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/****************************************************************************
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Copyright ( c ) 2013 - 2014 Chukong Technologies Inc .
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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 .
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
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# include "2d/renderer/CCRenderer.h"
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# include <algorithm>
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# include "2d/renderer/CCQuadCommand.h"
# include "2d/renderer/CCBatchCommand.h"
# include "2d/renderer/CCCustomCommand.h"
# include "2d/renderer/CCGroupCommand.h"
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# include "CCShaderCache.h"
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# include "2d/ccGLStateCache.h"
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# include "CCConfiguration.h"
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# include "2d/CCDirector.h"
# include "2d/CCEventDispatcher.h"
# include "2d/CCEventListenerCustom.h"
# include "2d/CCEventType.h"
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NS_CC_BEGIN
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// helper
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static bool compareRenderCommand ( RenderCommand * a , RenderCommand * b )
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{
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return a - > getGlobalOrder ( ) < b - > getGlobalOrder ( ) ;
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}
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// queue
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void RenderQueue : : push_back ( RenderCommand * command )
{
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float z = command - > getGlobalOrder ( ) ;
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if ( z < 0 )
_queueNegZ . push_back ( command ) ;
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else if ( z > 0 )
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_queuePosZ . push_back ( command ) ;
else
_queue0 . push_back ( command ) ;
}
ssize_t RenderQueue : : size ( ) const
{
return _queueNegZ . size ( ) + _queue0 . size ( ) + _queuePosZ . size ( ) ;
}
void RenderQueue : : sort ( )
{
// Don't sort _queue0, it already comes sorted
std : : sort ( std : : begin ( _queueNegZ ) , std : : end ( _queueNegZ ) , compareRenderCommand ) ;
std : : sort ( std : : begin ( _queuePosZ ) , std : : end ( _queuePosZ ) , compareRenderCommand ) ;
}
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RenderCommand * RenderQueue : : operator [ ] ( ssize_t index ) const
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{
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if ( index < static_cast < ssize_t > ( _queueNegZ . size ( ) ) )
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return _queueNegZ [ index ] ;
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index - = _queueNegZ . size ( ) ;
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if ( index < static_cast < ssize_t > ( _queue0 . size ( ) ) )
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return _queue0 [ index ] ;
index - = _queue0 . size ( ) ;
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if ( index < static_cast < ssize_t > ( _queuePosZ . size ( ) ) )
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return _queuePosZ [ index ] ;
CCASSERT ( false , " invalid index " ) ;
return nullptr ;
}
void RenderQueue : : clear ( )
{
_queueNegZ . clear ( ) ;
_queue0 . clear ( ) ;
_queuePosZ . clear ( ) ;
}
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//
//
//
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static const int DEFAULT_RENDER_QUEUE = 0 ;
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//
// constructors, destructors, init
//
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Renderer : : Renderer ( )
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: _lastMaterialID ( 0 )
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, _numQuads ( 0 )
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, _glViewAssigned ( false )
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, _isRendering ( false )
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# if CC_ENABLE_CACHE_TEXTURE_DATA
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, _cacheTextureListener ( nullptr )
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# endif
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{
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_groupCommandManager = new GroupCommandManager ( ) ;
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_commandGroupStack . push ( DEFAULT_RENDER_QUEUE ) ;
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RenderQueue defaultRenderQueue ;
_renderGroups . push_back ( defaultRenderQueue ) ;
