
  214. loadDefaultGLProgram(p, kShaderType_3DPositionBumpedNormalTex);
  215. _programs.emplace(GLProgram::SHADER_3D_POSITION_BUMPEDNORMAL_TEXTURE, p);
  216. p = new (std::nothrow) GLProgram();
  217. loadDefaultGLProgram(p, kShaderType_3DSkinPositionBumpedNormalTex);
  218. _programs.emplace(GLProgram::SHADER_3D_SKINPOSITION_BUMPEDNORMAL_TEXTURE, p);
  219. p = new (std::nothrow) GLProgram();
  220. loadDefaultGLProgram(p, kShaderType_3DParticleColor);
  221. _programs.emplace(GLProgram::SHADER_3D_PARTICLE_COLOR, p);
  222. p = new (std::nothrow) GLProgram();
  223. loadDefaultGLProgram(p, kShaderType_3DParticleTex);
  224. _programs.emplace(GLProgram::SHADER_3D_PARTICLE_TEXTURE, p);
  225. p = new (std::nothrow) GLProgram();
  226. loadDefaultGLProgram(p, kShaderType_3DSkyBox);
  227. _programs.emplace(GLProgram::SHADER_3D_SKYBOX, p);
  228. p = new (std::nothrow) GLProgram();
  229. loadDefaultGLProgram(p, kShaderType_3DTerrain);
  230. _programs.emplace(GLProgram::SHADER_3D_TERRAIN, p);
  231. p = new (std::nothrow) GLProgram();
  232. loadDefaultGLProgram(p, kShaderType_CameraClear);
  233. _programs.emplace(GLProgram::SHADER_CAMERA_CLEAR, p);
  234. /// ETC1 ALPHA supports.
  235. p = new(std::nothrow) GLProgram();
  236. loadDefaultGLProgram(p, kShaderType_ETC1ASPositionTextureColor);
  237. _programs.emplace(GLProgram::SHADER_NAME_ETC1AS_POSITION_TEXTURE_COLOR, p);
  238. p = new(std::nothrow) GLProgram();
  239. loadDefaultGLProgram(p, kShaderType_ETC1ASPositionTextureColor_noMVP);
  240. _programs.emplace(GLProgram::SHADER_NAME_ETC1AS_POSITION_TEXTURE_COLOR_NO_MVP, p);
  241. /// ETC1 Gray supports.
  242. p = new(std::nothrow) GLProgram();
  243. loadDefaultGLProgram(p, kShaderType_ETC1ASPositionTextureGray);
  244. _programs.emplace(GLProgram::SHADER_NAME_ETC1AS_POSITION_TEXTURE_GRAY, p);
  245. p = new(std::nothrow) GLProgram();
  246. loadDefaultGLProgram(p, kShaderType_ETC1ASPositionTextureGray_noMVP);
  247. _programs.emplace(GLProgram::SHADER_NAME_ETC1AS_POSITION_TEXTURE_GRAY_NO_MVP, p);
  248. }
  249. void GLProgramCache::reloadDefaultGLPrograms()
  250. {
  251. // reset all programs and reload them
  252. // Position Texture Color shader
  253. GLProgram *p = getGLProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR);
  254. p->reset();
  255. loadDefaultGLProgram(p, kShaderType_PositionTextureColor);
  256. // Position Texture Color without MVP shader
  257. p = getGLProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR_NO_MVP);
  258. p->reset();
  259. loadDefaultGLProgram(p, kShaderType_PositionTextureColor_noMVP);
  260. // Position Texture Color alpha test
  261. p = getGLProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST);
  262. p->reset();
  263. loadDefaultGLProgram(p, kShaderType_PositionTextureColorAlphaTest);
  264. // Position Texture Color alpha test
  265. p = getGLProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST_NO_MV);
  266. p->reset();
  267. loadDefaultGLProgram(p, kShaderType_PositionTextureColorAlphaTestNoMV);
  268. //
  269. // Position, Color shader
  270. //
  271. p = getGLProgram(GLProgram::SHADER_NAME_POSITION_COLOR);
  272. p->reset();
  273. loadDefaultGLProgram(p, kShaderType_PositionColor);
  274. // Position, Color, PointSize shader
