mirror of https://github.com/axmolengine/axmol.git
add clear feature when before draw scene with a camera
This commit is contained in:
parent
c785b7a021
commit
67ec758d15
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@ -3640,6 +3640,8 @@
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B217704C1977ED8B009EE11B /* libsqlite3.dylib */ = {isa = PBXFileReference; lastKnownFileType = "compiled.mach-o.dylib"; name = libsqlite3.dylib; path = usr/lib/libsqlite3.dylib; sourceTree = SDKROOT; };
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B230ED6F19B417AE00364AA8 /* CCTrianglesCommand.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; path = CCTrianglesCommand.cpp; sourceTree = "<group>"; };
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B230ED6F19B417AE00364AA8 /* CCTrianglesCommand.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; path = CCTrianglesCommand.cpp; sourceTree = "<group>"; };
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B230ED7019B417AE00364AA8 /* CCTrianglesCommand.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = CCTrianglesCommand.h; sourceTree = "<group>"; };
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B230ED7019B417AE00364AA8 /* CCTrianglesCommand.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = CCTrianglesCommand.h; sourceTree = "<group>"; };
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B241A6E21AFB0BE700C5623C /* ccShader_CameraClear.frag */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.glsl; path = ccShader_CameraClear.frag; sourceTree = "<group>"; };
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B241A6E31AFB0BE700C5623C /* ccShader_CameraClear.vert */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.glsl; path = ccShader_CameraClear.vert; sourceTree = "<group>"; };
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B24AA981195A675C007B4522 /* CCFastTMXLayer.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; path = CCFastTMXLayer.cpp; sourceTree = "<group>"; };
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B24AA981195A675C007B4522 /* CCFastTMXLayer.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; path = CCFastTMXLayer.cpp; sourceTree = "<group>"; };
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B24AA982195A675C007B4522 /* CCFastTMXLayer.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = CCFastTMXLayer.h; sourceTree = "<group>"; };
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B24AA982195A675C007B4522 /* CCFastTMXLayer.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = CCFastTMXLayer.h; sourceTree = "<group>"; };
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B24AA983195A675C007B4522 /* CCFastTMXTiledMap.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; path = CCFastTMXTiledMap.cpp; sourceTree = "<group>"; };
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B24AA983195A675C007B4522 /* CCFastTMXTiledMap.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; path = CCFastTMXTiledMap.cpp; sourceTree = "<group>"; };
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@ -5956,6 +5958,8 @@
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5034CA5D191D591900CE6051 /* shaders */ = {
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5034CA5D191D591900CE6051 /* shaders */ = {
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isa = PBXGroup;
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isa = PBXGroup;
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children = (
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children = (
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B241A6E21AFB0BE700C5623C /* ccShader_CameraClear.frag */,
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B241A6E31AFB0BE700C5623C /* ccShader_CameraClear.vert */,
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B603F1B11AC8F1FD00A9579C /* ccShader_3D_Terrain.frag */,
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B603F1B11AC8F1FD00A9579C /* ccShader_3D_Terrain.frag */,
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B603F1B21AC8F1FD00A9579C /* ccShader_3D_Terrain.vert */,
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B603F1B21AC8F1FD00A9579C /* ccShader_3D_Terrain.vert */,
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B6D38B941AC3B45600043997 /* ccShader_3D_Particle.frag */,
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B6D38B941AC3B45600043997 /* ccShader_3D_Particle.frag */,
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@ -25,6 +25,9 @@
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#include "base/CCDirector.h"
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#include "base/CCDirector.h"
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#include "platform/CCGLView.h"
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#include "platform/CCGLView.h"
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#include "2d/CCScene.h"
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#include "2d/CCScene.h"
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#include "renderer/CCRenderer.h"
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#include "renderer/CCQuadCommand.h"
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#include "renderer/CCGLProgramCache.h"
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NS_CC_BEGIN
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NS_CC_BEGIN
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@ -377,4 +380,59 @@ void Camera::setScene(Scene* scene)
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}
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}
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}
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}
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void Camera::onBeforeClear()
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{
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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glStencilMask(0);
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_oldDepthTest = glIsEnabled(GL_DEPTH_TEST);
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glGetIntegerv(GL_DEPTH_FUNC, &_oldDepthFunc);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_ALWAYS);
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}
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void Camera::onEndClear()
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{
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if(GL_FALSE == _oldDepthTest)
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{
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glDisable(GL_DEPTH_TEST);
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}
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glDepthFunc(_oldDepthFunc);
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glStencilMask(0xFFFFF);
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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}
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void Camera::clearBackground(float depth)
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{
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auto renderer = Director::getInstance()->getRenderer();
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_beforeClearCommand.init(0,Mat4(),0);
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_beforeClearCommand.func = CC_CALLBACK_0(Camera::onBeforeClear, this);
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renderer->addCommand(&_beforeClearCommand);
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//draw
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static V3F_C4B_T2F_Quad quad;
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quad.bl.vertices = Vec3(-1,-1,0);
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quad.br.vertices = Vec3(1,-1,0);
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quad.tl.vertices = Vec3(-1,1,0);
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quad.tr.vertices = Vec3(1,1,0);
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quad.bl.colors = quad.br.colors = quad.tl.colors = quad.tr.colors = Color4B(0,0,0,1);
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quad.bl.texCoords = Tex2F(0,0);
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quad.br.texCoords = Tex2F(1,0);
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quad.tl.texCoords = Tex2F(0,1);
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quad.tr.texCoords = Tex2F(1,1);
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auto shader = GLProgramCache::getInstance()->getGLProgram(GLProgram::SHADER_CAMERA_CLEAR);
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auto programState = GLProgramState::create(shader);
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programState->setUniformFloat("depth", 1.0);
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_clearCommand.init(0, 0, programState, BlendFunc::DISABLE, &quad, 1, Mat4(), 0);
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renderer->addCommand(&_clearCommand);
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_endClearCommand.init(0,Mat4(),0);
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_endClearCommand.func = CC_CALLBACK_0(Camera::onEndClear, this);
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renderer->addCommand(&_endClearCommand);
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}
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NS_CC_END
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NS_CC_END
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@ -26,6 +26,8 @@ THE SOFTWARE.
