【cocos2d-x 2.x 学习与应用总结】11: 理解CCGLProgram

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前言

本文介绍了cocos2d-x中CCGLProgram这个类, 这篇文章假设读者已经了解OpenGL ES程序的基本渲染流程:顶点和片段着色器的源代码的编写、着色器的创建、program的创建、源代码绑定、编译、链接、OpenGL客户端-服务端传值等。CCGLProgram这个类正是对OpenGL ES渲染流程中涉及到着色器的编译、链接、传值等部分的抽象。

本文先总起介绍CCGLProgram所做的工作,然后分析其源代码中的关键实现,最后给出CCGLProgram的使用实例。

总体上认识CCGLProgram

CCGLProgram, 人如其名,它是一个OpenGL Program,通过一个顶点着色器和一个片段着色器代码(对于不支持shader即时编译功能的显卡,传入编译好的二进制着色器数据)来创建一个CCGLProgram.

CCGLProgram内部做下面这些工作:

  • compileShader方法,内部调用glCreateShader, glShaderSource, glCompileShader等OpenGL API创建建顶点和片段着色器, 并编译

  • 调用glCreateProgram等OpenGL API完成program创建

  • link方法调用glLinkProgram完成program的链接

  • use方法调用glUseProgram以启用program

  • 定义了8个预定义的uniform,

#define kCCUniformPMatrix_s             "CC_PMatrix"#define kCCUniformMVMatrix_s            "CC_MVMatrix"#define kCCUniformMVPMatrix_s           "CC_MVPMatrix"#define kCCUniformTime_s                "CC_Time"#define kCCUniformSinTime_s             "CC_SinTime"#define kCCUniformCosTime_s             "CC_CosTime"#define kCCUniformRandom01_s            "CC_Random01"#define kCCUniformSampler_s             "CC_Texture0"#define kCCUniformAlphaTestValue        "CC_alpha_value"
  • updateUniforms方法,完成预定义的8个uniform的绑定

  • setUniformsForBuiltins方法完成在绘制开始时,给预定义的uniform的传值工作

  • setUniformLocationWith_<n>_[fiv]系列方法完成客户端数值上传到OpenGL服务器

  • 使用一个哈希表m_pHashForUniforms作为缓存,保存每一个uniform的值,如果不发生变化就不会重复上传该uniform的值到OpenGL服务器

CCGLProgram关键代码分析

成员变量

GLuint                      m_uProgram;                     // 着色器程序,glCreateProgram()的返回值GLuint                      m_uVertShader;                  // 顶点着色器,glCreateShader(GL_VERTEX_SHADER)返回值GLuint                      m_uFragShader;                  // 片段着色器,glCreateShader(GL_FRAGMENT_SHADER)返回值GLint                       m_uUniforms[kCCUniform_MAX];    // 预定以的8个uniform常量struct _hashUniformEntry*   m_pHashForUniforms;             // 着色器程序中uniform常量的缓存bool                        m_bUsesTime;                    // 是否在着色器程序中使用时间bool                        m_hasShaderCompiler;            // GPU是否支持online compile,即是否有shader的编译功能

构造类方法

// 1. 使用字节数组来初始化bool initWithVertexShaderByteArray(const GLchar* vShaderByteArray, const GLchar* fShaderByteArray);// 2. 使用两个着色器文件名字来初始化bool initWithVertexShaderFilename(const char* vShaderFilename, const char* fShaderFilename);// 3. 在不支持即时编译的平台上,使用预编译的shader字节数组来初始化  #if (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT) || (CC_TARGET_PLATFORM == CC_PLATFORM_WP8)    /** Initializes the CCGLProgram with precompiled shader program */    bool initWithPrecompiledProgramByteArray(const GLchar* vShaderByteArray, const GLchar* fShaderByteArray);#endif

我还没搞过预编译的shader,主要来说说前两种初始化方法的实现:

