mirror of https://github.com/axmolengine/axmol.git
commit
7bae208166
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@ -292,7 +292,7 @@ void DrawNode::draw(Renderer *renderer, const Mat4 &transform, uint32_t flags)
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{
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updateBlendState(_customCommand);
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updateUniforms(transform, _customCommand);
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_customCommand.init(_globalZOrder, transform, flags);
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_customCommand.init(_globalZOrder);
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renderer->addCommand(&_customCommand);
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}
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@ -300,7 +300,7 @@ void DrawNode::draw(Renderer *renderer, const Mat4 &transform, uint32_t flags)
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{
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updateBlendState(_customCommandGLPoint);
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updateUniforms(transform, _customCommandGLPoint);
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_customCommandGLPoint.init(_globalZOrder, transform, flags);
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_customCommandGLPoint.init(_globalZOrder);
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renderer->addCommand(&_customCommandGLPoint);
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}
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@ -374,6 +374,9 @@ void Grid3D::beforeBlit()
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{
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_oldDepthTest = renderer->getDepthTest();
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renderer->setDepthTest(true);
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_oldDepthWrite = renderer->getDepthWrite();
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renderer->setDepthWrite(true);
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}
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}
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@ -382,8 +385,8 @@ void Grid3D::afterBlit()
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auto renderer = Director::getInstance()->getRenderer();
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if(_needDepthTestForBlit)
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{
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//TODO:minggo
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renderer->setDepthTest(_oldDepthTest);
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renderer->setDepthWrite(_oldDepthWrite);
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}
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}
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@ -670,11 +673,11 @@ void TiledGrid3D::calculateVertexPoints()
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_vertices = malloc(numQuads*4*sizeof(Vec3));
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_originalVertices = malloc(numQuads*4*sizeof(Vec3));
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_texCoordinates = malloc(numQuads*4*sizeof(Vec2));
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_indices = (GLushort*)malloc(numQuads*6*sizeof(GLushort));
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_indices = (unsigned short*)malloc(numQuads*6*sizeof(unsigned short));
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_vertexBuffer = malloc(numQuads * 4 * (sizeof(Vec3) + sizeof(Vec2) ) );
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float *vertArray = (GLfloat*)_vertices;
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float *texArray = (GLfloat*)_texCoordinates;
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float *vertArray = (float*)_vertices;
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float *texArray = (float*)_texCoordinates;
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unsigned short *idxArray = _indices;
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@ -119,7 +119,6 @@ public:
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virtual const BlendFunc &getBlendFunc() const override;
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// overrides
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//TODO minggo: should change Node::setGLProgramState(), then override
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/** set ProgramState, you should bind attributes by yourself */
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virtual void setProgramState(backend::ProgramState *programState);
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/** just remember bind attributes */
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@ -67,7 +67,7 @@ namespace
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std::string getShaderMacrosForLight()
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{
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//TODO: minggo
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GLchar def[256];
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char def[256];
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// auto conf = Configuration::getInstance();
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//
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// snprintf(def, sizeof(def)-1, "\n#define MAX_DIRECTIONAL_LIGHT_NUM %d \n"
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@ -1548,7 +1548,6 @@ void Terrain::QuadTree::resetNeedDraw(bool value)
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void Terrain::QuadTree::cullByCamera(const Camera * camera, const Mat4 & worldTransform)
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{
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//TODO new-renderer: interface isVisibleInFrustum removal
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if(!camera->isVisibleInFrustum(&_worldSpaceAABB))
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{
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this->resetNeedDraw(false);
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@ -1559,7 +1558,6 @@ void Terrain::QuadTree::cullByCamera(const Camera * camera, const Mat4 & worldTr
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_bl->cullByCamera(camera, worldTransform);
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_br->cullByCamera(camera, worldTransform);
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}
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// }
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}
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void Terrain::QuadTree::preCalculateAABB(const Mat4 & worldTransform)
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@ -377,7 +377,6 @@ void Director::setOpenGLView(GLView *openGLView)
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{
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// Configuration. Gather GPU info
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Configuration *conf = Configuration::getInstance();
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//TODO: minggo
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conf->gatherGPUInfo();
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CCLOG("%s\n",conf->getInfo().c_str());
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@ -529,25 +529,6 @@ LanguageType getLanguageTypeByISO2(const char* code)
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return ret;
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}
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void setBlending(backend::BlendFactor sfactor, backend::BlendFactor dfactor)
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{
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//TODO arnold: global state is removal
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//if (sfactor == backend::BlendFactor::ONE && dfactor == backend::BlendFactor::ZERO)
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//{
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// glDisable(GL_BLEND);
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// RenderState::StateBlock::_globalState->setBlend(false);
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//}
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//else
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//{
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// glEnable(GL_BLEND);
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// glBlendFunc(toGLBlendFactor(sfactor), toGLBlendFactor(dfactor));
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// RenderState::StateBlock::_globalState->setBlend(true);
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// RenderState::StateBlock::_globalState->setBlendSrc(sfactor);
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// RenderState::StateBlock::_globalState->setBlendDst(dfactor);
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//}
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}
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backend::BlendFactor toBackendBlendFactor(int factor)
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{
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switch (factor) {
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@ -191,9 +191,6 @@ namespace utils
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*/
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CC_DLL LanguageType getLanguageTypeByISO2(const char* code);
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CC_DLL void setBlending(backend::BlendFactor sfactor, backend::BlendFactor dfactor);
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//TODO: minggo: should remove it.