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#include "2d/CCNode.h"
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#include "2d/CCNode.h"
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#include "3d/CCFrustum.h"
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#include "3d/CCFrustum.h"
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#include "renderer/CCQuadCommand.h"
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#include "renderer/CCCustomCommand.h"
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NS_CC_BEGIN
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NS_CC_BEGIN
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@ -183,7 +185,9 @@ public:
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* Get the default camera of the current running scene.
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* Get the default camera of the current running scene.
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*/
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*/
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static Camera* getDefaultCamera();
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static Camera* getDefaultCamera();
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void clearBackground(float depth);
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CC_CONSTRUCTOR_ACCESS:
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CC_CONSTRUCTOR_ACCESS:
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Camera();
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Camera();
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~Camera();
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~Camera();
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@ -200,7 +204,7 @@ CC_CONSTRUCTOR_ACCESS:
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bool initDefault();
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bool initDefault();
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bool initPerspective(float fieldOfView, float aspectRatio, float nearPlane, float farPlane);
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bool initPerspective(float fieldOfView, float aspectRatio, float nearPlane, float farPlane);
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bool initOrthographic(float zoomX, float zoomY, float nearPlane, float farPlane);
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bool initOrthographic(float zoomX, float zoomY, float nearPlane, float farPlane);
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protected:
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protected:
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Scene* _scene; //Scene camera belongs to
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Scene* _scene; //Scene camera belongs to
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@ -223,6 +227,15 @@ protected:
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static Camera* _visitingCamera;
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static Camera* _visitingCamera;
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friend class Director;
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friend class Director;
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protected:
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//callback for clear background
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void onBeforeClear();
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void onEndClear();
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GLboolean _oldDepthTest;
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GLint _oldDepthFunc;
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CustomCommand _beforeClearCommand;
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QuadCommand _clearCommand;
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CustomCommand _endClearCommand;
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};
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};
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NS_CC_END
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NS_CC_END
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@ -151,6 +151,8 @@ void Scene::render(Renderer* renderer)
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director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
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director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
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director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION, Camera::_visitingCamera->getViewProjectionMatrix());
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director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION, Camera::_visitingCamera->getViewProjectionMatrix());
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//clear background with max depth
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camera->clearBackground(1.0);
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//visit the scene
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//visit the scene
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visit(renderer, transform, 0);
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visit(renderer, transform, 0);
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renderer->render();
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renderer->render();
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const char* GLProgram::SHADER_3D_PARTICLE_TEXTURE = "Shader3DParticleTexture";
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const char* GLProgram::SHADER_3D_PARTICLE_TEXTURE = "Shader3DParticleTexture";
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const char* GLProgram::SHADER_3D_SKYBOX = "Shader3DSkybox";
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const char* GLProgram::SHADER_3D_SKYBOX = "Shader3DSkybox";
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const char* GLProgram::SHADER_3D_TERRAIN = "Shader3DTerrain";
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const char* GLProgram::SHADER_3D_TERRAIN = "Shader3DTerrain";
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const char* GLProgram::SHADER_CAMERA_CLEAR = "ShaderCameraClear";
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// uniform names
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// uniform names
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Built in shader for terrain
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Built in shader for terrain
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*/
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*/
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static const char* SHADER_3D_TERRAIN;
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static const char* SHADER_3D_TERRAIN;
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/**
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Built in shader for camera clear
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*/
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static const char* SHADER_CAMERA_CLEAR;
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/**
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/**
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end of built shader types.
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end of built shader types.