// 使用文件名的初始化方式内部调用了第一种初始化方式。bool CCGLProgram::initWithVertexShaderFilename(const char* vShaderFilename, const char* fShaderFilename){    const GLchar * vertexSource = (GLchar*) CCString::createWithContentsOfFile(CCFileUtils::sharedFileUtils()->fullPathForFilename(vShaderFilename).c_str())->getCString();    const GLchar * fragmentSource = (GLchar*) CCString::createWithContentsOfFile(CCFileUtils::sharedFileUtils()->fullPathForFilename(fShaderFilename).c_str())->getCString();    return initWithVertexShaderByteArray(vertexSource, fragmentSource);}bool CCGLProgram::initWithVertexShaderByteArray(const GLchar* vShaderByteArray, const GLchar* fShaderByteArray){    // 在不支持即时编译的平台使用initWithPrecompiledProgramByteArray方法。#if (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT) || (CC_TARGET_PLATFORM == CC_PLATFORM_WP8)    GLboolean hasCompiler = false;    glGetBooleanv(GL_SHADER_COMPILER, &hasCompiler);    m_hasShaderCompiler = (hasCompiler == GL_TRUE);    if(!m_hasShaderCompiler)    {        return initWithPrecompiledProgramByteArray(vShaderByteArray,fShaderByteArray);    }#endif    // 创建program    m_uProgram = glCreateProgram();    CHECK_GL_ERROR_DEBUG();    m_uVertShader = m_uFragShader = 0;    if (vShaderByteArray)    {        // 创建并编译顶点着色器        if (!compileShader(&m_uVertShader, GL_VERTEX_SHADER, vShaderByteArray))        {            CCLOG("cocos2d: ERROR: Failed to compile vertex shader");            return false;       }    }    // Create and compile fragment shader    if (fShaderByteArray)    {        // 创建并编译片段着色器        if (!compileShader(&m_uFragShader, GL_FRAGMENT_SHADER, fShaderByteArray))        {            CCLOG("cocos2d: ERROR: Failed to compile fragment shader");            return false;        }    }    if (m_uVertShader)    {        // 顶点着色器关联到program        glAttachShader(m_uProgram, m_uVertShader);    }    CHECK_GL_ERROR_DEBUG();    if (m_uFragShader)    {        // 片段着色器关联到program        glAttachShader(m_uProgram, m_uFragShader);    }    m_pHashForUniforms = NULL;    CHECK_GL_ERROR_DEBUG();#if (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)    m_shaderId = CCPrecompiledShaders::sharedPrecompiledShaders()->addShaders(vShaderByteArray, fShaderByteArray);#endif    return true;}

辅助类方法

1. 着色器的编译

bool CCGLProgram::compileShader(GLuint * shader, GLenum type, const GLchar* source){    GLint status;    if (!source)    {        return false;    }    // 为着色器添加全局的uniform常量    const GLchar *sources[] = {#if (CC_TARGET_PLATFORM != CC_PLATFORM_WIN32 && CC_TARGET_PLATFORM != CC_PLATFORM_LINUX && CC_TARGET_PLATFORM != CC_PLATFORM_MAC)        (type == GL_VERTEX_SHADER ? "precision highp float;\n" : "precision mediump float;\n"),#endif        "uniform mat4 CC_PMatrix;\n"        "uniform mat4 CC_MVMatrix;\n"        "uniform mat4 CC_MVPMatrix;\n"        "uniform vec4 CC_Time;\n"        "uniform vec4 CC_SinTime;\n"        "uniform vec4 CC_CosTime;\n"        "uniform vec4 CC_Random01;\n"        "//CC INCLUDES END\n\n",        source,    };    // 创建shader, 上传源码,编译    *shader = glCreateShader(type);    glShaderSource(*shader, sizeof(sources)/sizeof(*sources), sources, NULL);    glCompileShader(*shader);    glGetShaderiv(*shader, GL_COMPILE_STATUS, &status);    if (! status)    {        GLsizei length;        glGetShaderiv(*shader, GL_SHADER_SOURCE_LENGTH, &length);        GLchar* src = (GLchar *)malloc(sizeof(GLchar) * length);        glGetShaderSource(*shader, length, NULL, src);        CCLOG("cocos2d: ERROR: Failed to compile shader:\n%s", src);        if (type == GL_VERTEX_SHADER)        {            CCLOG("cocos2d: %s", vertexShaderLog());        }        else        {            CCLOG("cocos2d: %s", fragmentShaderLog());        }        free(src);#if (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)        return false;#else        abort();#endif    }    return (status == GL_TRUE);}