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_batchedQuadCommands . reserve ( BATCH_QUADCOMMAND_RESEVER_SIZE ) ;
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}
Renderer : : ~ Renderer ( )
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{
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_renderGroups . clear ( ) ;
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_groupCommandManager - > release ( ) ;
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glDeleteBuffers ( 2 , _buffersVBO ) ;
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if ( Configuration : : getInstance ( ) - > supportsShareableVAO ( ) )
{
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glDeleteVertexArrays ( 1 , & _quadVAO ) ;
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GL : : bindVAO ( 0 ) ;
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}
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# if CC_ENABLE_CACHE_TEXTURE_DATA
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Director : : getInstance ( ) - > getEventDispatcher ( ) - > removeEventListener ( _cacheTextureListener ) ;
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# endif
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}
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void Renderer : : initGLView ( )
{
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# if CC_ENABLE_CACHE_TEXTURE_DATA
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_cacheTextureListener = EventListenerCustom : : create ( EVENT_COME_TO_FOREGROUND , [ this ] ( EventCustom * event ) {
/** listen the event that coming to foreground on Android */
this - > setupBuffer ( ) ;
} ) ;
Director : : getInstance ( ) - > getEventDispatcher ( ) - > addEventListenerWithFixedPriority ( _cacheTextureListener , - 1 ) ;
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# endif
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setupIndices ( ) ;
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setupBuffer ( ) ;
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_glViewAssigned = true ;
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}
void Renderer : : setupIndices ( )
{
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for ( int i = 0 ; i < VBO_SIZE ; i + + )
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{
_indices [ i * 6 + 0 ] = ( GLushort ) ( i * 4 + 0 ) ;
_indices [ i * 6 + 1 ] = ( GLushort ) ( i * 4 + 1 ) ;
_indices [ i * 6 + 2 ] = ( GLushort ) ( i * 4 + 2 ) ;
_indices [ i * 6 + 3 ] = ( GLushort ) ( i * 4 + 3 ) ;
_indices [ i * 6 + 4 ] = ( GLushort ) ( i * 4 + 2 ) ;
_indices [ i * 6 + 5 ] = ( GLushort ) ( i * 4 + 1 ) ;
}
}
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void Renderer : : setupBuffer ( )
{
if ( Configuration : : getInstance ( ) - > supportsShareableVAO ( ) )
{
setupVBOAndVAO ( ) ;
}
else
{
setupVBO ( ) ;
}
}
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void Renderer : : setupVBOAndVAO ( )
{
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glGenVertexArrays ( 1 , & _quadVAO ) ;
GL : : bindVAO ( _quadVAO ) ;
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glGenBuffers ( 2 , & _buffersVBO [ 0 ] ) ;
glBindBuffer ( GL_ARRAY_BUFFER , _buffersVBO [ 0 ] ) ;
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glBufferData ( GL_ARRAY_BUFFER , sizeof ( _quads [ 0 ] ) * VBO_SIZE , _quads , GL_DYNAMIC_DRAW ) ;
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// vertices
glEnableVertexAttribArray ( GLProgram : : VERTEX_ATTRIB_POSITION ) ;
glVertexAttribPointer ( GLProgram : : VERTEX_ATTRIB_POSITION , 3 , GL_FLOAT , GL_FALSE , sizeof ( V3F_C4B_T2F ) , ( GLvoid * ) offsetof ( V3F_C4B_T2F , vertices ) ) ;
// colors
glEnableVertexAttribArray ( GLProgram : : VERTEX_ATTRIB_COLOR ) ;
glVertexAttribPointer ( GLProgram : : VERTEX_ATTRIB_COLOR , 4 , GL_UNSIGNED_BYTE , GL_TRUE , sizeof ( V3F_C4B_T2F ) , ( GLvoid * ) offsetof ( V3F_C4B_T2F , colors ) ) ;
// tex coords
glEnableVertexAttribArray ( GLProgram : : VERTEX_ATTRIB_TEX_COORDS ) ;
glVertexAttribPointer ( GLProgram : : VERTEX_ATTRIB_TEX_COORDS , 2 , GL_FLOAT , GL_FALSE , sizeof ( V3F_C4B_T2F ) , ( GLvoid * ) offsetof ( V3F_C4B_T2F , texCoords ) ) ;
glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER , _buffersVBO [ 1 ] ) ;
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glBufferData ( GL_ELEMENT_ARRAY_BUFFER , sizeof ( _indices [ 0 ] ) * VBO_SIZE * 6 , _indices , GL_STATIC_DRAW ) ;
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// Must unbind the VAO before changing the element buffer.
GL : : bindVAO ( 0 ) ;
glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER , 0 ) ;
glBindBuffer ( GL_ARRAY_BUFFER , 0 ) ;
CHECK_GL_ERROR_DEBUG ( ) ;
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}
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void Renderer : : setupVBO ( )
{
glGenBuffers ( 2 , & _buffersVBO [ 0 ] ) ;
mapBuffers ( ) ;
}
void Renderer : : mapBuffers ( )
{
// Avoid changing the element buffer for whatever VAO might be bound.