  275. p = getGLProgram(GLProgram::SHADER_NAME_POSITION_COLOR_TEXASPOINTSIZE);
  276. p->reset();
  277. loadDefaultGLProgram(p, kShaderType_PositionColorTextureAsPointsize);
  278. //
  279. // Position, Color shader no MVP
  280. //
  281. p = getGLProgram(GLProgram::SHADER_NAME_POSITION_COLOR_NO_MVP);
  282. loadDefaultGLProgram(p, kShaderType_PositionColor_noMVP);
  283. //
  284. // Position Texture shader
  285. //
  286. p = getGLProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE);
  287. p->reset();
  288. loadDefaultGLProgram(p, kShaderType_PositionTexture);
  289. //
  290. // Position, Texture attribs, 1 Color as uniform shader
  291. //
  292. p = getGLProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_U_COLOR);
  293. p->reset();
  294. loadDefaultGLProgram(p, kShaderType_PositionTexture_uColor);
  295. //
  296. // Position Texture A8 Color shader
  297. //
  298. p = getGLProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_A8_COLOR);
  299. p->reset();
  300. loadDefaultGLProgram(p, kShaderType_PositionTextureA8Color);
  301. //
  302. // Position and 1 color passed as a uniform (to simulate glColor4ub )
  303. //
  304. p = getGLProgram(GLProgram::SHADER_NAME_POSITION_U_COLOR);
  305. p->reset();
  306. loadDefaultGLProgram(p, kShaderType_Position_uColor);
  307. //
  308. // Position, Length(TexCoords, Color (used by Draw Node basically )
  309. //
  310. p = getGLProgram(GLProgram::SHADER_NAME_POSITION_LENGTH_TEXTURE_COLOR);
  311. p->reset();
  312. loadDefaultGLProgram(p, kShaderType_PositionLengthTextureColor);
  313. p = getGLProgram(GLProgram::SHADER_NAME_LABEL_DISTANCEFIELD_NORMAL);
  314. p->reset();
  315. loadDefaultGLProgram(p, kShaderType_LabelDistanceFieldNormal);
  316. p = getGLProgram(GLProgram::SHADER_NAME_LABEL_DISTANCEFIELD_GLOW);
  317. p->reset();
  318. loadDefaultGLProgram(p, kShaderType_LabelDistanceFieldGlow);
  319. p = getGLProgram(GLProgram::SHADER_NAME_POSITION_GRAYSCALE);
  320. p->reset();
  321. loadDefaultGLProgram(p, kShaderType_UIGrayScale);
  322. p = getGLProgram(GLProgram::SHADER_NAME_LABEL_NORMAL);
  323. p->reset();
  324. loadDefaultGLProgram(p, kShaderType_LabelNormal);
  325. p = getGLProgram(GLProgram::SHADER_NAME_LABEL_OUTLINE);
  326. p->reset();
  327. loadDefaultGLProgram(p, kShaderType_LabelOutline);
  328. p = getGLProgram(GLProgram::SHADER_3D_POSITION);
  329. p->reset();
  330. loadDefaultGLProgram(p, kShaderType_3DPosition);
  331. p = getGLProgram(GLProgram::SHADER_3D_POSITION_TEXTURE);
  332. p->reset();
  333. loadDefaultGLProgram(p, kShaderType_3DPositionTex);
  334. p = getGLProgram(GLProgram::SHADER_3D_SKINPOSITION_TEXTURE);
  335. p->reset();
  336. loadDefaultGLProgram(p, kShaderType_3DSkinPositionTex);
  337. p = getGLProgram(GLProgram::SHADER_3D_POSITION_NORMAL);
  338. p->reset();
  339. loadDefaultGLProgram(p, kShaderType_3DPositionNormal);
  340. p = getGLProgram(GLProgram::SHADER_3D_POSITION_NORMAL_TEXTURE);
  341. p->reset();
  342. loadDefaultGLProgram(p, kShaderType_3DPositionNormalTex);
  343. p = getGLProgram(GLProgram::SHADER_3D_SKINPOSITION_NORMAL_TEXTURE);
  344. p->reset();
  345. loadDefaultGLProgram(p, kShaderType_3DSkinPositionNormalTex);
  346. p = getGLProgram(GLProgram::SHADER_3D_POSITION_BUMPEDNORMAL_TEXTURE);
  347. p->reset();
  348. loadDefaultGLProgram(p, kShaderType_3DPositionBumpedNormalTex);
  349. p = getGLProgram(GLProgram::SHADER_3D_SKINPOSITION_BUMPEDNORMAL_TEXTURE);
  350. p->reset();
  351. loadDefaultGLProgram(p, kShaderType_3DSkinPositionBumpedNormalTex);
  352. p = getGLProgram(GLProgram::SHADER_3D_PARTICLE_TEXTURE);
  353. p->reset();
  354. loadDefaultGLProgram(p, kShaderType_3DParticleTex);
  355. p = getGLProgram(GLProgram::SHADER_3D_PARTICLE_COLOR);
  356. p->reset();
  357. loadDefaultGLProgram(p, kShaderType_3DParticleColor);
  358. p = getGLProgram(GLProgram::SHADER_3D_SKYBOX);
  359. p->reset();
  360. loadDefaultGLProgram(p, kShaderType_3DSkyBox);
  361. p = getGLProgram(GLProgram::SHADER_3D_TERRAIN);
  362. p->reset();
  363. loadDefaultGLProgram(p, kShaderType_3DTerrain);
  364. p = getGLProgram(GLProgram::SHADER_CAMERA_CLEAR);
  365. p->reset();
  366. loadDefaultGLProgram(p, kShaderType_CameraClear);
  367. // ETC1 ALPHA supports.
  368. p = getGLProgram(GLProgram::SHADER_NAME_ETC1AS_POSITION_TEXTURE_COLOR);
  369. p->reset();
  370. loadDefaultGLProgram(p, kShaderType_ETC1ASPositionTextureColor);
  371. p = getGLProgram(GLProgram::SHADER_NAME_ETC1AS_POSITION_TEXTURE_COLOR_NO_MVP);
  372. p->reset();
  373. loadDefaultGLProgram(p, kShaderType_ETC1ASPositionTextureColor_noMVP);
  374. // ETC1 Gray supports.
  375. p = getGLProgram(GLProgram::SHADER_NAME_ETC1AS_POSITION_TEXTURE_GRAY);
  376. p->reset();
  377. loadDefaultGLProgram(p, kShaderType_ETC1ASPositionTextureGray);
  378. p = getGLProgram(GLProgram::SHADER_NAME_ETC1AS_POSITION_TEXTURE_GRAY_NO_MVP);
  379. p->reset();
  380. loadDefaultGLProgram(p, kShaderType_ETC1ASPositionTextureGray_noMVP);
  381. }
  382. void GLProgramCache::reloadDefaultGLProgramsRelativeToLights()
  383. {
  384. GLProgram *p = getGLProgram(GLProgram::SHADER_3D_POSITION_NORMAL);
  385. p->reset();
  386. loadDefaultGLProgram(p, kShaderType_3DPositionNormal);
  387. p = getGLProgram(GLProgram::SHADER_3D_POSITION_NORMAL_TEXTURE);
  388. p->reset();
  389. loadDefaultGLProgram(p, kShaderType_3DPositionNormalTex);
  390. p = getGLProgram(GLProgram::SHADER_3D_SKINPOSITION_NORMAL_TEXTURE);
  391. p->reset();
  392. loadDefaultGLProgram(p, kShaderType_3DSkinPositionNormalTex);
  393. p = getGLProgram(GLProgram::SHADER_3D_POSITION_BUMPEDNORMAL_TEXTURE);
  394. p->reset();
  395. loadDefaultGLProgram(p, kShaderType_3DPositionBumpedNormalTex);
  396. p = getGLProgram(GLProgram::SHADER_3D_SKINPOSITION_BUMPEDNORMAL_TEXTURE);
  397. p->reset();
  398. loadDefaultGLProgram(p, kShaderType_3DSkinPositionBumpedNormalTex);
  399. }
  400. void GLProgramCache::loadDefaultGLProgram(GLProgram *p, int type)
  401. {
  402. switch (type) {
  403. case kShaderType_PositionTextureColor:
  404. p->initWithByteArrays(ccPositionTextureColor_vert, ccPositionTextureColor_frag);
  405. break;
  406. case kShaderType_PositionTextureColor_noMVP:
  407. p->initWithByteArrays(ccPositionTextureColor_noMVP_vert, ccPositionTextureColor_noMVP_frag);
  408. break;
  409. case kShaderType_PositionTextureColorAlphaTest:
  410. p->initWithByteArrays(ccPositionTextureColor_vert, ccPositionTextureColorAlphaTest_frag);
  411. break;
  412. case kShaderType_PositionTextureColorAlphaTestNoMV:
  413. p->initWithByteArrays(ccPositionTextureColor_noMVP_vert, ccPositionTextureColorAlphaTest_frag);
