/**************************************************************************** Copyright (c) 2013-2014 Chukong Technologies Inc. http://www.cocos2d-x.org Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ****************************************************************************/ #include "renderer/CCRenderer.h" #include #include "renderer/CCTrianglesCommand.h" #include "renderer/CCQuadCommand.h" #include "renderer/CCBatchCommand.h" #include "renderer/CCCustomCommand.h" #include "renderer/CCGroupCommand.h" #include "renderer/CCPrimitiveCommand.h" #include "renderer/CCGLProgramCache.h" #include "renderer/ccGLStateCache.h" #include "renderer/CCMeshCommand.h" #include "base/CCConfiguration.h" #include "base/CCDirector.h" #include "base/CCEventDispatcher.h" #include "base/CCEventListenerCustom.h" #include "base/CCEventType.h" #include "2d/CCCamera.h" #include "2d/CCScene.h" NS_CC_BEGIN // helper static bool compareRenderCommand(RenderCommand* a, RenderCommand* b) { return a->getGlobalOrder() < b->getGlobalOrder(); } // queue void RenderQueue::push_back(RenderCommand* command) { float z = command->getGlobalOrder(); if(z < 0) _queueNegZ.push_back(command); else if(z > 0) _queuePosZ.push_back(command); else _queue0.push_back(command); } ssize_t RenderQueue::size() const { return _queueNegZ.size() + _queue0.size() + _queuePosZ.size(); } void RenderQueue::sort() { // Don't sort _queue0, it already comes sorted std::sort(std::begin(_queueNegZ), std::end(_queueNegZ), compareRenderCommand); std::sort(std::begin(_queuePosZ), std::end(_queuePosZ), compareRenderCommand); } RenderCommand* RenderQueue::operator[](ssize_t index) const { if(index < static_cast(_queueNegZ.size())) return _queueNegZ[index]; index -= _queueNegZ.size(); if(index < static_cast(_queue0.size())) return _queue0[index]; index -= _queue0.size(); if(index < static_cast(_queuePosZ.size())) return _queuePosZ[index]; CCASSERT(false, "invalid index"); return nullptr; } void RenderQueue::clear() { _queueNegZ.clear(); _queue0.clear(); _queuePosZ.clear(); } // helper static bool compareTransparentRenderCommand(RenderCommand* a, RenderCommand* b) { return a->getGlobalOrder() > b->getGlobalOrder(); } void TransparentRenderQueue::push_back(RenderCommand* command) { _queueCmd.push_back(command); } void TransparentRenderQueue::sort() { std::sort(std::begin(_queueCmd), std::end(_queueCmd), compareTransparentRenderCommand); } RenderCommand* TransparentRenderQueue::operator[](ssize_t index) const { return _queueCmd[index]; } void TransparentRenderQueue::clear() { _queueCmd.clear(); } // // // static const int DEFAULT_RENDER_QUEUE = 0; // // constructors, destructors, init // Renderer::Renderer() :_lastMaterialID(0) ,_lastBatchedMeshCommand(nullptr) ,_filledVertex(0) ,_filledIndex(0) ,_numberQuads(0) ,_glViewAssigned(false) ,_isRendering(false) #if CC_ENABLE_CACHE_TEXTURE_DATA ,_cacheTextureListener(nullptr) #endif { _groupCommandManager = new (std::nothrow) GroupCommandManager(); _commandGroupStack.push(DEFAULT_RENDER_QUEUE); RenderQueue defaultRenderQueue; _renderGroups.push_back(defaultRenderQueue); _batchedCommands.reserve(BATCH_QUADCOMMAND_RESEVER_SIZE); } Renderer::~Renderer() { _renderGroups.clear(); _groupCommandManager->release(); glDeleteBuffers(2, _buffersVBO); glDeleteBuffers(2, _quadbuffersVBO); if (Configuration::getInstance()->supportsShareableVAO()) { glDeleteVertexArrays(1, &_buffersVAO); glDeleteVertexArrays(1, &_quadVAO); GL::bindVAO(0); } #if CC_ENABLE_CACHE_TEXTURE_DATA Director::getInstance()->getEventDispatcher()->removeEventListener(_cacheTextureListener); #endif } void Renderer::initGLView() { #if CC_ENABLE_CACHE_TEXTURE_DATA _cacheTextureListener = EventListenerCustom::create(EVENT_RENDERER_RECREATED, [this](EventCustom* event){ /** listen the event that renderer was recreated on Android/WP8 */ this->setupBuffer(); }); Director::getInstance()->getEventDispatcher()->addEventListenerWithFixedPriority(_cacheTextureListener, -1); #endif //setup index data for quads for( int i=0; i < VBO_SIZE/4; i++) { _quadIndices[i*6+0] = (GLushort) (i*4+0); _quadIndices[i*6+1] = (GLushort) (i*4+1); _quadIndices[i*6+2] = (GLushort) (i*4+2); _quadIndices[i*6+3] = (GLushort) (i*4+3); _quadIndices[i*6+4] = (GLushort) (i*4+2); _quadIndices[i*6+5] = (GLushort) (i*4+1); } setupBuffer(); _glViewAssigned = true; } void Renderer::setupBuffer() { if(Configuration::getInstance()->supportsShareableVAO()) { setupVBOAndVAO(); } else { setupVBO(); } } void Renderer::setupVBOAndVAO() { //generate vbo and vao for trianglesCommand glGenVertexArrays(1, &_buffersVAO); GL::bindVAO(_buffersVAO); glGenBuffers(2, &_buffersVBO[0]); glBindBuffer(GL_ARRAY_BUFFER, _buffersVBO[0]); glBufferData(GL_ARRAY_BUFFER, sizeof(_verts[0]) * VBO_SIZE, _verts, GL_DYNAMIC_DRAW); // vertices glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_POSITION); glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, sizeof(V3F_C4B_T2F), (GLvoid*) offsetof( V3F_C4B_T2F, vertices)); // colors glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_COLOR); glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(V3F_C4B_T2F), (GLvoid*) offsetof( V3F_C4B_T2F, colors)); // tex coords glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_TEX_COORD); glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORD, 2, GL_FLOAT, GL_FALSE, sizeof(V3F_C4B_T2F), (GLvoid*) offsetof( V3F_C4B_T2F, texCoords)); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _buffersVBO[1]); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(_indices[0]) * INDEX_VBO_SIZE, _indices, GL_STATIC_DRAW); // Must unbind the VAO before changing the element buffer. GL::bindVAO(0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glBindBuffer(GL_ARRAY_BUFFER, 0); //generate vbo and vao for quadCommand glGenVertexArrays(1, &_quadVAO); GL::bindVAO(_quadVAO); glGenBuffers(2, &_quadbuffersVBO[0]); glBindBuffer(GL_ARRAY_BUFFER, _quadbuffersVBO[0]); glBufferData(GL_ARRAY_BUFFER, sizeof(_quadVerts[0]) * VBO_SIZE, _quadVerts, GL_DYNAMIC_DRAW); // vertices glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_POSITION); glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, sizeof(V3F_C4B_T2F), (GLvoid*) offsetof( V3F_C4B_T2F, vertices)); // colors glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_COLOR); glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(V3F_C4B_T2F), (GLvoid*) offsetof( V3F_C4B_T2F, colors)); // tex coords glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_TEX_COORD); glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORD, 2, GL_FLOAT, GL_FALSE, sizeof(V3F_C4B_T2F), (GLvoid*) offsetof( V3F_C4B_T2F, texCoords)); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _quadbuffersVBO[1]); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(_quadIndices[0]) * INDEX_VBO_SIZE, _quadIndices, GL_STATIC_DRAW); // Must unbind the VAO before changing the element buffer. GL::bindVAO(0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glBindBuffer(GL_ARRAY_BUFFER, 0); CHECK_GL_ERROR_DEBUG(); } void Renderer::setupVBO() { glGenBuffers(2, &_buffersVBO[0]); glGenBuffers(2, &_quadbuffersVBO[0]); mapBuffers(); } void Renderer::mapBuffers() { // Avoid changing the