mirror of
https://github.com/smallmain/cocos-enhance-kit.git
synced 2025-01-14 23:11:06 +00:00
286 lines
8.3 KiB
C++
286 lines
8.3 KiB
C++
/****************************************************************************
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Copyright (c) 2018 Xiamen Yaji Software Co., Ltd.
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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 NO 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 "Assembler.hpp"
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#include "../NodeProxy.hpp"
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#include "../ModelBatcher.hpp"
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#include "../MeshBuffer.hpp"
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#include "../../renderer/Scene.h"
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#include "math/CCMath.h"
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#include "cocos/scripting/js-bindings/jswrapper/SeApi.h"
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#include "cocos/scripting/js-bindings/manual/jsb_conversions.hpp"
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#include "cocos/scripting/js-bindings/auto/jsb_renderer_auto.hpp"
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#include "../RenderFlow.hpp"
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RENDERER_BEGIN
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Assembler::IARenderData::IARenderData()
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{
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}
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Assembler::IARenderData::IARenderData(const IARenderData& o)
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{
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meshIndex = o.meshIndex;
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verticesStart = o.verticesStart;
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verticesCount = o.verticesCount;
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indicesStart = o.indicesStart;
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indicesCount = o.indicesCount;
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setEffect(o.getEffect());
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}
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Assembler::IARenderData::~IARenderData()
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{
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CC_SAFE_RELEASE(_effect);
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}
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void Assembler::IARenderData::setEffect(EffectVariant* effect)
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{
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if (effect == _effect) return;
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CC_SAFE_RELEASE(_effect);
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_effect = effect;
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CC_SAFE_RETAIN(_effect);
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}
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EffectVariant* Assembler::IARenderData::getEffect() const
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{
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return _effect;
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}
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Assembler::Assembler()
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{
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}
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Assembler::~Assembler()
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{
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CC_SAFE_RELEASE_NULL(_datas);
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CC_SAFE_RELEASE(_vfmt);
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}
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void Assembler::updateMeshIndex(std::size_t iaIndex, int meshIndex)
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{
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if (iaIndex >= _iaDatas.size())
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{
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_iaDatas.resize(iaIndex + 1);
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}
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IARenderData& ia = _iaDatas[iaIndex];
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ia.meshIndex = meshIndex;
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}
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void Assembler::updateIndicesRange(std::size_t iaIndex, int start, int count)
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{
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if (iaIndex >= _iaDatas.size())
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{
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_iaDatas.resize(iaIndex + 1);
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}
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IARenderData& ia = _iaDatas[iaIndex];
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ia.indicesStart = start;
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ia.indicesCount = count;
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}
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void Assembler::updateVerticesRange(std::size_t iaIndex, int start, int count)
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{
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if (iaIndex >= _iaDatas.size())
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{
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_iaDatas.resize(iaIndex + 1);
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}
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IARenderData& ia = _iaDatas[iaIndex];
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ia.verticesStart = start;
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ia.verticesCount = count;
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enableDirty(AssemblerBase::VERTICES_OPACITY_CHANGED);
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}
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void Assembler::updateEffect(std::size_t iaIndex, EffectVariant* effect)
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{
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if (iaIndex >= _iaDatas.size())
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{
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_iaDatas.resize(iaIndex + 1);
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}
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IARenderData& ia = _iaDatas[iaIndex];
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ia.setEffect(effect);
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}
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void Assembler::reset()
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{
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_iaDatas.clear();
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}
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void Assembler::handle(NodeProxy *node, ModelBatcher* batcher, Scene* scene)
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{
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batcher->commit(node, this, node->getCullingMask());
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}
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void Assembler::fillBuffers(NodeProxy* node, ModelBatcher* batcher, std::size_t index)
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{
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if(!_datas || !_vfmt)
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{
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return;
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}
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MeshBuffer* buffer = batcher->getBuffer(_vfmt);
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const IARenderData& ia = _iaDatas[index];
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std::size_t meshIndex = ia.meshIndex >= 0 ? ia.meshIndex : index;
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RenderData* data = _datas->getRenderData(meshIndex);
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if (!data)
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{
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return;
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}
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CCASSERT(data->getVBytes() % _bytesPerVertex == 0, "Assembler::fillBuffers vertices data doesn't follow vertex format");
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uint32_t vertexCount = ia.verticesCount >= 0 ? (uint32_t)ia.verticesCount : (uint32_t)data->getVBytes() / _bytesPerVertex;
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uint32_t indexCount = ia.indicesCount >= 0 ? (uint32_t)ia.indicesCount : (uint32_t)data->getIBytes() / sizeof(unsigned short);
