text: /****************************************************************************
  Copyright (c) 2010-2012 cocos2d-x.org
  Copyright (c) 2011      Ricardo Quesada
  Copyright (c) 2011      Zynga Inc.
  
  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 "CCShaderCache.h"
  #include "CCGLProgram.h"
  #include "ccMacros.h"
  #include "ccShaders.h"
  
  NS_CC_BEGIN
  
  enum {
      kShaderType_PositionTextureColor,
      kShaderType_PositionTextureColorAlphaTest,
      kShaderType_PositionColor,
      kShaderType_PositionTexture,
      kShaderType_PositionTexture_uColor,
      kShaderType_PositionTextureA8Color,
      kShaderType_Position_uColor,
      kShaderType_PositionLengthTexureColor,
      
      kShaderType_MAX,
  };
  
  static ShaderCache *_sharedShaderCache = 0;
  
  ShaderCache* ShaderCache::getInstance()
  {
      if (!_sharedShaderCache) {
          _sharedShaderCache = new ShaderCache();
          if (!_sharedShaderCache->init())
          {
              CC_SAFE_DELETE(_sharedShaderCache);
          }
      }
      return _sharedShaderCache;
  }
  
  void ShaderCache::destroyInstance()
  {
      CC_SAFE_RELEASE_NULL(_sharedShaderCache);
  }
  
  // XXX: deprecated
  ShaderCache* ShaderCache::sharedShaderCache()
  {
      return ShaderCache::getInstance();
  }
  
  // XXX: deprecated
  void ShaderCache::purgeSharedShaderCache()
  {
      ShaderCache::destroyInstance();
  }
  
  ShaderCache::ShaderCache()
  : _programs(0)
  {
  
  }
  
  ShaderCache::~ShaderCache()
  {
      CCLOGINFO("deallocing ShaderCache: %p", this);
      _programs->release();
  }
  
  bool ShaderCache::init()
  {
      _programs = Dictionary::create();
      _programs->retain();
      
      loadDefaultShaders();
      return true;
  }
  
  void ShaderCache::loadDefaultShaders()
  {
      // Position Texture Color shader
      GLProgram *p = new GLProgram();
      loadDefaultShader(p, kShaderType_PositionTextureColor);
  
      _programs->setObject(p, GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR);
      p->release();
  
      // Position Texture Color alpha test
      p = new GLProgram();
      loadDefaultShader(p, kShaderType_PositionTextureColorAlphaTest);
  
      _programs->setObject(p, GLProgram::SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST);
      p->release();
  
      //
      // Position, Color shader
      //
      p = new GLProgram();
      loadDefaultShader(p, kShaderType_PositionColor);
  
      _programs->setObject(p, GLProgram::SHADER_NAME_POSITION_COLOR);
      p->release();
  
      //
      // Position Texture shader
      //
      p = new GLProgram();
      loadDefaultShader(p, kShaderType_PositionTexture);
  
      _programs->setObject(p, GLProgram::SHADER_NAME_POSITION_TEXTURE);
      p->release();
  
      //
      // Position, Texture attribs, 1 Color as uniform shader
      //
      p = new GLProgram();
      loadDefaultShader(p, kShaderType_PositionTexture_uColor);
  
      _programs->setObject(p ,GLProgram::SHADER_NAME_POSITION_TEXTURE_U_COLOR);
      p->release();
  
      //
      // Position Texture A8 Color shader
      //
      p = new GLProgram();
      loadDefaultShader(p, kShaderType_PositionTextureA8Color);
      
      _programs->setObject(p, GLProgram::SHADER_NAME_POSITION_TEXTURE_A8_COLOR);
      p->release();
  
      //
      // Position and 1 color passed as a uniform (to simulate glColor4ub )
      //
      p = new GLProgram();
      loadDefaultShader(p, kShaderType_Position_uColor);
      
      _programs->setObject(p, GLProgram::SHADER_NAME_POSITION_U_COLOR);
      p->release();
      
      //
  	// Position, Legth(TexCoords, Color (used by Draw Node basically )
  	//
      p = new GLProgram();
      loadDefaultShader(p, kShaderType_PositionLengthTexureColor);
      
      _programs->setObject(p, GLProgram::SHADER_NAME_POSITION_LENGTH_TEXTURE_COLOR);
      p->release();
  }
  
  void ShaderCache::reloadDefaultShaders()
  {
      // reset all programs and reload them
      
      // Position Texture Color shader
      GLProgram *p = programForKey(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR);    
      p->reset();
      loadDefaultShader(p, kShaderType_PositionTextureColor);
  
      // Position Texture Color alpha test
      p = programForKey(GLProgram::SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST);
      p->reset();    
      loadDefaultShader(p, kShaderType_PositionTextureColorAlphaTest);
      
      //
      // Position, Color shader
      //
      p = programForKey(GLProgram::SHADER_NAME_POSITION_COLOR);
      p->reset();
      loadDefaultShader(p, kShaderType_PositionColor);
      
      //
      // Position Texture shader
      //
      p = programForKey(GLProgram::SHADER_NAME_POSITION_TEXTURE);
      p->reset();
      loadDefaultShader(p, kShaderType_PositionTexture);
      
      //
      // Position, Texture attribs, 1 Color as uniform shader
      //
      p = programForKey(GLProgram::SHADER_NAME_POSITION_TEXTURE_U_COLOR);
      p->reset();
      loadDefaultShader(p, kShaderType_PositionTexture_uColor);
      
      //
      // Position Texture A8 Color shader
      //
      p = programForKey(GLProgram::SHADER_NAME_POSITION_TEXTURE_A8_COLOR);
      p->reset();
      loadDefaultShader(p, kShaderType_PositionTextureA8Color);
      
