axmol/cocos/2d/renderer/QuadCommand.cpp

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//
// Created by NiTe Luo on 11/6/13.
//
#include "QuadCommand.h"
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#include "ccGLStateCache.h"
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NS_CC_BEGIN
RenderCommandPool<QuadCommand> QuadCommand::_commandPool;
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QuadCommand::QuadCommand()
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:RenderCommand()
,_viewport(0)
,_depth(0)
,_textureID(0)
,_blendType(BlendFunc::DISABLE)
,_quadCount(0)
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,_capacity(0)
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{
_type = QUAD_COMMAND;
_shader = nullptr;
_quad = nullptr;
}
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void QuadCommand::init(int viewport, int32_t depth, GLuint textureID, GLProgram* shader, BlendFunc blendType, V3F_C4B_T2F_Quad* quad, int quadCount, const kmMat4 &mv)
{
_viewport = viewport;
_depth = depth;
_textureID = textureID;
_blendType = blendType;
_quadCount = quadCount;
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_shader = shader;
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if(quadCount > _capacity ) {
// _quad = (V3F_C4B_T2F_Quad*)malloc(sizeof(V3F_C4B_T2F_Quad) * quadCount);
_quad = (V3F_C4B_T2F_Quad*) realloc(_quad, sizeof(*quad) * quadCount );
_capacity = quadCount;
}
_quadCount = quadCount;
memcpy(_quad, quad, sizeof(V3F_C4B_T2F_Quad) * quadCount);
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for(int i=0; i<quadCount; ++i) {
V3F_C4B_T2F_Quad *q = &_quad[i];
kmVec3 vec1, out1;
vec1.x = q->bl.vertices.x;
vec1.y = q->bl.vertices.y;
vec1.z = q->bl.vertices.z;
kmVec3Transform(&out1, &vec1, &mv);
q->bl.vertices.x = out1.x;
q->bl.vertices.y = out1.y;
q->bl.vertices.z = out1.z;
kmVec3 vec2, out2;
vec2.x = q->br.vertices.x;
vec2.y = q->br.vertices.y;
vec2.z = q->br.vertices.z;
kmVec3Transform(&out2, &vec2, &mv);
q->br.vertices.x = out2.x;
q->br.vertices.y = out2.y;
q->br.vertices.z = out2.z;
kmVec3 vec3, out3;
vec3.x = q->tr.vertices.x;
vec3.y = q->tr.vertices.y;
vec3.z = q->tr.vertices.z;
kmVec3Transform(&out3, &vec3, &mv);
q->tr.vertices.x = out3.x;
q->tr.vertices.y = out3.y;
q->tr.vertices.z = out3.z;
kmVec3 vec4, out4;
vec4.x = q->tl.vertices.x;
vec4.y = q->tl.vertices.y;
vec4.z = q->tl.vertices.z;
kmVec3Transform(&out4, &vec4, &mv);
q->tl.vertices.x = out4.x;
q->tl.vertices.y = out4.y;
q->tl.vertices.z = out4.z;
}
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}
QuadCommand::~QuadCommand()
{
free(_quad);
}
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int64_t QuadCommand::generateID()
{
_id = 0;
//Generate Material ID
//TODO fix shader ID generation
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CCASSERT(_shader->getProgram() < 64, "ShaderID is greater than 64");
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//TODO fix texture ID generation
CCASSERT(_textureID < 1024, "TextureID is greater than 1024");
//TODO fix blend id generation
int blendID = 0;
if(_blendType == BlendFunc::DISABLE)
{
blendID = 0;
}
else if(_blendType == BlendFunc::ALPHA_PREMULTIPLIED)
{
blendID = 1;
}
else if(_blendType == BlendFunc::ALPHA_NON_PREMULTIPLIED)
{
blendID = 2;
}
else if(_blendType == BlendFunc::ADDITIVE)
{
blendID = 3;
}
else
{
blendID = 4;
}
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_materialID = (int32_t)_shader->getProgram() << 28
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| (int32_t)blendID << 24
| (int32_t)_textureID << 14;
//Generate RenderCommandID
_id = (int64_t)_viewport << 61
| (int64_t)1 << 60 //translucent
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| (int64_t)_depth << 36;
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return _id;
}
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void QuadCommand::useMaterial()
{
_shader->use();
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_shader->setUniformsForBuiltins();
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//Set texture
GL::bindTexture2D(_textureID);
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//set blend mode
GL::blendFunc(_blendType.src, _blendType.dst);
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}
void QuadCommand::releaseToCommandPool()
{
getCommandPool().pushBackCommand(this);
}
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NS_CC_END