text: /****************************************************************************
   Copyright (c) 2013-2016 Chukong Technologies Inc.
   Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
  
   http://www.cocos2d-x.org
  
   Permission is hereby granted, free of charge, to any person obtaining a copy
   of this software and associated documentation files (the "Software"), to deal
   in the Software without restriction, including without limitation the rights
   to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
   copies of the Software, and to permit persons to whom the Software is
   furnished to do so, subject to the following conditions:
  
   The above copyright notice and this permission notice shall be included in
   all copies or substantial portions of the Software.
  
   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
   IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
   FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
   AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
   LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
   OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
   THE SOFTWARE.
   ****************************************************************************/
  
  #include "renderer/CCMeshCommand.h"
  #include "base/ccMacros.h"
  #include "base/CCConfiguration.h"
  #include "base/CCDirector.h"
  #include "base/CCEventCustom.h"
  #include "base/CCEventListenerCustom.h"
  #include "base/CCEventDispatcher.h"
  #include "base/CCEventType.h"
  #include "2d/CCLight.h"
  #include "renderer/ccGLStateCache.h"
  #include "renderer/CCGLProgramState.h"
  #include "renderer/CCRenderer.h"
  #include "renderer/CCTextureAtlas.h"
  #include "renderer/CCTexture2D.h"
  #include "renderer/CCTechnique.h"
  #include "renderer/CCMaterial.h"
  #include "renderer/CCPass.h"
  #include "xxhash.h"
  
  NS_CC_BEGIN
  
  
  MeshCommand::MeshCommand()
  : _displayColor(1.0f, 1.0f, 1.0f, 1.0f)
  , _matrixPalette(nullptr)
  , _matrixPaletteSize(0)
  , _materialID(0)
  , _vao(0)
  , _material(nullptr)
  , _glProgramState(nullptr)
  , _stateBlock(nullptr)
  , _textureID(0)
  {
      _type = RenderCommand::Type::MESH_COMMAND;
  
  #if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
      // listen the event that renderer was recreated on Android/WP8
      _rendererRecreatedListener = EventListenerCustom::create(EVENT_RENDERER_RECREATED, CC_CALLBACK_1(MeshCommand::listenRendererRecreated, this));
      Director::getInstance()->getEventDispatcher()->addEventListenerWithFixedPriority(_rendererRecreatedListener, -1);
  #endif
  }
  
  void MeshCommand::init(float globalZOrder,
                         Material* material,
                         GLuint vertexBuffer,
                         GLuint indexBuffer,
                         GLenum primitive,
                         GLenum indexFormat,
                         ssize_t indexCount,
                         const cocos2d::Mat4 &mv,
                         uint32_t flags)
  {
      CCASSERT(material, "material cannot be null");
  
      RenderCommand::init(globalZOrder, mv, flags);
  
      _globalOrder = globalZOrder;
      _material = material;
      
      _vertexBuffer = vertexBuffer;
      _indexBuffer = indexBuffer;
      _primitive = primitive;
      _indexFormat = indexFormat;
      _indexCount = indexCount;
      _mv.set(mv);
  
      _is3D = true;
  }
  
  void MeshCommand::init(float globalZOrder,
                         GLuint textureID,
                         GLProgramState* glProgramState,
                         RenderState::StateBlock* stateBlock,
                         GLuint vertexBuffer,
                         GLuint indexBuffer,
                         GLenum primitive,
                         GLenum indexFormat,
                         ssize_t indexCount,
                         const cocos2d::Mat4& mv,
                         uint32_t flags)
  {
      CCASSERT(glProgramState, "GLProgramState cannot be null");
      CCASSERT(stateBlock, "StateBlock cannot be null");
      CCASSERT(!_material, "cannot init with GLProgramState if previously inited without GLProgramState");
  
      RenderCommand::init(globalZOrder, mv, flags);
      
      _globalOrder = globalZOrder;
      _textureID = textureID;
  
      // weak ref
      _glProgramState = glProgramState;
      _stateBlock = stateBlock;
      
      _vertexBuffer = vertexBuffer;
      _indexBuffer = indexBuffer;
      _primitive = primitive;
      _indexFormat = indexFormat;
      _indexCount = indexCount;
      _mv.set(mv);
      
      _is3D = true;
  
  }
  
  
  void MeshCommand::setDisplayColor(const Vec4& color)
  {
      CCASSERT(!_material, "If using material, you should set the color as a uniform: use u_color");
  
      _displayColor = color;
  }
  
  void MeshCommand::setMatrixPalette(const Vec4* matrixPalette)
  {
      CCASSERT(!_material, "If using material, you should set the color as a uniform: use u_matrixPalette");
  
      _matrixPalette = matrixPalette;
  }
  
  void MeshCommand::setMatrixPaletteSize(int size)
  {
      CCASSERT(!_material, "If using material, you should set the color as a uniform: use u_matrixPalette with its size");
  