element buffer for whatever VAO might be bound. GL::bindVAO(0); glBindBuffer(GL_ARRAY_BUFFER, _buffersVBO[0]); glBufferData(GL_ARRAY_BUFFER, sizeof(_verts[0]) * VBO_SIZE, _verts, GL_DYNAMIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, _quadbuffersVBO[0]); glBufferData(GL_ARRAY_BUFFER, sizeof(_quadVerts[0]) * VBO_SIZE, _quadVerts, GL_DYNAMIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _buffersVBO[1]); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(_indices[0]) * INDEX_VBO_SIZE, _indices, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _quadbuffersVBO[1]); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(_quadIndices[0]) * INDEX_VBO_SIZE, _quadIndices, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); CHECK_GL_ERROR_DEBUG(); } void Renderer::addCommand(RenderCommand* command) { int renderQueue =_commandGroupStack.top(); addCommand(command, renderQueue); } void Renderer::addCommand(RenderCommand* command, int renderQueue) { CCASSERT(!_isRendering, "Cannot add command while rendering"); CCASSERT(renderQueue >=0, "Invalid render queue"); CCASSERT(command->getType() != RenderCommand::Type::UNKNOWN_COMMAND, "Invalid Command Type"); _renderGroups[renderQueue].push_back(command); } void Renderer::pushGroup(int renderQueueID) { CCASSERT(!_isRendering, "Cannot change render queue while rendering"); _commandGroupStack.push(renderQueueID); } void Renderer::popGroup() { CCASSERT(!_isRendering, "Cannot change render queue while rendering"); _commandGroupStack.pop(); } int Renderer::createRenderQueue() { RenderQueue newRenderQueue; _renderGroups.push_back(newRenderQueue); return (int)_renderGroups.size() - 1; } void Renderer::visitRenderQueue(const RenderQueue& queue) { ssize_t size = queue.size(); for (ssize_t index = 0; index < size; ++index) { auto command = queue[index]; auto commandType = command->getType(); if( RenderCommand::Type::TRIANGLES_COMMAND == commandType) { flush3D(); if(_numberQuads > 0) { drawBatchedQuads(); _lastMaterialID = 0; } auto cmd = static_cast(command); //Batch Triangles if( _filledVertex + cmd->getVertexCount() > VBO_SIZE || _filledIndex + cmd->getIndexCount() > INDEX_VBO_SIZE) { CCASSERT(cmd->getVertexCount()>= 0 && cmd->getVertexCount() < VBO_SIZE, "VBO for vertex is not big enough, please break the data down or use customized render command"); CCASSERT(cmd->getIndexCount()>= 0 && cmd->getIndexCount() < INDEX_VBO_SIZE, "VBO for index is not big enough, please break the data down or use customized render command"); //Draw batched Triangles if VBO is full drawBatchedTriangles(); } _batchedCommands.push_back(cmd); fillVerticesAndIndices(cmd); } else if ( RenderCommand::Type::QUAD_COMMAND == commandType ) { flush3D(); if(_filledIndex > 0) { drawBatchedTriangles(); _lastMaterialID = 0; } auto cmd = static_cast(command); //Batch quads if( (_numberQuads + cmd->getQuadCount()) * 4 > VBO_SIZE ) { CCASSERT(cmd->getQuadCount()>= 0 && cmd->getQuadCount() * 4 < VBO_SIZE, "VBO for vertex is not big enough, please break the data down or use customized render command"); //Draw batched quads if VBO is full drawBatchedQuads(); } _batchQuadCommands.push_back(cmd); fillQuads(cmd); } else if(RenderCommand::Type::GROUP_COMMAND == commandType) { flush(); int renderQueueID = ((GroupCommand*) command)->getRenderQueueID(); visitRenderQueue(_renderGroups[renderQueueID]); } else if(RenderCommand::Type::CUSTOM_COMMAND == commandType) { flush(); auto cmd = static_cast(command); cmd->execute(); } else if(RenderCommand::Type::BATCH_COMMAND == commandType) { flush(); auto cmd = static_cast(command); cmd->execute(); } else