GL : : bindVAO ( 0 ) ;
glBindBuffer ( GL_ARRAY_BUFFER , _buffersVBO [ 0 ] ) ;
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glBufferData ( GL_ARRAY_BUFFER , sizeof ( _quads [ 0 ] ) * VBO_SIZE , _quads , GL_DYNAMIC_DRAW ) ;
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glBindBuffer ( GL_ARRAY_BUFFER , 0 ) ;
glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER , _buffersVBO [ 1 ] ) ;
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glBufferData ( GL_ELEMENT_ARRAY_BUFFER , sizeof ( _indices [ 0 ] ) * VBO_SIZE * 6 , _indices , GL_STATIC_DRAW ) ;
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glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER , 0 ) ;
CHECK_GL_ERROR_DEBUG ( ) ;
}
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void Renderer : : addCommand ( RenderCommand * command )
{
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int renderQueue = _commandGroupStack . top ( ) ;
addCommand ( command , renderQueue ) ;
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}
void Renderer : : addCommand ( RenderCommand * command , int renderQueue )
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{
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CCASSERT ( ! _isRendering , " Cannot add command while rendering " ) ;
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CCASSERT ( renderQueue > = 0 , " Invalid render queue " ) ;
CCASSERT ( command - > getType ( ) ! = RenderCommand : : Type : : UNKNOWN_COMMAND , " Invalid Command Type " ) ;
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_renderGroups [ renderQueue ] . push_back ( command ) ;
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}
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void Renderer : : pushGroup ( int renderQueueID )
{
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CCASSERT ( ! _isRendering , " Cannot change render queue while rendering " ) ;
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_commandGroupStack . push ( renderQueueID ) ;
}
void Renderer : : popGroup ( )
{
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CCASSERT ( ! _isRendering , " Cannot change render queue while rendering " ) ;
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_commandGroupStack . pop ( ) ;
}
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int Renderer : : createRenderQueue ( )
{
RenderQueue newRenderQueue ;
_renderGroups . push_back ( newRenderQueue ) ;
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return ( int ) _renderGroups . size ( ) - 1 ;
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}
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void Renderer : : visitRenderQueue ( const RenderQueue & queue )
{
ssize_t size = queue . size ( ) ;
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for ( ssize_t index = 0 ; index < size ; + + index )
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{
auto command = queue [ index ] ;
auto commandType = command - > getType ( ) ;
if ( RenderCommand : : Type : : QUAD_COMMAND = = commandType )
{
auto cmd = static_cast < QuadCommand * > ( command ) ;
//Batch quads
if ( _numQuads + cmd - > getQuadCount ( ) > VBO_SIZE )
{
CCASSERT ( cmd - > getQuadCount ( ) > = 0 & & cmd - > getQuadCount ( ) < VBO_SIZE , " VBO is not big enough for quad data, please break the quad data down or use customized render command " ) ;
//Draw batched quads if VBO is full
drawBatchedQuads ( ) ;
}
_batchedQuadCommands . push_back ( cmd ) ;
memcpy ( _quads + _numQuads , cmd - > getQuads ( ) , sizeof ( V3F_C4B_T2F_Quad ) * cmd - > getQuadCount ( ) ) ;
convertToWorldCoordinates ( _quads + _numQuads , cmd - > getQuadCount ( ) , cmd - > getModelView ( ) ) ;
_numQuads + = cmd - > getQuadCount ( ) ;
}
else if ( RenderCommand : : Type : : GROUP_COMMAND = = commandType )
{
flush ( ) ;
int renderQueueID = ( ( GroupCommand * ) command ) - > getRenderQueueID ( ) ;
visitRenderQueue ( _renderGroups [ renderQueueID ] ) ;
}
else if ( RenderCommand : : Type : : CUSTOM_COMMAND = = commandType )
{
flush ( ) ;
auto cmd = static_cast < CustomCommand * > ( command ) ;
cmd - > execute ( ) ;
}
else if ( RenderCommand : : Type : : BATCH_COMMAND = = commandType )
{
flush ( ) ;
auto cmd = static_cast < BatchCommand * > ( command ) ;
cmd - > execute ( ) ;
}
else
{
CCLOGERROR ( " Unknown commands in renderQueue " ) ;
}
}
}
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void Renderer : : render ( )
{
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//Uncomment this once everything is rendered by new renderer
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//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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//TODO setup camera or MVP
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_isRendering = true ;
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if ( _glViewAssigned )