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@}
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@}
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kShaderType_3DParticleColor,
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kShaderType_3DParticleColor,
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kShaderType_3DSkyBox,
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kShaderType_3DSkyBox,
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kShaderType_3DTerrain,
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kShaderType_3DTerrain,
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kShaderType_CameraClear,
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#if CC_TARGET_PLATFORM == CC_PLATFORM_WP8 || defined(WP8_SHADER_COMPILER)
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#if CC_TARGET_PLATFORM == CC_PLATFORM_WP8 || defined(WP8_SHADER_COMPILER)
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kShaderType_PositionColor_noMVP_GrayScale,
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kShaderType_PositionColor_noMVP_GrayScale,
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#endif
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#endif
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p = new GLProgram();
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p = new GLProgram();
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loadDefaultGLProgram(p, kShaderType_3DTerrain);
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loadDefaultGLProgram(p, kShaderType_3DTerrain);
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_programs.insert(std::make_pair(GLProgram::SHADER_3D_TERRAIN, p));
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_programs.insert(std::make_pair(GLProgram::SHADER_3D_TERRAIN, p));
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p = new GLProgram();
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loadDefaultGLProgram(p, kShaderType_CameraClear);
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_programs.insert(std::make_pair(GLProgram::SHADER_CAMERA_CLEAR, p));
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}
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}
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void GLProgramCache::reloadDefaultGLPrograms()
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void GLProgramCache::reloadDefaultGLPrograms()
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p = getGLProgram(GLProgram::SHADER_3D_TERRAIN);
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p = getGLProgram(GLProgram::SHADER_3D_TERRAIN);
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p->reset();
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p->reset();
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loadDefaultGLProgram(p, kShaderType_3DTerrain);
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loadDefaultGLProgram(p, kShaderType_3DTerrain);
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p = getGLProgram(GLProgram::SHADER_CAMERA_CLEAR);
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p->reset();
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loadDefaultGLProgram(p, kShaderType_CameraClear);
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}
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}
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void GLProgramCache::loadDefaultGLProgram(GLProgram *p, int type)
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void GLProgramCache::loadDefaultGLProgram(GLProgram *p, int type)
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@ -496,6 +505,9 @@ void GLProgramCache::loadDefaultGLProgram(GLProgram *p, int type)
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case kShaderType_3DTerrain:
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case kShaderType_3DTerrain:
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p->initWithByteArrays(cc3D_Terrain_vert, cc3D_Terrain_frag);
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p->initWithByteArrays(cc3D_Terrain_vert, cc3D_Terrain_frag);
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break;
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break;
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case kShaderType_CameraClear:
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p->initWithByteArrays(ccCameraClearVert, ccCameraClearFrag);
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break;
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#if CC_TARGET_PLATFORM == CC_PLATFORM_WP8 || defined(WP8_SHADER_COMPILER)
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#if CC_TARGET_PLATFORM == CC_PLATFORM_WP8 || defined(WP8_SHADER_COMPILER)
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case kShaderType_PositionColor_noMVP_GrayScale:
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case kShaderType_PositionColor_noMVP_GrayScale:
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p->initWithByteArrays(ccPositionTextureColor_noMVP_vert, ccUIGrayScale_frag);
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p->initWithByteArrays(ccPositionTextureColor_noMVP_vert, ccUIGrayScale_frag);
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@ -0,0 +1,15 @@
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const char* ccCameraClearFrag = STRINGIFY(
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\n#ifdef GL_ES\n
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varying mediump vec2 v_texCoord;
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varying mediump vec3 v_color;
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\n#else\n
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varying vec2 v_texCoord;
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varying vec3 v_color;
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\n#endif\n
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void main()
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{
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gl_FragColor = vec4(v_color, 1.0);
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}
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);
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@ -0,0 +1,24 @@
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const char* ccCameraClearVert = STRINGIFY(
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uniform float depth;
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attribute vec4 a_position;
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attribute vec2 a_texCoord;
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attribute vec3 a_color;
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\n#ifdef GL_ES\n
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varying mediump vec2 v_texCoord;
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varying mediump vec3 v_color;
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\n#else\n
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varying vec2 v_texCoord;
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varying vec3 v_color;
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\n#endif\n
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void main()
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{
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gl_Position = a_position;
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gl_Position.z = depth;
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gl_Position.w = 1.0;
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v_texCoord = a_texCoord;
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v_color = a_color;
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}
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);
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#include "ccShader_3D_Skybox.frag"
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#include "ccShader_3D_Skybox.frag"
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#include "ccShader_3D_Terrain.vert"
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#include "ccShader_3D_Terrain.vert"
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#include "ccShader_3D_Terrain.frag"
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#include "ccShader_3D_Terrain.frag"
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#include "ccShader_CameraClear.vert"
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#include "ccShader_CameraClear.frag"
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NS_CC_END
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NS_CC_END
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@ -90,8 +90,8 @@ extern CC_DLL const GLchar * cc3D_Skybox_vert;
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extern CC_DLL const GLchar * cc3D_Skybox_frag;
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extern CC_DLL const GLchar * cc3D_Skybox_frag;
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extern CC_DLL const GLchar * cc3D_Terrain_vert;
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extern CC_DLL const GLchar * cc3D_Terrain_vert;
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extern CC_DLL const GLchar * cc3D_Terrain_frag;
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extern CC_DLL const GLchar * cc3D_Terrain_frag;
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extern CC_DLL const GLchar * ccCameraClearVert;
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extern CC_DLL const GLchar * ccCameraClearFrag;
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NS_CC_END
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NS_CC_END
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/**
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/**
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end of support group
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end of support group
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