mirror of https://github.com/axmolengine/axmol.git
add transparent flag to render command
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35acdc2284
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25091ca849
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@ -148,7 +148,8 @@ void BillBoard::draw(Renderer *renderer, const Mat4 &transform, uint32_t flags)
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//FIXME: frustum culling here
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{
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_quadCommand.init(_zDepthInView, _texture->getName(), getGLProgramState(), _blendFunc, &_quad, 1, _billboardTransform);
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renderer->addCommandToTransparentQueue(&_quadCommand);
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_quadCommand.setTransparent(true);
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renderer->addCommand(&_quadCommand);
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}
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}
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@ -521,10 +521,8 @@ void Sprite3D::draw(Renderer *renderer, const Mat4 &transform, uint32_t flags)
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}
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//support tint and fade
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meshCommand.setDisplayColor(Vec4(color.r, color.g, color.b, color.a));
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if (mesh->_isTransparent)
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renderer->addCommandToTransparentQueue(&meshCommand);
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else
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renderer->addCommand(&meshCommand);
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meshCommand.setTransparent(mesh->_isTransparent);
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renderer->addCommand(&meshCommand);
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}
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}
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@ -30,6 +30,7 @@ NS_CC_BEGIN
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RenderCommand::RenderCommand()
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: _type(RenderCommand::Type::UNKNOWN_COMMAND)
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, _globalOrder(0)
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, _isTransparent(false)
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{
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}
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@ -58,6 +58,12 @@ public:
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/** Returns the Command type */
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inline Type getType() const { return _type; }
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/** Retruns whether is transparent */
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inline bool isTransparent() const { return _isTransparent; }
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/** set transparent flag */
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inline void setTransparent(bool isTransparent) { _isTransparent = isTransparent; }
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protected:
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RenderCommand();
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@ -70,6 +76,8 @@ protected:
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// commands are sort by depth
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float _globalOrder;
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bool _isTransparent;
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};
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NS_CC_END
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@ -268,12 +268,10 @@ void Renderer::addCommand(RenderCommand* command, int renderQueue)
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CCASSERT(!_isRendering, "Cannot add command while rendering");
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CCASSERT(renderQueue >=0, "Invalid render queue");
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CCASSERT(command->getType() != RenderCommand::Type::UNKNOWN_COMMAND, "Invalid Command Type");
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_renderGroups[renderQueue].push_back(command);
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}
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void Renderer::addCommandToTransparentQueue(RenderCommand* command)
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{
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_transparentRenderGroups.push_back(command);
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if (command->isTransparent())
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_transparentRenderGroups.push_back(command);
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else
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_renderGroups[renderQueue].push_back(command);
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}
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void Renderer::pushGroup(int renderQueueID)
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@ -108,9 +108,6 @@ public:
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/** Adds a `RenderComamnd` into the renderer specifying a particular render queue ID */
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void addCommand(RenderCommand* command, int renderQueue);
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/** add transprent command */
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void addCommandToTransparentQueue(RenderCommand* command);
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/** Pushes a group into the render queue */
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void pushGroup(int renderQueueID);
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