if(RenderCommand::Type::PRIMITIVE_COMMAND == commandType) { flush(); auto cmd = static_cast(command); cmd->execute(); } else if (RenderCommand::Type::MESH_COMMAND == commandType) { flush2D(); auto cmd = static_cast(command); if (_lastBatchedMeshCommand == nullptr || _lastBatchedMeshCommand->getMaterialID() != cmd->getMaterialID()) { flush3D(); cmd->preBatchDraw(); cmd->batchDraw(); _lastBatchedMeshCommand = cmd; } else { cmd->batchDraw(); } } else { CCLOGERROR("Unknown commands in renderQueue"); } } } void Renderer::visitTransparentRenderQueue(const TransparentRenderQueue& queue) { // do not batch for transparent objects ssize_t size = queue.size(); _batchedCommands.clear(); _filledVertex = 0; _filledIndex = 0; for (ssize_t index = 0; index < size; ++index) { auto command = queue[index]; auto commandType = command->getType(); if( RenderCommand::Type::TRIANGLES_COMMAND == commandType) { auto cmd = static_cast(command); _batchedCommands.push_back(cmd); fillVerticesAndIndices(cmd); drawBatchedTriangles(); } else if(RenderCommand::Type::QUAD_COMMAND == commandType) { auto cmd = static_cast(command); _batchQuadCommands.push_back(cmd); fillQuads(cmd); drawBatchedQuads(); } else if(RenderCommand::Type::GROUP_COMMAND == commandType) { int renderQueueID = (static_cast(command))->getRenderQueueID(); visitRenderQueue(_renderGroups[renderQueueID]); } else if(RenderCommand::Type::CUSTOM_COMMAND == commandType) { auto cmd = static_cast(command); cmd->execute(); } else if(RenderCommand::Type::BATCH_COMMAND == commandType) { auto cmd = static_cast(command); cmd->execute(); } else if(RenderCommand::Type::PRIMITIVE_COMMAND == commandType) { auto cmd = static_cast(command); cmd->execute(); } else if (RenderCommand::Type::MESH_COMMAND == commandType) { auto cmd = static_cast(command); cmd->execute(); } else { CCLOGERROR("Unknown commands in renderQueue"); } } } void Renderer::render() { //Uncomment this once everything is rendered by new renderer //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //TODO: setup camera or MVP _isRendering = true; if (_glViewAssigned) { //Process render commands //1. Sort render commands based on ID for (auto &renderqueue : _renderGroups) { renderqueue.sort(); } visitRenderQueue(_renderGroups[0]); flush(); //Process render commands //draw transparent objects here, do not batch for transparent objects if (0 < _transparentRenderGroups.size()) { _transparentRenderGroups.sort(); glEnable(GL_DEPTH_TEST); visitTransparentRenderQueue(_transparentRenderGroups); glDisable(GL_DEPTH_TEST); } } clean(); _isRendering = false; } void Renderer::clean() { // Clear render group for (size_t j = 0 ; j < _renderGroups.size(); j++) { //commands are owned by nodes // for (const auto &cmd : _renderGroups[j]) // { // cmd->releaseToCommandPool(); // } _renderGroups[j].clear(); } // Clear batch commands _batchedCommands.clear(); _batchQuadCommands.clear(); _filledVertex = 0; _filledIndex = 0; _numberQuads = 0; _lastMaterialID = 0; _lastBatchedMeshCommand = nullptr; _transparentRenderGroups.clear(); } void Renderer::fillVerticesAndIndices(const TrianglesCommand* cmd) { memcpy(_verts + _filledVertex, cmd->getVertices(), sizeof(V3F_C4B_T2F) * cmd->getVertexCount()); const Mat4& modelView = cmd->getModelView(); for(ssize_t i=0; i< cmd->getVertexCount(); ++i) { V3F_C4B_T2F *q = &_verts[i + _filledVertex]; Vec3 *vec1 = (Vec3*)&q->vertices; modelView.transformPoint(vec1); } const unsigned short* indices = cmd->getIndices(); //fill index for(ssize_t i=0; i< cmd->getIndexCount(); ++i) { _indices[_filledIndex + i] = _filledVertex + indices[i]; } _filledVertex += cmd->getVertexCount(); _filledIndex += cmd->getIndexCount(); } void Renderer::fillQuads(const QuadCommand *cmd) { const Mat4& modelView = cmd->getModelView(); const V3F_C4B_T2F* quads = (V3F_C4B_T2F*)cmd->getQuads(); for(ssize_t i=0; i< cmd->getQuadCount() * 4; ++i) { _quadVerts[i + _numberQuads * 4] = quads[i]; modelView.transformPoint(quads[i].vertices,&(_quadVerts[i + _numberQuads * 4].vertices)); } _numberQuads += cmd->getQuadCount(); } void Renderer::drawBatchedTriangles() { //TODO: we can improve the draw performance by insert material switching command before hand. int indexToDraw = 0; int startIndex = 0; //Upload buffer to VBO if(_filledVertex <= 0 || _filledIndex <= 0 || _batchedCommands.empty()) { return; } if (Configuration::getInstance()->supportsShareableVAO()) { //Bind VAO GL::bindVAO(_buffersVAO); //Set VBO data glBindBuffer(GL_ARRAY_BUFFER, _buffersVBO[0]); // option 1: subdata // glBufferSubData(GL_ARRAY_BUFFER, sizeof(_quads[0])*start, sizeof(_quads[0]) * n , &_quads[start] ); // option 2: data // glBufferData(GL_ARRAY_BUFFER, sizeof(quads_[0]) * (n-start), &quads_[start], GL_DYNAMIC_DRAW); // option 3: orphaning + glMapBuffer glBufferData(GL_ARRAY_BUFFER, sizeof(_verts[0]) * _filledVertex, nullptr, GL_DYNAMIC_DRAW); void *buf = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY); memcpy(buf, _verts, sizeof(_verts[0])* _filledVertex); glUnmapBuffer(GL_ARRAY_BUFFER); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _buffersVBO[1]); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(_indices[0]) * _filledIndex, _indices, GL_STATIC_DRAW); } else { #define kQuadSize sizeof(_verts[0]) glBindBuffer(GL_ARRAY_BUFFER, _buffersVBO[0]); glBufferData(GL_ARRAY_BUFFER, sizeof(_verts[0]) * _filledVertex , _verts, GL_DYNAMIC_DRAW); GL::enableVertexAttribs(GL::VERTEX_ATTRIB_FLAG_POS_COLOR_TEX); // vertices glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, kQuadSize, (GLvoid*) offsetof(V3F_C4B_T2F, vertices)); // colors glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, kQuadSize, (GLvoid*) offsetof(V3F_C4B_T2F, colors)); // tex coords glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORD, 2, GL_FLOAT, GL_FALSE, kQuadSize, (GLvoid*) offsetof(V3F_C4B_T2F, texCoords)); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _buffersVBO[1]); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(_indices[0]) * _filledIndex, _indices, GL_STATIC_DRAW); } //Start drawing verties in batch for(const auto& cmd : _batchedCommands) { auto newMaterialID = cmd->getMaterialID(); if(_lastMaterialID != newMaterialID || newMaterialID == MATERIAL_ID_DO_NOT_BATCH) { //Draw quads if(indexToDraw > 0) { glDrawElements(GL_TRIANGLES, (GLsizei) indexToDraw, GL_UNSIGNED_SHORT, (GLvoid*) (startIndex*sizeof(_indices[0])) ); _drawnBatches++; _drawnVertices += indexToDraw; startIndex += indexToDraw; indexToDraw = 0; } //Use new material cmd->useMaterial(); _lastMaterialID = newMaterialID; } indexToDraw += cmd->getIndexCount(); } //Draw any remaining triangles if(indexToDraw > 0) { glDrawElements(GL_TRIANGLES, (GLsizei) indexToDraw, GL_UNSIGNED_SHORT, (GLvoid*) (startIndex*sizeof(_indices[0])) ); _drawnBatches++; _drawnVertices += indexToDraw; } if (Configuration::getInstance()->supportsShareableVAO()) { //Unbind VAO GL::bindVAO(0); } else { glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); } _batchedCommands.clear(); _filledVertex = 0; _filledIndex = 0; } void Renderer::drawBatchedQuads() { //TODO: we can improve the draw performance by insert material switching command before hand. int