2. 链接程序

bool CCGLProgram::link(){    CCAssert(m_uProgram != 0, "Cannot link invalid program");#if (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT) || (CC_TARGET_PLATFORM == CC_PLATFORM_WP8)    if(!m_hasShaderCompiler)    {        // precompiled shader program is already linked        return true;    }#endif    GLint status = GL_TRUE;    // 链接    glLinkProgram(m_uProgram);    // 删除掉两个着色器程序,     if (m_uVertShader)    {        glDeleteShader(m_uVertShader);    }    if (m_uFragShader)    {        glDeleteShader(m_uFragShader);    }    // 这里对应了CCGLProgram的析构函数里的两个assert,在析构CCGLProgram的时候,不需要删除着色器程序了    m_uVertShader = m_uFragShader = 0;#if DEBUG || (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT) || (CC_TARGET_PLATFORM == CC_PLATFORM_WP8)    glGetProgramiv(m_uProgram, GL_LINK_STATUS, &status);    // 如果链接失败,删除program    if (status == GL_FALSE)    {        CCLOG("cocos2d: ERROR: Failed to link program: %i", m_uProgram);        ccGLDeleteProgram(m_uProgram);        m_uProgram = 0;    }#endif#if (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)    if (status == GL_TRUE)    {        CCPrecompiledShaders::sharedPrecompiledShaders()->addProgram(m_uProgram, m_shaderId);    }#endif    return (status == GL_TRUE);}

3. use.

在进行绘制之前进行调用

void CCGLProgram::use(){    ccGLUseProgram(m_uProgram);}

4. uniform缓存检查, 返回false代表不要更新uniform的值

bool CCGLProgram::updateUniformLocation(GLint location, GLvoid* data, unsigned int bytes){    if (location < 0)    {        return false;    }    bool updated = true;    tHashUniformEntry *element = NULL;    HASH_FIND_INT(m_pHashForUniforms, &location, element);    if (! element)    {        element = (tHashUniformEntry*)malloc( sizeof(*element) );        // key        element->location = location;        // value        element->value = malloc( bytes );        memcpy(element->value, data, bytes );        HASH_ADD_INT(m_pHashForUniforms, location, element);    }    else    {        if (memcmp(element->value, data, bytes) == 0)        {            updated = false;        }        else        {            memcpy(element->value, data, bytes);        }    }    return updated;}

5. log函数

// 顶点着色器的logconst char* CCGLProgram::vertexShaderLog(){    return this->logForOpenGLObject(m_uVertShader, (GLInfoFunction)&glGetShaderiv, (GLLogFunction)&glGetShaderInfoLog);}// 片段着色器的logconst char* CCGLProgram::fragmentShaderLog(){    return this->logForOpenGLObject(m_uFragShader, (GLInfoFunction)&glGetShaderiv, (GLLogFunction)&glGetShaderInfoLog);}// program的logconst char* CCGLProgram::programLog(){    return this->logForOpenGLObject(m_uProgram, (GLInfoFunction)&glGetProgramiv, (GLLogFunction)&glGetProgramInfoLog);}

绘制过程相关

1. 预定义的8个uniform的赋值

void CCGLProgram::setUniformsForBuiltins(){    kmMat4 matrixP;    kmMat4 matrixMV;    kmMat4 matrixMVP;    kmGLGetMatrix(KM_GL_PROJECTION, &matrixP);    kmGLGetMatrix(KM_GL_MODELVIEW, &matrixMV);    kmMat4Multiply(&matrixMVP, &matrixP, &matrixMV);    // 给投影矩阵传值    setUniformLocationWithMatrix4fv(m_uUniforms[kCCUniformPMatrix], matrixP.mat, 1);    setUniformLocationWithMatrix4fv(m_uUniforms[kCCUniformMVMatrix], matrixMV.mat, 1);    setUniformLocationWithMatrix4fv(m_uUniforms[kCCUniformMVPMatrix], matrixMVP.mat, 1);    // 如果使用time,给time uniform传值    if(m_bUsesTime)    {        CCDirector *director = CCDirector::sharedDirector();        // 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(m_uUniforms[kCCUniformTime], time/10.0, time, time*2, time*4);        setUniformLocationWith4f(m_uUniforms[kCCUniformSinTime], time/8.0, time/4.0, time/2.0, sinf(time));        setUniformLocationWith4f(m_uUniforms[kCCUniformCosTime], time/8.0, time/4.0, time/2.0, cosf(time));    }    // 随机数    if (m_uUniforms[kCCUniformRandom01] != -1)    {        setUniformLocationWith4f(m_uUniforms[kCCUniformRandom01], CCRANDOM_0_1(), CCRANDOM_0_1(), CCRANDOM_0_1(), CCRANDOM_0_1());    }}