      //
      // Position and 1 color passed as a uniform (to simulate glColor4ub )
      //
      p = programForKey(GLProgram::SHADER_NAME_POSITION_U_COLOR);
      p->reset();
      loadDefaultShader(p, kShaderType_Position_uColor);
      
      //
  	// Position, Legth(TexCoords, Color (used by Draw Node basically )
  	//
      p = programForKey(GLProgram::SHADER_NAME_POSITION_LENGTH_TEXTURE_COLOR);
      p->reset();
      loadDefaultShader(p, kShaderType_PositionLengthTexureColor);
  }
  
  void ShaderCache::loadDefaultShader(GLProgram *p, int type)
  {
      switch (type) {
          case kShaderType_PositionTextureColor:
              p->initWithVertexShaderByteArray(ccPositionTextureColor_vert, ccPositionTextureColor_frag);
              
              p->addAttribute(GLProgram::ATTRIBUTE_NAME_POSITION, GLProgram::VERTEX_ATTRIB_POSITION);
              p->addAttribute(GLProgram::ATTRIBUTE_NAME_COLOR, GLProgram::VERTEX_ATTRIB_COLOR);
              p->addAttribute(GLProgram::ATTRIBUTE_NAME_TEX_COORD, GLProgram::VERTEX_ATTRIB_TEX_COORDS);
              
              break;
          case kShaderType_PositionTextureColorAlphaTest:
              p->initWithVertexShaderByteArray(ccPositionTextureColor_vert, ccPositionTextureColorAlphaTest_frag);
              
              p->addAttribute(GLProgram::ATTRIBUTE_NAME_POSITION, GLProgram::VERTEX_ATTRIB_POSITION);
              p->addAttribute(GLProgram::ATTRIBUTE_NAME_COLOR, GLProgram::VERTEX_ATTRIB_COLOR);
              p->addAttribute(GLProgram::ATTRIBUTE_NAME_TEX_COORD, GLProgram::VERTEX_ATTRIB_TEX_COORDS);
  
              break;
          case kShaderType_PositionColor:  
              p->initWithVertexShaderByteArray(ccPositionColor_vert ,ccPositionColor_frag);
              
              p->addAttribute(GLProgram::ATTRIBUTE_NAME_POSITION, GLProgram::VERTEX_ATTRIB_POSITION);
              p->addAttribute(GLProgram::ATTRIBUTE_NAME_COLOR, GLProgram::VERTEX_ATTRIB_COLOR);
  
              break;
          case kShaderType_PositionTexture:
              p->initWithVertexShaderByteArray(ccPositionTexture_vert ,ccPositionTexture_frag);
              
              p->addAttribute(GLProgram::ATTRIBUTE_NAME_POSITION, GLProgram::VERTEX_ATTRIB_POSITION);
              p->addAttribute(GLProgram::ATTRIBUTE_NAME_TEX_COORD, GLProgram::VERTEX_ATTRIB_TEX_COORDS);
  
              break;
          case kShaderType_PositionTexture_uColor:
              p->initWithVertexShaderByteArray(ccPositionTexture_uColor_vert, ccPositionTexture_uColor_frag);
              
              p->addAttribute(GLProgram::ATTRIBUTE_NAME_POSITION, GLProgram::VERTEX_ATTRIB_POSITION);
              p->addAttribute(GLProgram::ATTRIBUTE_NAME_TEX_COORD, GLProgram::VERTEX_ATTRIB_TEX_COORDS);
  
              break;
          case kShaderType_PositionTextureA8Color:
              p->initWithVertexShaderByteArray(ccPositionTextureA8Color_vert, ccPositionTextureA8Color_frag);
              
              p->addAttribute(GLProgram::ATTRIBUTE_NAME_POSITION, GLProgram::VERTEX_ATTRIB_POSITION);
              p->addAttribute(GLProgram::ATTRIBUTE_NAME_COLOR, GLProgram::VERTEX_ATTRIB_COLOR);
              p->addAttribute(GLProgram::ATTRIBUTE_NAME_TEX_COORD, GLProgram::VERTEX_ATTRIB_TEX_COORDS);
  
              break;
          case kShaderType_Position_uColor:
              p->initWithVertexShaderByteArray(ccPosition_uColor_vert, ccPosition_uColor_frag);    
              
              p->addAttribute("aVertex", GLProgram::VERTEX_ATTRIB_POSITION);    
              
              break;
          case kShaderType_PositionLengthTexureColor:
              p->initWithVertexShaderByteArray(ccPositionColorLengthTexture_vert, ccPositionColorLengthTexture_frag);
              
              p->addAttribute(GLProgram::ATTRIBUTE_NAME_POSITION, GLProgram::VERTEX_ATTRIB_POSITION);
              p->addAttribute(GLProgram::ATTRIBUTE_NAME_TEX_COORD, GLProgram::VERTEX_ATTRIB_TEX_COORDS);
              p->addAttribute(GLProgram::ATTRIBUTE_NAME_COLOR, GLProgram::VERTEX_ATTRIB_COLOR);
              
              break;
          default:
              CCLOG("cocos2d: %s:%d, error shader type", __FUNCTION__, __LINE__);
              return;
      }
      
      p->link();
      p->updateUniforms();
      
      CHECK_GL_ERROR_DEBUG();
  }
  
  GLProgram* ShaderCache::programForKey(const char* key)
  {
      return static_cast<GLProgram*>(_programs->objectForKey(key));
  }
  
  void ShaderCache::addProgram(GLProgram* program, const char* key)
  {
      _programs->setObject(program, key);
  }
  
  NS_CC_END
  