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{
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// cleanup
_drawnBatches = _drawnVertices = 0 ;
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//Process render commands
//1. Sort render commands based on ID
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for ( auto & renderqueue : _renderGroups )
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{
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renderqueue . sort ( ) ;
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}
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visitRenderQueue ( _renderGroups [ 0 ] ) ;
flush ( ) ;
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}
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clean ( ) ;
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_isRendering = false ;
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}
void Renderer : : clean ( )
{
// Clear render group
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for ( size_t j = 0 ; j < _renderGroups . size ( ) ; j + + )
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{
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//commands are owned by nodes
// for (const auto &cmd : _renderGroups[j])
// {
// cmd->releaseToCommandPool();
// }
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_renderGroups [ j ] . clear ( ) ;
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}
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// Clear batch quad commands
_batchedQuadCommands . clear ( ) ;
_numQuads = 0 ;
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_lastMaterialID = 0 ;
}
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void Renderer : : convertToWorldCoordinates ( V3F_C4B_T2F_Quad * quads , ssize_t quantity , const Matrix & modelView )
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{
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// kmMat4 matrixP, mvp;
// kmGLGetMatrix(KM_GL_PROJECTION, &matrixP);
// kmMat4Multiply(&mvp, &matrixP, &modelView);
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for ( ssize_t i = 0 ; i < quantity ; + + i )
{
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V3F_C4B_T2F_Quad * q = & quads [ i ] ;
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Vector3 * vec1 = ( Vector3 * ) & q - > bl . vertices ;
modelView . transformPoint ( vec1 ) ;
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Vector3 * vec2 = ( Vector3 * ) & q - > br . vertices ;
modelView . transformPoint ( vec2 ) ;
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Vector3 * vec3 = ( Vector3 * ) & q - > tr . vertices ;
modelView . transformPoint ( vec3 ) ;
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Vector3 * vec4 = ( Vector3 * ) & q - > tl . vertices ;
modelView . transformPoint ( vec4 ) ;
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}
}
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void Renderer : : drawBatchedQuads ( )
{
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//TODO we can improve the draw performance by insert material switching command before hand.
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int quadsToDraw = 0 ;
int startQuad = 0 ;
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//Upload buffer to VBO
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if ( _numQuads < = 0 | | _batchedQuadCommands . empty ( ) )
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{
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return ;
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}
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if ( Configuration : : getInstance ( ) - > supportsShareableVAO ( ) )
{
//Set VBO data
glBindBuffer ( GL_ARRAY_BUFFER , _buffersVBO [ 0 ] ) ;
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// option 1: subdata
// glBufferSubData(GL_ARRAY_BUFFER, sizeof(_quads[0])*start, sizeof(_quads[0]) * n , &_quads[start] );
// option 2: data
// glBufferData(GL_ARRAY_BUFFER, sizeof(quads_[0]) * (n-start), &quads_[start], GL_DYNAMIC_DRAW);
// option 3: orphaning + glMapBuffer
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glBufferData ( GL_ARRAY_BUFFER , sizeof ( _quads [ 0 ] ) * ( _numQuads ) , nullptr , GL_DYNAMIC_DRAW ) ;
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void * buf = glMapBuffer ( GL_ARRAY_BUFFER , GL_WRITE_ONLY ) ;
memcpy ( buf , _quads , sizeof ( _quads [ 0 ] ) * ( _numQuads ) ) ;
glUnmapBuffer ( GL_ARRAY_BUFFER ) ;
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glBindBuffer ( GL_ARRAY_BUFFER , 0 ) ;
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//Bind VAO
GL : : bindVAO ( _quadVAO ) ;
}
else
{
# define kQuadSize sizeof(_quads[0].bl)
glBindBuffer ( GL_ARRAY_BUFFER , _buffersVBO [ 0 ] ) ;
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glBufferData ( GL_ARRAY_BUFFER , sizeof ( _quads [ 0 ] ) * _numQuads , _quads , GL_DYNAMIC_DRAW ) ;
