cocos Uniforms值的赋值
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cocos Uniforms值的赋值 举个void Renderer::drawBatchedTriangles()的渲染: //Start drawing verties in batch for(const auto& cmd : _batchedCommands) { auto newMaterialID = cmd->getMaterialID(); if(_lastMaterialID != newMaterialID || newMaterialID == MATERIAL_ID_DO_NOT_BATCH) { //Draw quads if(indexToDraw > 0) { //使用前面绑定的定点数据,绘制图元 glDrawElements(GL_TRIANGLES, (GLsizei) indexToDraw, GL_UNSIGNED_SHORT, (GLvoid*) (startIndex*sizeof(_indices[0])) ); _drawnBatches++; _drawnVertices += indexToDraw; startIndex += indexToDraw; indexToDraw = 0; } //Use new material //这个函数内部就是对Uniforms赋值 cmd->useMaterial(); _lastMaterialID = newMaterialID; } indexToDraw += cmd->getIndexCount(); } 2、 void TrianglesCommand::useMaterial() const { //Set texture //设置纹理 GL::bindTexture2D(_textureID); //set blend mode GL::blendFunc(_blendType.src, _blendType.dst); _glProgramState->apply(_mv); } 3、 void GLProgramState::apply(const Mat4& modelView) { //设置cocos内置的Uniforms值 applyGLProgram(modelView); //一般用不到 applyAttributes(); //设置用户自定义的Uniforms值,当然也可以通过其他方式直接设置 applyUniforms(); } 4、 这个函数就是真正的设置Uniform的值 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()); }
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