mirror of https://github.com/axmolengine/axmol.git
comment out director::getMatrix temporarily
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@ -579,38 +579,38 @@ void Director::pushMatrix(MATRIX_STACK_TYPE type)
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}
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}
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kmMat4 Director::getMatrix(MATRIX_STACK_TYPE type)
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{
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if(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW == type)
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{
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kmMat4 result;
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kmGLGetMatrix(KM_GL_MODELVIEW, &result);
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return result;
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return _modelViewMatrixStack.top();
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}
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else if(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION == type)
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{
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kmMat4 result;
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kmGLGetMatrix(KM_GL_PROJECTION, &result);
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return result;
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return _projectionMatrixStack.top();
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}
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else if(MATRIX_STACK_TYPE::MATRIX_STACK_TEXTURE == type)
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{
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kmMat4 result;
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kmGLGetMatrix(KM_GL_TEXTURE, &result);
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return result;
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return _textureMatrixStack.top();
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}
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else
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{
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CCASSERT(false, "unknow matrix stack type, will return modelview matrix instead");
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kmMat4 result;
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kmGLGetMatrix(KM_GL_MODELVIEW, &result);
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return result;
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return _modelViewMatrixStack.top();
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}
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}
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//kmMat4 Director::getMatrix(MATRIX_STACK_TYPE type)
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//{
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// if(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW == type)
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// {
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// kmMat4 result;
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// kmGLGetMatrix(KM_GL_MODELVIEW, &result);
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// return result;
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// return _modelViewMatrixStack.top();
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// }
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// else if(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION == type)
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// {
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// kmMat4 result;
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// kmGLGetMatrix(KM_GL_PROJECTION, &result);
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// return result;
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// return _projectionMatrixStack.top();
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// }
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// else if(MATRIX_STACK_TYPE::MATRIX_STACK_TEXTURE == type)
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// {
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// kmMat4 result;
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// kmGLGetMatrix(KM_GL_TEXTURE, &result);
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// return result;
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// return _textureMatrixStack.top();
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// }
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// else
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// {
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// CCASSERT(false, "unknow matrix stack type, will return modelview matrix instead");
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// kmMat4 result;
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// kmGLGetMatrix(KM_GL_MODELVIEW, &result);
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// return result;
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// return _modelViewMatrixStack.top();
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// }
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//}
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void Director::setProjection(Projection projection)
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{
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@ -741,7 +741,8 @@ static void GLToClipTransform(kmMat4 *transformOut)
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CCASSERT(nullptr != director, "Director is null when seting matrix stack");
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kmMat4 projection;
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projection = director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
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//projection = director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
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kmGLGetMatrix(KM_GL_PROJECTION, &projection);
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#if CC_TARGET_PLATFORM == CC_PLATFORM_WP8
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//if needed, we need to undo the rotation for Landscape orientation in order to get the correct positions
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@ -749,8 +750,8 @@ static void GLToClipTransform(kmMat4 *transformOut)
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#endif
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kmMat4 modelview;
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modelview = director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
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//modelview = director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
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kmGLGetMatrix(KM_GL_MODELVIEW, &modelview);
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kmMat4Multiply(transformOut, &projection, &modelview);
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}
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@ -105,7 +105,7 @@ public:
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void loadIdentityMatrix(MATRIX_STACK_TYPE type);
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void loadMatrix(MATRIX_STACK_TYPE type, const kmMat4& mat);
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void multiplyMatrix(MATRIX_STACK_TYPE type, const kmMat4& mat);
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kmMat4 getMatrix(MATRIX_STACK_TYPE type);
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//kmMat4 getMatrix(MATRIX_STACK_TYPE type);
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public:
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static const char *EVENT_PROJECTION_CHANGED;
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static const char* EVENT_AFTER_UPDATE;
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@ -629,8 +629,13 @@ void GLProgram::setUniformLocationWithMatrix4fv(GLint location, const GLfloat* m
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void GLProgram::setUniformsForBuiltins()
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{
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Director* director = Director::getInstance();
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CCASSERT(nullptr != director, "Director is null when seting matrix stack");
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kmMat4 matrixMV;
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kmGLGetMatrix(KM_GL_MODELVIEW, &matrixMV);
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//matrixMV = director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
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kmGLGetMatrix(KM_GL_MODELVIEW, &matrixMV);
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setUniformsForBuiltins(matrixMV);
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}
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@ -638,8 +643,8 @@ void GLProgram::setUniformsForBuiltins()
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void GLProgram::setUniformsForBuiltins(const kmMat4 &matrixMV)
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{
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kmMat4 matrixP;
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kmGLGetMatrix(KM_GL_PROJECTION, &matrixP);
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//= Director::getInstance()->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
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kmGLGetMatrix(KM_GL_PROJECTION, &matrixP);
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if(_flags.usesP)
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setUniformLocationWithMatrix4fv(_uniforms[UNIFORM_P_MATRIX], matrixP.mat, 1);
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@ -953,10 +953,12 @@ void Node::visit(Renderer* renderer, const kmMat4 &parentTransform, bool parentT
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// IMPORTANT:
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// To ease the migration to v3.0, we still support the kmGL stack,
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// To ease the migration to v3.0, we still support the kmMat4 stack,
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// but it is deprecated and your code should not rely on it
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kmGLPushMatrix();
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kmGLLoadMatrix(&_modelViewTransform);
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Director* director = Director::getInstance();
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CCASSERT(nullptr != director, "Director is null when seting matrix stack");
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director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
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director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewTransform);
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int i = 0;
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@ -987,7 +989,7 @@ void Node::visit(Renderer* renderer, const kmMat4 &parentTransform, bool parentT
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// reset for next frame
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_orderOfArrival = 0;
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kmGLPopMatrix();
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director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
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}
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kmMat4 Node::transform(const kmMat4& parentTransform)
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