/****************************************************************************
Copyright (c) 2013-2014 Chukong Technologies 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.
****************************************************************************/
#ifndef _CC_MESHCOMMAND_H_
#define _CC_MESHCOMMAND_H_
#include <unordered_map>
#include "renderer/CCRenderCommand.h"
#include "renderer/CCGLProgram.h"
#include "math/CCMath.h"
NS_CC_BEGIN
class GLProgramState;
class GLProgram;
struct Uniform;
class EventListenerCustom;
class EventCustom;
//it is a common mesh
class CC_DLL MeshCommand : public RenderCommand
{
public:
MeshCommand();
~MeshCommand();
void init(float globalOrder, GLuint textureID, GLProgramState* glProgramState, BlendFunc blendType, GLuint vertexBuffer, GLuint indexBuffer, GLenum primitive, GLenum indexType, ssize_t indexCount, const Mat4 &mv);
void setCullFaceEnabled(bool enable);
void setCullFace(GLenum cullFace);
void setDepthTestEnabled(bool enable);
void setDepthWriteEnabled(bool enable);
void setDisplayColor(const Vec4& color);
void setMatrixPalette(const Vec4* matrixPalette) { _matrixPalette = matrixPalette; }
void setMatrixPaletteSize(int size) { _matrixPaletteSize = size; }
void setLightMask(unsigned int lightmask) { _lightMask = lightmask; }
void execute();
//used for bath
void preBatchDraw();
void batchDraw();
void postBatchDraw();
void genMaterialID(GLuint texID, void* glProgramState, GLuint vertexBuffer, GLuint indexBuffer, const BlendFunc& blend);
uint32_t getMaterialID() const { return _materialID; }
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WP8)
void listenRendererRecreated(EventCustom* event);
#endif
protected:
//build & release vao
void buildVAO();
void releaseVAO();
// apply renderstate
void applyRenderState();
void setLightUniforms();
//restore to all false
void restoreRenderState();
void MatrixPalleteCallBack( GLProgram* glProgram, Uniform* uniform);
void resetLightUniformValues();
GLuint _textureID;
GLProgramState* _glProgramState;
BlendFunc _blendType;
GLuint _textrueID;
Vec4 _displayColor; // in order to support tint and fade in fade out
// used for skin
const Vec4* _matrixPalette;
int _matrixPaletteSize;
uint32_t _materialID; //material ID
GLuint _vao; //use vao if possible
GLuint _vertexBuffer;
GLuint _indexBuffer;
GLenum _primitive;
GLenum _indexFormat;
ssize_t _indexCount;
// States, default value all false
bool _cullFaceEnabled;
GLenum _cullFace;
bool _depthTestEnabled;
bool _depthWriteEnabled;
// ModelView transform
Mat4 _mv;
unsigned int _lightMask;
EventListenerCustom* _rendererRecreatedListener;
};
NS_CC_END
#endif //_CC_MESHCOMMAND_H_