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CC_DLL backend::BlendFactor toBackendBlendFactor(int factor);
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CC_DLL int toGLBlendFactor(backend::BlendFactor blendFactor);
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@ -267,8 +267,6 @@ void SkeletonNode::batchDrawAllSubBones()
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_batchBoneCommand.createVertexBuffer(sizeof(VertexData), _batchedVeticesCount, cocos2d::CustomCommand::BufferUsage::DYNAMIC);
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_batchBoneCommand.updateVertexBuffer(_batchedBoneVertexData.data(), sizeof(VertexData) * _batchedVeticesCount);
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cocos2d::utils::setBlending(_blendFunc.src, _blendFunc.dst);
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#ifdef CC_STUDIO_ENABLED_VIEW
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//TODO
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// glLineWidth(1);
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@ -223,8 +223,7 @@ CSLoader::CSLoader()
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CREATE_CLASS_NODE_READER_INFO(Node3DReader);
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CREATE_CLASS_NODE_READER_INFO(Sprite3DReader);
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CREATE_CLASS_NODE_READER_INFO(UserCameraReader);
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//TODO minggo
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// CREATE_CLASS_NODE_READER_INFO(Particle3DReader);
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CREATE_CLASS_NODE_READER_INFO(Particle3DReader);
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CREATE_CLASS_NODE_READER_INFO(GameNode3DReader);
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CREATE_CLASS_NODE_READER_INFO(Light3DReader);
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CREATE_CLASS_NODE_READER_INFO(TabControlReader);
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@ -50,11 +50,9 @@ public:
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/**Destructor.*/
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~QuadCommand();
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//TODO: remove textureID, program st
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/** Initializes the command.
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@param globalOrder GlobalZOrder of the command.
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@param textureID The openGL handle of the used texture.
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@param texture The texture used in the command.
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@param blendType Blend function for the command.
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@param quads Rendered quads for the command.
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@param quadCount The number of quads when rendering.
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@ -26,7 +26,6 @@ enum class ShaderStage : uint32_t
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VERTEX_AND_FRAGMENT
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};
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//TODO: simplify name
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enum class VertexFormat : uint32_t
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{
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FLOAT4,
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@ -993,7 +993,7 @@ void MySprite::onDraw(const Mat4 &transform, uint32_t flags)
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// getGLProgram()->use();
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// getGLProgram()->setUniformsForBuiltins(transform);
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cocos2d::utils::setBlending(_blendFunc.src, _blendFunc.dst);
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// cocos2d::utils::setBlending(_blendFunc.src, _blendFunc.dst);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, _texture->getName());
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@ -146,7 +146,7 @@ void DrawNode3D::updateCommand(cocos2d::Renderer* renderer,const Mat4 &transform
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//TODO arnold
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//RenderState::StateBlock::_globalState->setDepthTest(true);
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cocos2d::utils::setBlending(_blendFunc.src, _blendFunc.dst);
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// cocos2d::utils::setBlending(_blendFunc.src, _blendFunc.dst);
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CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1, _bufferLines.size());
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}
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