2. 更新uniform的位置。在创建完program,并且在使用其进行绘制之前,调用此函数来绑定shader中预定义的8个uniform常量

void CCGLProgram::updateUniforms(){    m_uUniforms[kCCUniformPMatrix] = glGetUniformLocation(m_uProgram, kCCUniformPMatrix_s);    m_uUniforms[kCCUniformMVMatrix] = glGetUniformLocation(m_uProgram, kCCUniformMVMatrix_s);    m_uUniforms[kCCUniformMVPMatrix] = glGetUniformLocation(m_uProgram, kCCUniformMVPMatrix_s);    m_uUniforms[kCCUniformTime] = glGetUniformLocation(m_uProgram, kCCUniformTime_s);    m_uUniforms[kCCUniformSinTime] = glGetUniformLocation(m_uProgram, kCCUniformSinTime_s);    m_uUniforms[kCCUniformCosTime] = glGetUniformLocation(m_uProgram, kCCUniformCosTime_s);    m_bUsesTime = (                 m_uUniforms[kCCUniformTime] != -1 ||                 m_uUniforms[kCCUniformSinTime] != -1 ||                 m_uUniforms[kCCUniformCosTime] != -1                 );    m_uUniforms[kCCUniformRandom01] = glGetUniformLocation(m_uProgram, kCCUniformRandom01_s);    m_uUniforms[kCCUniformSampler] = glGetUniformLocation(m_uProgram, kCCUniformSampler_s);    this->use();    // Since sample most probably won't change, set it to 0 now.    this->setUniformLocationWith1i(m_uUniforms[kCCUniformSampler], 0);}

3. 绑定属性变量

void CCGLProgram::addAttribute(const char* attributeName, GLuint index){    glBindAttribLocation(m_uProgram, index, attributeName);}

4. 上传uniform值

这类函数都是以 setUniformLocationWith开头,先检查uniform缓存,再决定是否需要上传新的uniform值。

void CCGLProgram::setUniformLocationWith1f(GLint location, GLfloat f1){    bool updated =  updateUniformLocation(location, &f1, sizeof(f1)*1);    if( updated )    {        glUniform1f( (GLint)location, f1);    }}void CCGLProgram::setUniformLocationWith2f(GLint location, GLfloat f1, GLfloat f2){    GLfloat floats[2] = {f1,f2};    bool updated =  updateUniformLocation(location, floats, sizeof(floats));    if( updated )    {        glUniform2f( (GLint)location, f1, f2);    }}void CCGLProgram::setUniformLocationWith3f(GLint location, GLfloat f1, GLfloat f2, GLfloat f3){    GLfloat floats[3] = {f1,f2,f3};    bool updated =  updateUniformLocation(location, floats, sizeof(floats));    if( updated )    {        glUniform3f( (GLint)location, f1, f2, f3);    }}// ...... 还有很多这种函数,不再列举。

CCGLProgram使用实例

在cocos引擎自身中,有一个类对CCGLProgram用的最多,它就是:CCShaderCache

从名字就能知道,这个类专门就是用来缓存shader的,这个shader就是CCGLProgram类型的对象实例。

在第一次获取CCShaderCache这个单例类的示例的时候,会调用下面这个方法:loadDefaultShader(), 它会往字典里存放一些预定以的shader program。

