mirror of https://github.com/axmolengine/axmol.git
Merge pull request #6908 from dabingnn/v3_refactorEffect3DFrameWork
V3 refactor effect3 d frame work
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commit
c44a5a2b3e
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@ -258,9 +258,10 @@ void EffectSprite3D::addEffect(Effect3DOutline* effect, ssize_t order)
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{
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if(nullptr == effect) return;
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effect->retain();
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effect->setTarget(this);
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_effects.push_back(std::make_tuple(order,effect,CustomCommand()));
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std::sort(std::begin(_effects), std::end(_effects), tuple_sort);
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}
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@ -317,12 +318,14 @@ bool Effect3DOutline::init()
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Effect3DOutline::Effect3DOutline()
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: _outlineWidth(1.0f)
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, _outlineColor(1, 1, 1)
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, _sprite(nullptr)
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{
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}
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Effect3DOutline::~Effect3DOutline()
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{
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CC_SAFE_RELEASE_NULL(_sprite);
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}
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void Effect3DOutline::setOutlineColor(const Vec3& color)
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@ -343,33 +346,48 @@ void Effect3DOutline::setOutlineWidth(float width)
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}
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}
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void Effect3DOutline::drawWithSprite(EffectSprite3D* sprite, const Mat4 &transform)
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void Effect3DOutline::setTarget(EffectSprite3D *sprite)
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{
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auto mesh = sprite->getMesh();
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long offset = 0;
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for (auto i = 0; i < mesh->getMeshVertexAttribCount(); i++)
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CCASSERT(nullptr != sprite && nullptr != sprite->getMesh(),"Error: Setting a null pointer or a null mesh EffectSprite3D to Effect3D");
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if(sprite != _sprite)
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{
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auto meshvertexattrib = mesh->getMeshVertexAttribute(i);
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CC_SAFE_RETAIN(sprite);
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CC_SAFE_RELEASE_NULL(_sprite);
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_sprite = sprite;
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_glProgramState->setVertexAttribPointer(s_attributeNames[meshvertexattrib.vertexAttrib],
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meshvertexattrib.size,
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meshvertexattrib.type,
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GL_FALSE,
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mesh->getVertexSizeInBytes(),
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(void*)offset);
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offset += meshvertexattrib.attribSizeBytes;
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auto mesh = sprite->getMesh();
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long offset = 0;
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for (auto i = 0; i < mesh->getMeshVertexAttribCount(); i++)
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{
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auto meshvertexattrib = mesh->getMeshVertexAttribute(i);
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_glProgramState->setVertexAttribPointer(s_attributeNames[meshvertexattrib.vertexAttrib],
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meshvertexattrib.size,
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meshvertexattrib.type,
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GL_FALSE,
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mesh->getVertexSizeInBytes(),
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(void*)offset);
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offset += meshvertexattrib.attribSizeBytes;
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}
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Color4F color(_sprite->getDisplayedColor());
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color.a = _sprite->getDisplayedOpacity() / 255.0f;
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_glProgramState->setUniformVec4("u_color", Vec4(color.r, color.g, color.b, color.a));
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}
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}
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void Effect3DOutline::draw(const Mat4 &transform)
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{
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//draw
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if(_sprite && _sprite->getMesh())
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{
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glEnable(GL_CULL_FACE);
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glCullFace(GL_FRONT);
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glEnable(GL_DEPTH_TEST);
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Color4F color(sprite->getDisplayedColor());
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color.a = sprite->getDisplayedOpacity() / 255.0f;
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_glProgramState->setUniformVec4("u_color", Vec4(color.r, color.g, color.b, color.a));
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auto mesh = sprite->getMesh();
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auto mesh = _sprite->getMesh();
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glBindBuffer(GL_ARRAY_BUFFER, mesh->getVertexBuffer());
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_glProgramState->apply(transform);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh->getIndexBuffer());
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@ -390,7 +408,7 @@ void EffectSprite3D::draw(cocos2d::Renderer *renderer, const cocos2d::Mat4 &tran
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if(std::get<0>(effect) >=0)
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break;
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CustomCommand &cc = std::get<2>(effect);
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cc.func = CC_CALLBACK_0(Effect3D::drawWithSprite,std::get<1>(effect),this,transform);
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cc.func = CC_CALLBACK_0(Effect3D::draw,std::get<1>(effect),transform);
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renderer->addCommand(&cc);
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}
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@ -402,7 +420,7 @@ void EffectSprite3D::draw(cocos2d::Renderer *renderer, const cocos2d::Mat4 &tran
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else
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{
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_command.init(_globalZOrder);
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_command.func = CC_CALLBACK_0(Effect3D::drawWithSprite, _defaultEffect, this, transform);
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_command.func = CC_CALLBACK_0(Effect3D::draw, _defaultEffect, transform);
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renderer->addCommand(&_command);
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}
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@ -411,7 +429,7 @@ void EffectSprite3D::draw(cocos2d::Renderer *renderer, const cocos2d::Mat4 &tran
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if(std::get<0>(effect) <=0)
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continue;
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CustomCommand &cc = std::get<2>(effect);
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cc.func = CC_CALLBACK_0(Effect3D::drawWithSprite,std::get<1>(effect),this,transform);
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cc.func = CC_CALLBACK_0(Effect3D::draw,std::get<1>(effect),transform);
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renderer->addCommand(&cc);
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}
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@ -65,7 +65,8 @@ class EffectSprite3D;
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class Effect3D : public Ref
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{
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public:
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virtual void drawWithSprite(EffectSprite3D* sprite, const Mat4 &transform) = 0;
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virtual void draw(const Mat4 &transform) = 0;
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virtual void setTarget(EffectSprite3D *sprite) = 0;
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protected:
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Effect3D() : _glProgramState(nullptr) {}
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virtual ~Effect3D()
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@ -85,8 +86,8 @@ public:
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void setOutlineWidth(float width);
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void drawWithSprite(EffectSprite3D* sprite, const Mat4 &transform);
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virtual void draw(const Mat4 &transform) override;
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virtual void setTarget(EffectSprite3D *sprite) override;
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protected:
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Effect3DOutline();
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@ -96,6 +97,7 @@ protected:
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Vec3 _outlineColor;
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float _outlineWidth;
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EffectSprite3D* _sprite;
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protected:
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static const std::string _vertShaderFile;
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