      _matrixPaletteSize = size;
  }
  
  MeshCommand::~MeshCommand()
  {
      releaseVAO();
  #if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
      Director::getInstance()->getEventDispatcher()->removeEventListener(_rendererRecreatedListener);
  #endif
  }
  
  void MeshCommand::applyRenderState()
  {
      CCASSERT(!_material, "Must not be called when using materials");
      CCASSERT(_stateBlock, "StateBlock must be non null");
  
      // blend and texture
      GL::bindTexture2D(_textureID);
  
      _stateBlock->bind();
  }
  
  void MeshCommand::genMaterialID(GLuint texID, void* glProgramState, GLuint vertexBuffer, GLuint indexBuffer, BlendFunc blend)
  {
      int intArray[7] = {0};
      intArray[0] = (int)texID;
      *(int**)&intArray[1] = (int*) glProgramState;
      intArray[3] = (int) vertexBuffer;
      intArray[4] = (int) indexBuffer;
      intArray[5] = (int) blend.src;
      intArray[6] = (int) blend.dst;
      _materialID = XXH32((const void*)intArray, sizeof(intArray), 0);
  }
  
  uint32_t MeshCommand::getMaterialID() const
  {
      return _materialID;
  }
  
  void MeshCommand::preBatchDraw()
  {
      // Do nothing if using material since each pass needs to bind its own VAO
      if (!_material)
      {
          if (Configuration::getInstance()->supportsShareableVAO() && _vao == 0)
              buildVAO();
          if (_vao)
          {
              GL::bindVAO(_vao);
          }
          else
          {
              glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
  
              // FIXME: Assumes that all the passes in the Material share the same Vertex Attribs
              GLProgramState* programState = _material
                                              ? _material->_currentTechnique->_passes.at(0)->getGLProgramState()
                                              : _glProgramState;
              programState->applyAttributes();
              glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer);
          }
      }
  }
  
  void MeshCommand::batchDraw()
  {
      if (_material)
      {
          for(const auto& pass: _material->_currentTechnique->_passes)
          {
              pass->bind(_mv);
  
              glDrawElements(_primitive, (GLsizei)_indexCount, _indexFormat, 0);
              CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1, _indexCount);
  
              pass->unbind();
          }
      }
      else
      {
          _glProgramState->applyGLProgram(_mv);
  
          // set render state
          applyRenderState();
  
          // Draw
          glDrawElements(_primitive, (GLsizei)_indexCount, _indexFormat, 0);
          CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1, _indexCount);
      }
  }
  void MeshCommand::postBatchDraw()
  {
      // when using material, unbind is after draw
      if (!_material)
      {
          if (_vao)
          {
              GL::bindVAO(0);
          }
          else
          {
              glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
              glBindBuffer(GL_ARRAY_BUFFER, 0);
          }
  
          // restore the default state since we don't know
          // if the next command will need the default state or not
          RenderState::StateBlock::restore(0);
      }
  }
  
  void MeshCommand::execute()
  {
      // Draw without VAO
      glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
      glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer);
  
      if (_material)
      {
          for(const auto& pass: _material->_currentTechnique->_passes)
          {
              pass->bind(_mv, true);
  
              glDrawElements(_primitive, (GLsizei)_indexCount, _indexFormat, 0);
              CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1, _indexCount);
  
              pass->unbind();
          }
      }
      else
      {
          // set render state
          _glProgramState->apply(_mv);
  
          applyRenderState();
  
          // Draw
          glDrawElements(_primitive, (GLsizei)_indexCount, _indexFormat, 0);
          
          CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1, _indexCount);
      }
  
      glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
      glBindBuffer(GL_ARRAY_BUFFER, 0);
  }
  
  void MeshCommand::buildVAO()
  {
      // FIXME: Assumes that all the passes in the Material share the same Vertex Attribs
      GLProgramState* programState = (_material != nullptr)
                                      ? _material->_currentTechnique->_passes.at(0)->getGLProgramState()
                                      : _glProgramState;
  
      releaseVAO();
      glGenVertexArrays(1, &_vao);
      GL::bindVAO(_vao);
      glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
      auto flags = programState->getVertexAttribsFlags();
      for (int i = 0; flags > 0; i++) {
          int flag = 1 << i;
          if (flag & flags)
              glEnableVertexAttribArray(i);
          flags &= ~flag;
      }
      programState->applyAttributes(false);
      
      glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer);
      
      GL::bindVAO(0);
      glBindBuffer(GL_ARRAY_BUFFER, 0);
      glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  }
  void MeshCommand::releaseVAO()
  {
      if (_vao)
      {
          glDeleteVertexArrays(1, &_vao);
          _vao = 0;
          GL::bindVAO(0);
      }
  }
  
  #if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
  void MeshCommand::listenRendererRecreated(EventCustom* event)
  {
      _vao = 0;
  }
  
  #endif
  
  NS_CC_END
  