2014-08-08 17:54:39 +08:00
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/****************************************************************************
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Copyright (c) 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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#include "DrawNode3D.h"
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#include "CCGL.h"
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#include "base/CCEventType.h"
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#include "base/CCConfiguration.h"
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#include "renderer/CCCustomCommand.h"
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#include "renderer/CCRenderer.h"
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#include "renderer/CCGLProgramState.h"
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2014-08-27 13:39:50 +08:00
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#include "renderer/ccGLStateCache.h"
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2014-08-08 17:54:39 +08:00
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#include "base/CCDirector.h"
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#include "base/CCEventListenerCustom.h"
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#include "base/CCEventDispatcher.h"
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NS_CC_BEGIN
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DrawNode3D::DrawNode3D()
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: _vao(0)
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, _vbo(0)
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, _bufferCapacity(0)
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, _bufferCount(0)
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, _buffer(nullptr)
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, _dirty(false)
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{
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_blendFunc = BlendFunc::ALPHA_PREMULTIPLIED;
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}
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DrawNode3D::~DrawNode3D()
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{
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free(_buffer);
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_buffer = nullptr;
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glDeleteBuffers(1, &_vbo);
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_vbo = 0;
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if (Configuration::getInstance()->supportsShareableVAO())
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{
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glDeleteVertexArrays(1, &_vao);
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GL::bindVAO(0);
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_vao = 0;
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}
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}
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DrawNode3D* DrawNode3D::create()
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{
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DrawNode3D* ret = new DrawNode3D();
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if (ret && ret->init())
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{
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ret->autorelease();
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}
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else
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{
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CC_SAFE_DELETE(ret);
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}
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return ret;
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}
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void DrawNode3D::ensureCapacity(int count)
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{
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CCASSERT(count>=0, "capacity must be >= 0");
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if(_bufferCount + count > _bufferCapacity)
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{
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_bufferCapacity += MAX(_bufferCapacity, count);
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_buffer = (V3F_C4B*)realloc(_buffer, _bufferCapacity*sizeof(V3F_C4B));
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}
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}
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bool DrawNode3D::init()
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{
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_blendFunc = BlendFunc::ALPHA_PREMULTIPLIED;
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setGLProgramState(GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_COLOR));
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ensureCapacity(512);
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if (Configuration::getInstance()->supportsShareableVAO())
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{
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glGenVertexArrays(1, &_vao);
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GL::bindVAO(_vao);
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}
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glGenBuffers(1, &_vbo);
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glBindBuffer(GL_ARRAY_BUFFER, _vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(V3F_C4B)* _bufferCapacity, _buffer, GL_STREAM_DRAW);
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glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_POSITION);
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, sizeof(V3F_C4B), (GLvoid *)offsetof(V3F_C4B, vertices));
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glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_COLOR);
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(V3F_C4B), (GLvoid *)offsetof(V3F_C4B, colors));
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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if (Configuration::getInstance()->supportsShareableVAO())
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{
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GL::bindVAO(0);
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}
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CHECK_GL_ERROR_DEBUG();
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_dirty = true;
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#if CC_ENABLE_CACHE_TEXTURE_DATA
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// Need to listen the event only when not use batchnode, because it will use VBO
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auto listener = EventListenerCustom::create(EVENT_COME_TO_FOREGROUND, [this](EventCustom* event){
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/** listen the event that coming to foreground on Android */
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this->init();
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});
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_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
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#endif
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return true;
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}
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void DrawNode3D::draw(Renderer *renderer, const Mat4 &transform, uint32_t flags)
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{
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_customCommand.init(_globalZOrder);
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_customCommand.func = CC_CALLBACK_0(DrawNode3D::onDraw, this, transform, flags);
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renderer->addCommand(&_customCommand);
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}
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void DrawNode3D::onDraw(const Mat4 &transform, uint32_t flags)
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{
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auto glProgram = getGLProgram();
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glProgram->use();
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glProgram->setUniformsForBuiltins(transform);
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glEnable(GL_DEPTH_TEST);
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GL::blendFunc(_blendFunc.src, _blendFunc.dst);
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if (_dirty)
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{
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glBindBuffer(GL_ARRAY_BUFFER, _vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(V3F_C4B)*_bufferCapacity, _buffer, GL_STREAM_DRAW);
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_dirty = false;
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}
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if (Configuration::getInstance()->supportsShareableVAO())
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{
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GL::bindVAO(_vao);
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}
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else
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{
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GL::enableVertexAttribs(GL::VERTEX_ATTRIB_FLAG_POS_COLOR_TEX);
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glBindBuffer(GL_ARRAY_BUFFER, _vbo);
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// vertex
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, sizeof(V3F_C4B), (GLvoid *)offsetof(V3F_C4B, vertices));
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// color
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(V3F_C4B), (GLvoid *)offsetof(V3F_C4B, colors));
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}
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glDrawArrays(GL_LINES, 0, _bufferCount);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,_bufferCount);
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glDisable(GL_DEPTH_TEST);
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CHECK_GL_ERROR_DEBUG();
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}
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void DrawNode3D::drawLine(const Vec3 &from, const Vec3 &to, const Color4F &color)
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{
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unsigned int vertex_count = 2;
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ensureCapacity(vertex_count);
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Color4B col = Color4B(color);
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V3F_C4B a = {Vec3(from.x, from.y, from.z), col};
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V3F_C4B b = {Vec3(to.x, to.y, to.z), col, };
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V3F_C4B *lines = (V3F_C4B *)(_buffer + _bufferCount);
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lines[0] = a;
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lines[1] = b;
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_bufferCount += vertex_count;
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_dirty = true;
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}
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void DrawNode3D::drawCube(Vec3* vertices, const Color4F &color)
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{
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// front face
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drawLine(vertices[0], vertices[1], color);
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drawLine(vertices[1], vertices[2], color);
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drawLine(vertices[2], vertices[3], color);
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drawLine(vertices[3], vertices[0], color);
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// back face
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drawLine(vertices[4], vertices[5], color);
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drawLine(vertices[5], vertices[6], color);
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drawLine(vertices[6], vertices[7], color);
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drawLine(vertices[7], vertices[4], color);
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// edge
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drawLine(vertices[0], vertices[7], color);
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drawLine(vertices[1], vertices[6], color);
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drawLine(vertices[2], vertices[5], color);
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drawLine(vertices[3], vertices[4], color);
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}
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void DrawNode3D::clear()
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{
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_bufferCount = 0;
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_dirty = true;
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}
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const BlendFunc& DrawNode3D::getBlendFunc() const
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{
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return _blendFunc;
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}
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void DrawNode3D::setBlendFunc(const BlendFunc &blendFunc)
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{
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_blendFunc = blendFunc;
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}
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NS_CC_END
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