  414. break;
  415. case kShaderType_PositionColor:
  416. p->initWithByteArrays(ccPositionColor_vert ,ccPositionColor_frag);
  417. break;
  418. case kShaderType_PositionColorTextureAsPointsize:
  419. p->initWithByteArrays(ccPositionColorTextureAsPointsize_vert ,ccPositionColor_frag);
  420. break;
  421. case kShaderType_PositionColor_noMVP:
  422. p->initWithByteArrays(ccPositionTextureColor_noMVP_vert ,ccPositionColor_frag);
  423. break;
  424. case kShaderType_PositionTexture:
  425. p->initWithByteArrays(ccPositionTexture_vert ,ccPositionTexture_frag);
  426. break;
  427. case kShaderType_PositionTexture_uColor:
  428. p->initWithByteArrays(ccPositionTexture_uColor_vert, ccPositionTexture_uColor_frag);
  429. break;
  430. case kShaderType_PositionTextureA8Color:
  431. p->initWithByteArrays(ccPositionTextureA8Color_vert, ccPositionTextureA8Color_frag);
  432. break;
  433. case kShaderType_Position_uColor:
  434. p->initWithByteArrays(ccPosition_uColor_vert, ccPosition_uColor_frag);
  435. p->bindAttribLocation("aVertex", GLProgram::VERTEX_ATTRIB_POSITION);
  436. break;
  437. case kShaderType_PositionLengthTextureColor:
  438. p->initWithByteArrays(ccPositionColorLengthTexture_vert, ccPositionColorLengthTexture_frag);
  439. break;
  440. case kShaderType_LabelDistanceFieldNormal:
  441. p->initWithByteArrays(ccLabel_vert, ccLabelDistanceFieldNormal_frag);
  442. break;
  443. case kShaderType_LabelDistanceFieldGlow:
  444. p->initWithByteArrays(ccLabel_vert, ccLabelDistanceFieldGlow_frag);
  445. break;
  446. case kShaderType_UIGrayScale:
  447. p->initWithByteArrays(ccPositionTextureColor_noMVP_vert,
  448. ccPositionTexture_GrayScale_frag);
  449. break;
  450. case kShaderType_LabelNormal:
  451. p->initWithByteArrays(ccLabel_vert, ccLabelNormal_frag);
  452. break;
  453. case kShaderType_LabelOutline:
  454. p->initWithByteArrays(ccLabel_vert, ccLabelOutline_frag);
  455. break;
  456. case kShaderType_3DPosition:
  457. p->initWithByteArrays(cc3D_PositionTex_vert, cc3D_Color_frag);
  458. break;
  459. case kShaderType_3DPositionTex:
  460. p->initWithByteArrays(cc3D_PositionTex_vert, cc3D_ColorTex_frag);
  461. break;
  462. case kShaderType_3DSkinPositionTex:
  463. p->initWithByteArrays(cc3D_SkinPositionTex_vert, cc3D_ColorTex_frag);
  464. break;
  465. case kShaderType_3DPositionNormal:
  466. {
  467. std::string def = getShaderMacrosForLight();
  468. p->initWithByteArrays((def + std::string(cc3D_PositionNormalTex_vert)).c_str(), (def + std::string(cc3D_ColorNormal_frag)).c_str());
  469. }
  470. break;
  471. case kShaderType_3DPositionNormalTex:
  472. {
  473. std::string def = getShaderMacrosForLight();
  474. p->initWithByteArrays((def + std::string(cc3D_PositionNormalTex_vert)).c_str(), (def + std::string(cc3D_ColorNormalTex_frag)).c_str());
  475. }
  476. break;
  477. case kShaderType_3DSkinPositionNormalTex:
  478. {
  479. std::string def = getShaderMacrosForLight();
  480. p->initWithByteArrays((def + std::string(cc3D_SkinPositionNormalTex_vert)).c_str(), (def + std::string(cc3D_ColorNormalTex_frag)).c_str());
  481. }
  482. break;
  483. case kShaderType_3DPositionBumpedNormalTex:
  484. {
  485. std::string def = getShaderMacrosForLight();
