mirror of https://github.com/axmolengine/axmol.git
82 lines
2.6 KiB
C
82 lines
2.6 KiB
C
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/****************************************************************************
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Copyright (c) 2013-2014 Chukong Technologies Inc.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef _CC_BATCHCOMMAND_H_
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#define _CC_BATCHCOMMAND_H_
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#include "CCRenderCommand.h"
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#include "CCGLProgram.h"
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#include "CCRenderCommandPool.h"
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#include "kazmath/kazmath.h"
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NS_CC_BEGIN
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class TextureAtlas;
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#define CC_NO_TEXTURE 0
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class BatchCommand : public RenderCommand
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{
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public:
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BatchCommand();
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~BatchCommand();
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void init(int viewport, int32_t depth, GLuint texutreID, GLProgram* shader, BlendFunc blendType, TextureAtlas *textureAtlas, const kmMat4& modelViewTransform);
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// +----------+----------+-----+-----------------------------------+
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// | | | | | |
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// | ViewPort | Transluc | | Depth | Material ID |
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// | 3 bits | 1 bit | | 24 bits | 24 bit2 |
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// +----------+----------+-----+----------------+------------------+
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virtual int64_t generateID();
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void execute();
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protected:
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int32_t _materialID;
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//Key Data
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int _viewport; /// Which view port it belongs to
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//TODO use material to determine if it's translucent
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int32_t _depth;
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//Maternal
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GLuint _textureID;
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GLProgram* _shader;
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// GLuint _shaderID;
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BlendFunc _blendType;
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TextureAtlas *_textureAtlas;
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// ModelView transform
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kmMat4 _mv;
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};
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NS_CC_END
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#endif //_CC_BATCHCOMMAND_H_
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