void CCShaderCache::loadDefaultShaders(){    // Position Texture Color shader    CCGLProgram *p = new CCGLProgram();                             // 创建一个CCGLProgram对象    loadDefaultShader(p, kCCShaderType_PositionTextureColor);       // 初始化program    m_pPrograms->setObject(p, kCCShader_PositionTextureColor);      // 放入字典    p->release();                                                   // 仅在字典里维持一个引用计数    // 下面省略了其他的默认shader program的创建过程    // Position Texture Color alpha test    //    // Position, Color shader    //    //    // Position Texture shader    //    //    // Position, Texture attribs, 1 Color as uniform shader    //    //    // Position Texture A8 Color shader    //    //    // Position and 1 color passed as a uniform (to simulate glColor4ub )    //    //    // Position, Legth(TexCoords, Color (used by Draw Node basically )    //    //    // ControlSwitch    //}// 下面是初始化CCGLProgram的过程void CCShaderCache::loadDefaultShader(CCGLProgram *p, int type){    switch (type) {        case kCCShaderType_PositionTextureColor:            // 使用自带的shader源代码来初始化program.            p->initWithVertexShaderByteArray(ccPositionTextureColor_vert, ccPositionTextureColor_frag);            // 绑定三个顶点属性, 三个顶点属性分别对应顶点着色器中的三个attribute            /*                attribute vec4 a_position;                                          attribute vec2 a_texCoord;                                          attribute vec4 a_color;                                             #ifdef GL_ES                                                        varying lowp vec4 v_fragmentColor;                                  varying mediump vec2 v_texCoord;                                    #else                                                               varying vec4 v_fragmentColor;                                       varying vec2 v_texCoord;                                            #endif                                                              void main()                                                         {                                                                       gl_Position = CC_MVPMatrix * a_position;                            v_fragmentColor = a_color;                                          v_texCoord = a_texCoord;                                        }                                                               */            p->addAttribute(kCCAttributeNamePosition, kCCVertexAttrib_Position);            p->addAttribute(kCCAttributeNameColor, kCCVertexAttrib_Color);            p->addAttribute(kCCAttributeNameTexCoord, kCCVertexAttrib_TexCoords);            break;        // 省略了其他默认shader的初始化过程        case kCCShaderType_PositionTextureColorAlphaTest:        case kCCShaderType_PositionColor:          case kCCShaderType_PositionTexture:        case kCCShaderType_PositionTexture_uColor:        case kCCShaderType_PositionTextureA8Color:        case kCCShaderType_Position_uColor:        case kCCShaderType_PositionLengthTexureColor:        case kCCShaderType_ControlSwitch:        default:            CCLOG("cocos2d: %s:%d, error shader type", __FUNCTION__, __LINE__);            return;    }    // 链接program    p->link();    // 绑定shader中预定义的8个uniform    p->updateUniforms();    CHECK_GL_ERROR_DEBUG();}

经过:initWithVertexShaderByteArray, link, updateUniforms这三个步骤,CCGLProgram就已经进入就绪状态,可以被用来进行绘制了。

下面来看CCGLProgram在绘制时候的使用,以CCSprite的绘制为例,因为它使用了刚才CCShaderCache中的第一个default shader: kCCShader_PositionTextureColor.

void CCSprite::draw(void){    // 省略掉了无关代码......    // 涉及到CCGLProgram的使用的就这一句, 这个宏的定义在下面    CC_NODE_DRAW_SETUP();       glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);    // 省略掉了无关代码......    CC_INCREMENT_GL_DRAWS(1);}// defined in ccMacros.h#define CC_NODE_DRAW_SETUP() \do { \    ccGLEnable(m_eGLServerState); \    CCAssert(getShaderProgram(), "No shader program set for this node"); \    { \        getShaderProgram()->use(); \        getShaderProgram()->setUniformsForBuiltins(); \    } \} while(0)

可以看到,在绘制的时候,调用了CCGLProgram的use()和setUniformsForBuiltins()这两个方法。

因此,对CCGLProgram的使用过程可以总结如下:

创建阶段

1. new CCGLProgram()
2. initWithVertexShaderByteArray 或者 initWithVertexShaderFilename 来完成顶点着色器和片段着色器的定义和编译
3. [可选]:如果有的话,绑定自定义的attribute
4. link() 链接program
5. updateUniforms 绑定预定义的8个uniform
6. [可选]:如果有的话,绑定自定义的uniform

绘制使用阶段

7. setShaderProgram(program) 设置为活动的program

开始绘制

8. use() 使用program
9. setUniformsForBuiltins() 设置预定义的8个uniform的值 8, 9两步可以用CC_NODE_DRAW_SETUP这个宏来完成。
10. 其它的对shader中attribute和uniform的操作,这里已经跟CCGLProgram关系不大。


作者水平有限,对相关知识的理解和总结难免有错误,还望给予指正,非常感谢!

在这里也能看到这篇文章:github博客, CSDN博客, 欢迎访问

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