void GLProgram::setUniformsForBuiltins(const Mat4 &matrixM) { auto& vp = _director->getVPMat(); if (_flags.usesM) setUniformLocationWithMatrix4fv(_builtInUniforms[UNIFORM_M_MATRIX], matrixM.m, 1); if (_flags.usesV) setUniformLocationWithMatrix4fv(_builtInUniforms[UNIFORM_V_MATRIX], vp.view.m, 1); if (_flags.usesP) setUniformLocationWithMatrix4fv(_builtInUniforms[UNIFORM_P_MATRIX], vp.projection.m, 1); if (_flags.usesVP) setUniformLocationWithMatrix4fv(_builtInUniforms[UNIFORM_VP_MATRIX], vp.viewProjection.m, 1); if (_flags.usesMV) { Mat4 matrixMV = vp.view * matrixM; setUniformLocationWithMatrix4fv(_builtInUniforms[UNIFORM_MV_MATRIX], matrixMV.m, 1); } if (_flags.usesEyePosition) { auto pos = Camera::getVisitingCamera()->getEyePosition(); setUniformLocationWith3f(_builtInUniforms[UNIFORM_EYE_POSITION], pos.x, pos.y, pos.z); } if (_flags.usesMVP) { Mat4 matrixMVP = vp.viewProjection * matrixM; setUniformLocationWithMatrix4fv(_builtInUniforms[UNIFORM_MVP_MATRIX], matrixMVP.m, 1); } if (_flags.usesNormal) { Mat4 mvInverse = matrixM; 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()); }
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()); }