  486. std::string normalMapDef = "\n#define USE_NORMAL_MAPPING 1 \n";
  487. p->initWithByteArrays((def + normalMapDef + std::string(cc3D_PositionNormalTex_vert)).c_str(), (def + normalMapDef + std::string(cc3D_ColorNormalTex_frag)).c_str());
  488. }
  489. break;
  490. case kShaderType_3DSkinPositionBumpedNormalTex:
  491. {
  492. std::string def = getShaderMacrosForLight();
  493. std::string normalMapDef = "\n#define USE_NORMAL_MAPPING 1 \n";
  494. p->initWithByteArrays((def + normalMapDef + std::string(cc3D_SkinPositionNormalTex_vert)).c_str(), (def + normalMapDef + std::string(cc3D_ColorNormalTex_frag)).c_str());
  495. }
  496. break;
  497. case kShaderType_3DParticleTex:
  498. {
  499. p->initWithByteArrays(cc3D_Particle_vert, cc3D_Particle_tex_frag);
  500. }
  501. break;
  502. case kShaderType_3DParticleColor:
  503. p->initWithByteArrays(cc3D_Particle_vert, cc3D_Particle_color_frag);
  504. break;
  505. case kShaderType_3DSkyBox:
  506. p->initWithByteArrays(cc3D_Skybox_vert, cc3D_Skybox_frag);
  507. break;
  508. case kShaderType_3DTerrain:
  509. p->initWithByteArrays(cc3D_Terrain_vert, cc3D_Terrain_frag);
  510. break;
  511. case kShaderType_CameraClear:
  512. p->initWithByteArrays(ccCameraClearVert, ccCameraClearFrag);
  513. break;
  514. /// ETC1 ALPHA supports.
  515. case kShaderType_ETC1ASPositionTextureColor:
  516. p->initWithByteArrays(ccPositionTextureColor_vert, ccETC1ASPositionTextureColor_frag);
  517. break;
  518. case kShaderType_ETC1ASPositionTextureColor_noMVP:
  519. p->initWithByteArrays(ccPositionTextureColor_noMVP_vert, ccETC1ASPositionTextureColor_frag);
  520. break;
  521. /// ETC1 GRAY supports.
  522. case kShaderType_ETC1ASPositionTextureGray:
  523. p->initWithByteArrays(ccPositionTextureColor_vert, ccETC1ASPositionTextureGray_frag);
  524. break;
  525. case kShaderType_ETC1ASPositionTextureGray_noMVP:
  526. p->initWithByteArrays(ccPositionTextureColor_noMVP_vert, ccETC1ASPositionTextureGray_frag);
  527. break;
  528. default:
  529. CCLOG("cocos2d: %s:%d, error shader type", __FUNCTION__, __LINE__);
  530. return;
  531. }
  532. p->link();
  533. p->updateUniforms();
  534. CHECK_GL_ERROR_DEBUG();
  535. }
  536. GLProgram* GLProgramCache::getGLProgram(const std::string &key)
  537. {
  538. auto it = _programs.find(key);
  539. if( it != _programs.end() )
  540. return it->second;
  541. return nullptr;
  542. }
  543. void GLProgramCache::addGLProgram(GLProgram* program, const std::string &key)
  544. {
  545. // release old one
  546. auto prev = getGLProgram(key);
  547. if( prev == program )
  548. return;
  549. _programs.erase(key);
  550. CC_SAFE_RELEASE_NULL(prev);
  551. if (program)
  552. program->retain();
  553. _programs[key] = program;
  554. }
  555. std::string GLProgramCache::getShaderMacrosForLight() const
  556. {
  557. GLchar def[256];
  558. auto conf = Configuration::getInstance();
  559. snprintf(def, sizeof(def)-1, "\n#define MAX_DIRECTIONAL_LIGHT_NUM %d \n"
  560. "\n#define MAX_POINT_LIGHT_NUM %d \n"
  561. "\n#define MAX_SPOT_LIGHT_NUM %d \n",
  562. conf->getMaxSupportDirLightInShader(),
  563. conf->getMaxSupportPointLightInShader(),
  564. conf->getMaxSupportSpotLightInShader());
  565. return std::string(def);
  566. }
  567. NS_CC_END