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GL : : enableVertexAttribs ( GL : : VERTEX_ATTRIB_FLAG_POS_COLOR_TEX ) ;
// vertices
glVertexAttribPointer ( GLProgram : : VERTEX_ATTRIB_POSITION , 3 , GL_FLOAT , GL_FALSE , kQuadSize , ( GLvoid * ) offsetof ( V3F_C4B_T2F , vertices ) ) ;
// colors
glVertexAttribPointer ( GLProgram : : VERTEX_ATTRIB_COLOR , 4 , GL_UNSIGNED_BYTE , GL_TRUE , kQuadSize , ( GLvoid * ) offsetof ( V3F_C4B_T2F , colors ) ) ;
// tex coords
glVertexAttribPointer ( GLProgram : : VERTEX_ATTRIB_TEX_COORDS , 2 , GL_FLOAT , GL_FALSE , kQuadSize , ( GLvoid * ) offsetof ( V3F_C4B_T2F , texCoords ) ) ;
glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER , _buffersVBO [ 1 ] ) ;
}
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//Start drawing verties in batch
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//for(auto i = _batchedQuadCommands.begin(); i != _batchedQuadCommands.end(); ++i)
for ( const auto & cmd : _batchedQuadCommands )
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{
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if ( _lastMaterialID ! = cmd - > getMaterialID ( ) )
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{
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//Draw quads
if ( quadsToDraw > 0 )
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{
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glDrawElements ( GL_TRIANGLES , ( GLsizei ) quadsToDraw * 6 , GL_UNSIGNED_SHORT , ( GLvoid * ) ( startQuad * 6 * sizeof ( _indices [ 0 ] ) ) ) ;
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_drawnBatches + + ;
_drawnVertices + = quadsToDraw * 6 ;
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startQuad + = quadsToDraw ;
quadsToDraw = 0 ;
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}
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//Use new material
cmd - > useMaterial ( ) ;
_lastMaterialID = cmd - > getMaterialID ( ) ;
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}
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quadsToDraw + = cmd - > getQuadCount ( ) ;
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}
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//Draw any remaining quad
if ( quadsToDraw > 0 )
{
glDrawElements ( GL_TRIANGLES , ( GLsizei ) quadsToDraw * 6 , GL_UNSIGNED_SHORT , ( GLvoid * ) ( startQuad * 6 * sizeof ( _indices [ 0 ] ) ) ) ;
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_drawnBatches + + ;
_drawnVertices + = quadsToDraw * 6 ;
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}
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if ( Configuration : : getInstance ( ) - > supportsShareableVAO ( ) )
{
//Unbind VAO
GL : : bindVAO ( 0 ) ;
}
else
{
glBindBuffer ( GL_ARRAY_BUFFER , 0 ) ;
glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER , 0 ) ;
}
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_batchedQuadCommands . clear ( ) ;
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_numQuads = 0 ;
}
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void Renderer : : flush ( )
{
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drawBatchedQuads ( ) ;
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_lastMaterialID = 0 ;
}
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// helpers
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bool Renderer : : checkVisibility ( const Matrix & transform , const Size & size )
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{
// half size of the screen
Size screen_half = Director : : getInstance ( ) - > getWinSize ( ) ;
screen_half . width / = 2 ;
screen_half . height / = 2 ;
float hSizeX = size . width / 2 ;
float hSizeY = size . height / 2 ;
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Vector4 v4world , v4local ;
v4local . set ( hSizeX , hSizeY , 0 , 1 ) ;
transform . transformVector ( v4local , & v4world ) ;
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// center of screen is (0,0)
v4world . x - = screen_half . width ;
v4world . y - = screen_half . height ;
// convert content size to world coordinates
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float wshw = std : : max ( fabsf ( hSizeX * transform . m [ 0 ] + hSizeY * transform . m [ 4 ] ) , fabsf ( hSizeX * transform . m [ 0 ] - hSizeY * transform . m [ 4 ] ) ) ;
float wshh = std : : max ( fabsf ( hSizeX * transform . m [ 1 ] + hSizeY * transform . m [ 5 ] ) , fabsf ( hSizeX * transform . m [ 1 ] - hSizeY * transform . m [ 5 ] ) ) ;
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// compare if it in the positive quadrant of the screen
float tmpx = ( fabsf ( v4world . x ) - wshw ) ;
float tmpy = ( fabsf ( v4world . y ) - wshh ) ;
bool ret = ( tmpx < screen_half . width & & tmpy < screen_half . height ) ;
return ret ;
}
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NS_CC_END