axmol/cocos/2d/renderer/QuadCommand.cpp

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//
// Created by NiTe Luo on 11/6/13.
//
#include "QuadCommand.h"
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NS_CC_BEGIN
QuadCommand::QuadCommand(int viewport, int32_t depth, GLuint textureID, GLuint shaderID, BlendFunc blendType, V3F_C4B_T2F_Quad quad)
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:RenderCommand()
,_viewport(viewport)
,_depth(depth)
,_textureID(textureID)
,_shaderID(shaderID)
,_blendType(blendType)
,_quad(quad)
{
_type = QUAD_COMMAND;
}
QuadCommand::~QuadCommand()
{
}
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int64_t QuadCommand::generateID()
{
_id = 0;
//Generate Material ID
//TODO fix shader ID generation
CCASSERT(_shaderID < 64, "ShaderID is greater than 64");
//TODO fix texture ID generation
CCASSERT(_textureID < 1024, "TextureID is greater than 1024");
//TODO fix blend id generation
int blendID = 0;
if(_blendType == BlendFunc::DISABLE)
{
blendID = 0;
}
else if(_blendType == BlendFunc::ALPHA_PREMULTIPLIED)
{
blendID = 1;
}
else if(_blendType == BlendFunc::ALPHA_NON_PREMULTIPLIED)
{
blendID = 2;
}
else if(_blendType == BlendFunc::ADDITIVE)
{
blendID = 3;
}
else
{
blendID = 4;
}
_materialID = (int32_t)_shaderID << 28
| (int32_t)blendID << 24
| (int32_t)_textureID << 14;
//Generate RenderCommandID
_id = (int64_t)_viewport << 61
| (int64_t)1 << 60 //translucent
| (int64_t)0 << 59 //is command
| (int64_t)_depth << 35;
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return _id;
}
NS_CC_END