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uint32_t vertexStart = (uint32_t)ia.verticesStart;
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// must retrieve offset before request
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auto& bufferOffset = buffer->request(vertexCount, indexCount);
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uint32_t vBufferOffset = bufferOffset.vByte / sizeof(float);
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uint32_t indexId = bufferOffset.index;
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uint32_t vertexId = bufferOffset.vertex;
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uint32_t vertexOffset = vertexId - vertexStart;
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uint32_t num = _vfPos->num;
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float* worldVerts = buffer->vData + vBufferOffset;
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memcpy(worldVerts, data->getVertices() + vertexStart * _bytesPerVertex, vertexCount * _bytesPerVertex);
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// Calculate vertices world positions
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if (!_useModel && !_ignoreWorldMatrix)
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{
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size_t dataPerVertex = _bytesPerVertex / sizeof(float);
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float* ptrPos = worldVerts + _posOffset;
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auto& worldMat = node->getWorldMatrix();
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switch (num) {
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// Vertex is X Y Z Format
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case 3:
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for (uint32_t i = 0; i < vertexCount; ++i)
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{
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((cocos2d::Vec3*)ptrPos)->transformMat4(*((cocos2d::Vec3*)ptrPos), worldMat);
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ptrPos += dataPerVertex;
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}
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break;
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// Vertex is X Y Format
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case 2:
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for (uint32_t i = 0; i < vertexCount; ++i)
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{
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float z = ptrPos[2];
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ptrPos[2] = 0;
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worldMat.transformPoint((cocos2d::Vec3*)ptrPos);
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ptrPos[2] = z;
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ptrPos += dataPerVertex;
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}
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break;
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}
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}
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// Copy index buffer with vertex offset
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uint16_t* indices = (uint16_t*)data->getIndices();
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uint16_t* dst = buffer->iData;
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for (auto i = 0, j = ia.indicesStart; i < indexCount; ++i, ++j)
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{
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dst[indexId++] = vertexOffset + indices[j];
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}
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}
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void Assembler::setVertexFormat(VertexFormat* vfmt)
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{
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if (_vfmt == vfmt) return;
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CC_SAFE_RETAIN(vfmt);
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CC_SAFE_RELEASE(_vfmt);
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_vfmt = vfmt;
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if (_vfmt)
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{
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_bytesPerVertex = _vfmt->getBytes();
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_vfPos = _vfmt->getElement(ATTRIB_NAME_POSITION_HASH);
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_posOffset = _vfPos->offset / 4;
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_vfColor = _vfmt->getElement(ATTRIB_NAME_COLOR_HASH);
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if (_vfColor != nullptr)
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{
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_alphaOffset = _vfColor->offset + 3;
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}
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}
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}
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void Assembler::setRenderDataList(RenderDataList* datas)
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{
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if (_datas == datas) return;
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CC_SAFE_RELEASE(_datas);
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_datas = datas;
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CC_SAFE_RETAIN(_datas);
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}
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void Assembler::updateOpacity(std::size_t index, uint8_t opacity)
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{
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// has no color info in vertex buffer
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if(!_vfColor || !_datas || !_vfmt)
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{
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return;
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}
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const IARenderData& ia = _iaDatas[index];
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std::size_t meshIndex = ia.meshIndex >= 0 ? ia.meshIndex : index;
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RenderData* data = _datas->getRenderData(meshIndex);
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if (!data)
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{
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return;
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}
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CCASSERT(data->getVBytes() % _bytesPerVertex == 0, "Assembler::updateOpacity vertices data doesn't follow vertex format");
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uint32_t vertexCount = (uint32_t)data->getVBytes() / _bytesPerVertex;
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size_t dataPerVertex = _bytesPerVertex / sizeof(uint8_t);
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uint8_t* ptrAlpha = (uint8_t*)data->getVertices() + _alphaOffset;
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const Vector<Pass*>& passes = ia.getEffect()->getPasses();
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if (passes.at(0)->getBlendSrc() == BlendFactor::ONE)
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{
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float alpha = opacity / 255.0;
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for (uint32_t i = 0; i < vertexCount; ++i)
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{
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*(ptrAlpha-1) *= alpha;
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*(ptrAlpha-2) *= alpha;
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*(ptrAlpha-3) *= alpha;
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*ptrAlpha = opacity;
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ptrAlpha += dataPerVertex;
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}
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}
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else
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{
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for (uint32_t i = 0; i < vertexCount; ++i)
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{
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*ptrAlpha = opacity;
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ptrAlpha += dataPerVertex;
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}
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}
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*_dirty &= ~VERTICES_OPACITY_CHANGED;
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}
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RENDERER_END
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