2013-11-07 06:24:56 +08:00
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//
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// Created by NiTe Luo on 11/6/13.
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//
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#ifndef _CC_QUADCOMMAND_H_
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#define _CC_QUADCOMMAND_H_
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#include "RenderCommand.h"
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2013-11-08 07:48:37 +08:00
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#include "CCGLProgram.h"
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2013-12-03 14:08:47 +08:00
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#include "RenderCommandPool.h"
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2013-12-17 14:18:41 +08:00
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#include "kazmath/kazmath.h"
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2013-11-07 06:24:56 +08:00
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NS_CC_BEGIN
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2013-11-20 03:06:26 +08:00
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#define CC_NO_TEXTURE 0
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2013-11-07 06:24:56 +08:00
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class QuadCommand : public RenderCommand
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{
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2013-12-06 11:04:01 +08:00
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public:
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QuadCommand();
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2013-11-08 02:09:53 +08:00
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~QuadCommand();
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2013-12-03 14:08:47 +08:00
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public:
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2013-12-18 02:35:15 +08:00
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void init(int viewport, int32_t depth, GLuint texutreID, GLProgram* shader, BlendFunc blendType, V3F_C4B_T2F_Quad* quad, ssize_t quadCount,
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const kmMat4& mv);
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// +----------+----------+-----+-----------------------------------+
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// | | | | | |
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2013-11-11 16:14:29 +08:00
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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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2013-11-07 06:57:42 +08:00
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// +----------+----------+-----+----------------+------------------+
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virtual int64_t generateID();
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2013-11-08 07:48:37 +08:00
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void useMaterial();
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2013-11-07 06:57:42 +08:00
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//TODO use material to decide if it is translucent
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inline bool isTranslucent() { return true; }
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2013-11-07 06:57:42 +08:00
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inline int32_t getMaterialID() { return _materialID; }
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inline GLuint getTextureID() { return _textureID; }
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2013-11-08 02:09:53 +08:00
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2013-11-13 03:14:34 +08:00
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inline V3F_C4B_T2F_Quad* getQuad() { return _quad; }
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2013-11-08 02:09:53 +08:00
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2013-12-18 02:35:15 +08:00
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inline ssize_t getQuadCount() { return _quadCount; }
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2013-11-11 16:14:29 +08:00
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2013-11-08 07:48:37 +08:00
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inline GLProgram* getShader() { return _shader; }
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2013-11-08 02:09:53 +08:00
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2013-11-07 06:57:42 +08:00
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inline BlendFunc getBlendType() { return _blendType; }
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virtual void releaseToCommandPool() override;
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2013-11-07 06:57:42 +08:00
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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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2013-11-07 06:57:42 +08:00
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//TODO use material to determine if it's translucent
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int32_t _depth;
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2013-11-08 02:09:53 +08:00
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2013-11-07 06:57:42 +08:00
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//Maternal
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GLuint _textureID;
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2013-11-08 07:48:37 +08:00
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GLProgram* _shader;
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// GLuint _shaderID;
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2013-11-07 06:57:42 +08:00
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BlendFunc _blendType;
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2013-11-13 03:14:34 +08:00
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V3F_C4B_T2F_Quad* _quad;
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2013-12-18 02:35:15 +08:00
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ssize_t _quadCount;
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ssize_t _capacity;
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2013-12-06 11:04:01 +08:00
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2013-12-03 14:08:47 +08:00
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public:
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friend class RenderCommandPool<QuadCommand>;
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static RenderCommandPool<QuadCommand>& getCommandPool() { return _commandPool; }
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protected:
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static RenderCommandPool<QuadCommand> _commandPool;
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2013-11-07 06:24:56 +08:00
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};
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NS_CC_END
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#endif //_CC_QUADCOMMAND_H_
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