mirror of https://github.com/axmolengine/axmol.git
Merge pull request #10950 from dabingnn/v3_comments
[ci skip] update comments CCTrianglesCommand.h
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cae0561110
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@ -30,41 +30,68 @@
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NS_CC_BEGIN
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/** Command used to render one or more Quads */
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/**
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Command used to render one or more Quads, similar to TrianglesCommand.
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Every QuadCommand will have generate material ID by give textureID, glProgramState, Blend function
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if the material id is the same, these QuadCommands could be batched to save draw call.
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*/
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class CC_DLL QuadCommand : public RenderCommand
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{
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public:
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/**Constructor.*/
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QuadCommand();
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/**Destructor.*/
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~QuadCommand();
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/** Initializes the command with a globalZOrder, a texture ID, a `GLProgram`, a blending function, a pointer to quads,
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* quantity of quads, and the Model View transform to be used for the quads */
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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 glProgramState The specified glProgram and its uniform.
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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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@param mv ModelView matrix for the command.
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@param flags to indicate that the command is using 3D rendering or not.
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*/
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void init(float globalOrder, GLuint textureID, GLProgramState* shader, const BlendFunc& blendType, V3F_C4B_T2F_Quad* quads, ssize_t quadCount,
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const Mat4& mv, uint32_t flags);
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/**Deprecated function, the params is similar as the upper init function, with flags equals 0.*/
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CC_DEPRECATED_ATTRIBUTE void init(float globalOrder, GLuint textureID, GLProgramState* shader, const BlendFunc& blendType, V3F_C4B_T2F_Quad* quads, ssize_t quadCount,
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const Mat4& mv);
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/**Apply the texture, shaders, programs, blend functions to GPU pipeline.*/
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void useMaterial() const;
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/**Get the material id of command.*/
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inline uint32_t getMaterialID() const { return _materialID; }
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/**Get the openGL texture handle.*/
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inline GLuint getTextureID() const { return _textureID; }
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/**Get the pointer of the rendered quads.*/
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inline V3F_C4B_T2F_Quad* getQuads() const { return _quads; }
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/**Get the number of quads for rendering.*/
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inline ssize_t getQuadCount() const { return _quadsCount; }
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/**Get the glprogramstate.*/
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inline GLProgramState* getGLProgramState() const { return _glProgramState; }
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/**Get the blend function.*/
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inline BlendFunc getBlendType() const { return _blendType; }
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/**Get the model view matrix.*/
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inline const Mat4& getModelView() const { return _mv; }
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protected:
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/**Generate the material ID by textureID, glProgramState, and blend function.*/
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void generateMaterialID();
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/**Generated material id.*/
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uint32_t _materialID;
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/**OpenGL handle for texture.*/
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GLuint _textureID;
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/**GLprogramstate for the commmand. encapsulate shaders and uniforms.*/
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GLProgramState* _glProgramState;
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/**Blend function when rendering the triangles.*/
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BlendFunc _blendType;
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/**The pointer to the rendered quads.*/
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V3F_C4B_T2F_Quad* _quads;
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/**The number of quads for rendering.*/
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ssize_t _quadsCount;
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/**Model view matrix when rendering the triangles.*/
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Mat4 _mv;
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};
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@ -29,47 +29,81 @@
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#include "renderer/CCGLProgramState.h"
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NS_CC_BEGIN
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/**
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Command used to render one or more Triangles, which is similar to QuadCommand.
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Every TrianglesCommand will have generate material ID by give textureID, glProgramState, Blend function
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if the material id is the same, these TrianglesCommands could be batched to save draw call.
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*/
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class CC_DLL TrianglesCommand : public RenderCommand
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{
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public:
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/**The structure of Triangles. */
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struct Triangles
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{
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/**Vertex data pointer.*/
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V3F_C4B_T2F* verts;
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/**Index data pointer.*/
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unsigned short* indices;
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/**The number of vertices.*/
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ssize_t vertCount;
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/**The number of indices.*/
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ssize_t indexCount;
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};
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/**Construtor.*/
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TrianglesCommand();
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/**Destructor.*/
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~TrianglesCommand();
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/** Initializes the command with a globalZOrder, a texture ID, a `GLProgram`, a blending function, a pointer to triangles,
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* quantity of quads, and the Model View transform to be used for the quads */
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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 glProgramState The specified glProgram and its uniform.
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@param blendType Blend function for the command.
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@param triangles Rendered triangles for the command.
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@param mv ModelView matrix for the command.
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@param flags to indicate that the command is using 3D rendering or not.
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*/
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void init(float globalOrder, GLuint textureID, GLProgramState* glProgramState, BlendFunc blendType, const Triangles& triangles,const Mat4& mv, uint32_t flags);
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/**Deprecated function, the params is similar as the upper init function, with flags equals 0.*/
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CC_DEPRECATED_ATTRIBUTE void init(float globalOrder, GLuint textureID, GLProgramState* glProgramState, BlendFunc blendType, const Triangles& triangles,const Mat4& mv);
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/**Apply the texture, shaders, programs, blend functions to GPU pipeline.*/
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void useMaterial() const;
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/**Get the material id of command.*/
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inline uint32_t getMaterialID() const { return _materialID; }
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/**Get the openGL texture handle.*/
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inline GLuint getTextureID() const { return _textureID; }
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/**Get a const reference of triangles.*/
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inline const Triangles& getTriangles() const { return _triangles; }
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/**Get the vertex count in the triangles.*/
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inline ssize_t getVertexCount() const { return _triangles.vertCount; }
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/**Get the index count of the triangles.*/
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inline ssize_t getIndexCount() const { return _triangles.indexCount; }
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/**Get the vertex data pointer.*/
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inline const V3F_C4B_T2F* getVertices() const { return _triangles.verts; }
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/**Get the index data pointer.*/
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inline const unsigned short* getIndices() const { return _triangles.indices; }
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/**Get the glprogramstate.*/
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inline GLProgramState* getGLProgramState() const { return _glProgramState; }
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/**Get the blend function.*/
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inline BlendFunc getBlendType() const { return _blendType; }
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/**Get the model view matrix.*/
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inline const Mat4& getModelView() const { return _mv; }
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protected:
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/**Generate the material ID by textureID, glProgramState, and blend function.*/
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void generateMaterialID();
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/**Generated material id.*/
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uint32_t _materialID;
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/**OpenGL handle for texture.*/
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GLuint _textureID;
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/**GLprogramstate for the commmand. encapsulate shaders and uniforms.*/
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GLProgramState* _glProgramState;
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/**Blend function when rendering the triangles.*/
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BlendFunc _blendType;
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/**Rendered triangles.*/
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Triangles _triangles;
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/**Model view matrix when rendering the triangles.*/
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Mat4 _mv;
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};
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