config wp8 and add comment

This commit is contained in:
yangxiao 2015-03-26 18:10:42 +08:00
parent 7d3154e2e9
commit 6cd1697240
4 changed files with 60 additions and 12 deletions

View File

@ -386,8 +386,10 @@
<ClInclude Include="..\3d\CCPlane.h" />
<ClInclude Include="..\3d\CCRay.h" />
<ClInclude Include="..\3d\CCSkeleton3D.h" />
<ClInclude Include="..\3d\CCSkybox.h" />
<ClInclude Include="..\3d\CCSprite3D.h" />
<ClInclude Include="..\3d\CCSprite3DMaterial.h" />
<ClInclude Include="..\3d\CCTextureCube.h" />
<ClInclude Include="..\3d\cocos3d.h" />
<ClInclude Include="..\audio\include\Export.h" />
<ClInclude Include="..\audio\include\SimpleAudioEngine.h" />
@ -990,8 +992,10 @@
<ClCompile Include="..\3d\CCPlane.cpp" />
<ClCompile Include="..\3d\CCRay.cpp" />
<ClCompile Include="..\3d\CCSkeleton3D.cpp" />
<ClCompile Include="..\3d\CCSkybox.cpp" />
<ClCompile Include="..\3d\CCSprite3D.cpp" />
<ClCompile Include="..\3d\CCSprite3DMaterial.cpp" />
<ClCompile Include="..\3d\CCTextureCube.cpp" />
<ClCompile Include="..\audio\wp8\Audio.cpp">
<ForcedIncludeFiles Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
</ForcedIncludeFiles>

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@ -1809,6 +1809,12 @@
<ClCompile Include="..\editor-support\cocostudio\CCObjectExtensionData.cpp">
<Filter>cocostudio\json</Filter>
</ClCompile>
<ClCompile Include="..\3d\CCSkybox.cpp">
<Filter>3d</Filter>
</ClCompile>
<ClCompile Include="..\3d\CCTextureCube.cpp">
<Filter>3d</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="CCAction.h">
@ -3516,6 +3522,12 @@
<ClInclude Include="..\editor-support\cocostudio\CCObjectExtensionData.h">
<Filter>cocostudio\json</Filter>
</ClInclude>
<ClInclude Include="..\3d\CCSkybox.h">
<Filter>3d</Filter>
</ClInclude>
<ClInclude Include="..\3d\CCTextureCube.h">
<Filter>3d</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="..\math\Mat4.inl">

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@ -31,29 +31,48 @@ NS_CC_BEGIN
class TextureCube;
/**
* Sky box technology usually used to simulate infinity sky, mountains and other phenomena.
*/
class CC_DLL Skybox : public Node
{
public:
CREATE_FUNC(Skybox);
/**texture getter and setter*/
void setTexture(TextureCube*);
void onDraw(const Mat4& transform, uint32_t flags);
// Overrides
/** draw Skybox object */
virtual void draw(Renderer* renderer, const Mat4& transform, uint32_t flags) override;
/** reload sky box after GLESContext reconstructed.*/
void reload();
CC_CONSTRUCTOR_ACCESS:
/**
* Constructor.
*/
Skybox();
/**
* Destructor.
*/
virtual ~Skybox();
/**
* init Skybox.
*/
virtual bool init();
protected:
/**
* init internal buffers for Skybox.
*/
void initBuffers();
void onDraw(const Mat4& transform, uint32_t flags);
GLuint _vao;
GLuint _vertexBuffer;
GLuint _indexBuffer;

View File

@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2015 Chukong Technologies Inc.
http://www.cocos2d-x.org
@ -34,28 +34,41 @@
NS_CC_BEGIN
/**
texture cube map.
It wraps the cocos2d::Texture2D
TextureCube is a collection of six separate square textures that are put
onto the faces of an imaginary cube.
*/
class CC_DLL TextureCube: public Texture2D
{
public:
/**
create cube texture from 6 textures.
@param path The image resource path.
@create cube texture from 6 textures.
/** create cube texture from 6 textures.
@param positive_x texture for the right side of the texture cube face.
@param negative_x texture for the up side of the texture cube face.
@param positive_y texture for the top side of the texture cube face
@param negative_y texture for the bottom side of the texture cube face
@param positive_z texture for the forward side of the texture cube face.
@param negative_z texture for the rear side of the texture cube face.
@return A new texture cube inited with given parameters.
*/
static TextureCube* create(const std::string& positive_x, const std::string& negative_x,
const std::string& positive_y, const std::string& negative_y,
const std::string& positive_z, const std::string& negative_z);
/** Sets the min filter, mag filter, wrap s and wrap t texture parameters.
If the texture size is NPOT (non power of 2), then in can only use GL_CLAMP_TO_EDGE in GL_TEXTURE_WRAP_{S,T}.
*/
void setTexParameters(const TexParams&);
/** reload texture cube after GLESContext reconstructed.*/
bool reloadTexture();
CC_CONSTRUCTOR_ACCESS:
/**
* Constructor.
*/
TextureCube();
TextureCube(const TextureCube&);
/**
* Destructor.
*/
virtual ~TextureCube();
protected: