2014-09-01 11:49:04 +08:00
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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_TRIANGLES_COMMAND__
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#define __CC_TRIANGLES_COMMAND__
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#include "renderer/CCRenderCommand.h"
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#include "renderer/CCGLProgramState.h"
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NS_CC_BEGIN
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/**
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Command used to render one or more Triangles, which is similar to QuadCommand.
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Every TrianglesCommand will have generate material ID by give textureID, glProgramState, Blend function
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if the material id is the same, these TrianglesCommands could be batched to save draw call.
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*/
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class CC_DLL TrianglesCommand : public RenderCommand
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{
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public:
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/**The structure of Triangles. */
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struct Triangles
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{
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/**Vertex data pointer.*/
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V3F_C4B_T2F* verts;
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/**Index data pointer.*/
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unsigned short* indices;
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/**The number of vertices.*/
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ssize_t vertCount;
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/**The number of indices.*/
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ssize_t indexCount;
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};
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/**Construtor.*/
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TrianglesCommand();
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/**Destructor.*/
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~TrianglesCommand();
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/** Initializes the command.
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@param globalOrder GlobalZOrder of the command.
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@param textureID The openGL handle of the used texture.
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@param glProgramState The specified glProgram and its uniform.
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@param blendType Blend function for the command.
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@param triangles Rendered triangles for the command.
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@param mv ModelView matrix for the command.
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@param flags to indicate that the command is using 3D rendering or not.
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*/
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void init(float globalOrder, GLuint textureID, GLProgramState* glProgramState, BlendFunc blendType, const Triangles& triangles,const Mat4& mv, uint32_t flags);
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/**Deprecated function, the params is similar as the upper init function, with flags equals 0.*/
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CC_DEPRECATED_ATTRIBUTE void init(float globalOrder, GLuint textureID, GLProgramState* glProgramState, BlendFunc blendType, const Triangles& triangles,const Mat4& mv);
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/**Apply the texture, shaders, programs, blend functions to GPU pipeline.*/
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void useMaterial() const;
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/**Get the material id of command.*/
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inline uint32_t getMaterialID() const { return _materialID; }
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/**Get the openGL texture handle.*/
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inline GLuint getTextureID() const { return _textureID; }
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/**Get a const reference of triangles.*/
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inline const Triangles& getTriangles() const { return _triangles; }
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/**Get the vertex count in the triangles.*/
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inline ssize_t getVertexCount() const { return _triangles.vertCount; }
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/**Get the index count of the triangles.*/
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inline ssize_t getIndexCount() const { return _triangles.indexCount; }
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/**Get the vertex data pointer.*/
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inline const V3F_C4B_T2F* getVertices() const { return _triangles.verts; }
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/**Get the index data pointer.*/
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inline const unsigned short* getIndices() const { return _triangles.indices; }
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/**Get the glprogramstate.*/
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inline GLProgramState* getGLProgramState() const { return _glProgramState; }
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/**Get the blend function.*/
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inline BlendFunc getBlendType() const { return _blendType; }
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/**Get the model view matrix.*/
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inline const Mat4& getModelView() const { return _mv; }
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protected:
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/**Generate the material ID by textureID, glProgramState, and blend function.*/
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void generateMaterialID();
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/**Generated material id.*/
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uint32_t _materialID;
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/**OpenGL handle for texture.*/
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GLuint _textureID;
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/**GLprogramstate for the commmand. encapsulate shaders and uniforms.*/
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GLProgramState* _glProgramState;
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/**Blend function when rendering the triangles.*/
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BlendFunc _blendType;
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/**Rendered triangles.*/
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Triangles _triangles;
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/**Model view matrix when rendering the triangles.*/
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Mat4 _mv;
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};
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NS_CC_END
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#endif // defined(__CC_TRIANGLES_COMMAND__)
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