indexToDraw = 0; int startIndex = 0; //Upload buffer to VBO if(_numberQuads <= 0 || _batchQuadCommands.empty()) { return; } if (Configuration::getInstance()->supportsShareableVAO()) { //Bind VAO GL::bindVAO(_quadVAO); //Set VBO data glBindBuffer(GL_ARRAY_BUFFER, _quadbuffersVBO[0]); // option 1: subdata // glBufferSubData(GL_ARRAY_BUFFER, sizeof(_quads[0])*start, sizeof(_quads[0]) * n , &_quads[start] ); // option 2: data // glBufferData(GL_ARRAY_BUFFER, sizeof(quads_[0]) * (n-start), &quads_[start], GL_DYNAMIC_DRAW); // option 3: orphaning + glMapBuffer glBufferData(GL_ARRAY_BUFFER, sizeof(_quadVerts[0]) * _numberQuads * 4, nullptr, GL_DYNAMIC_DRAW); void *buf = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY); memcpy(buf, _quadVerts, sizeof(_quadVerts[0])* _numberQuads * 4); glUnmapBuffer(GL_ARRAY_BUFFER); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _quadbuffersVBO[1]); } else { #define kQuadSize sizeof(_verts[0]) glBindBuffer(GL_ARRAY_BUFFER, _quadbuffersVBO[0]); glBufferData(GL_ARRAY_BUFFER, sizeof(_quadVerts[0]) * _numberQuads * 4 , _quadVerts, GL_DYNAMIC_DRAW); GL::enableVertexAttribs(GL::VERTEX_ATTRIB_FLAG_POS_COLOR_TEX); // vertices glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, kQuadSize, (GLvoid*) offsetof(V3F_C4B_T2F, vertices)); // colors glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, kQuadSize, (GLvoid*) offsetof(V3F_C4B_T2F, colors)); // tex coords glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORD, 2, GL_FLOAT, GL_FALSE, kQuadSize, (GLvoid*) offsetof(V3F_C4B_T2F, texCoords)); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _quadbuffersVBO[1]); } //Start drawing verties in batch for(const auto& cmd : _batchQuadCommands) { auto newMaterialID = cmd->getMaterialID(); if(_lastMaterialID != newMaterialID || newMaterialID == MATERIAL_ID_DO_NOT_BATCH) { //Draw quads if(indexToDraw > 0) { glDrawElements(GL_TRIANGLES, (GLsizei) indexToDraw, GL_UNSIGNED_SHORT, (GLvoid*) (startIndex*sizeof(_indices[0])) ); _drawnBatches++; _drawnVertices += indexToDraw; startIndex += indexToDraw; indexToDraw = 0; } //Use new material cmd->useMaterial(); _lastMaterialID = newMaterialID; } indexToDraw += cmd->getQuadCount() * 6; } //Draw any remaining quad if(indexToDraw > 0) { glDrawElements(GL_TRIANGLES, (GLsizei) indexToDraw, GL_UNSIGNED_SHORT, (GLvoid*) (startIndex*sizeof(_indices[0])) ); _drawnBatches++; _drawnVertices += indexToDraw; } if (Configuration::getInstance()->supportsShareableVAO()) { //Unbind VAO GL::bindVAO(0); } else { glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); } _batchQuadCommands.clear(); _numberQuads = 0; } void Renderer::flush() { flush2D(); flush3D(); } void Renderer::flush2D() { //Check depth write GLboolean depthWirte; glGetBooleanv(GL_DEPTH_WRITEMASK, &depthWirte); //Turn depth write off if necessary if(depthWirte) { glDepthMask(false); } drawBatchedQuads(); _lastMaterialID = 0; drawBatchedTriangles(); _lastMaterialID = 0; //Turn depth write on if necessary if(depthWirte) { glDepthMask(true); } } void Renderer::flush3D() { if (_lastBatchedMeshCommand) { _lastBatchedMeshCommand->postBatchDraw(); _lastBatchedMeshCommand = nullptr; } } // helpers bool Renderer::checkVisibility(const Mat4 &transform, const Size &size) { auto scene = Director::getInstance()->getRunningScene(); // only cull the default camera. The culling algorithm is valid for default camera. if (scene && scene->_defaultCamera != Camera::getVisitingCamera()) return true; // half size of the screen Size screen_half = Director::getInstance()->getWinSize(); screen_half.width /= 2; screen_half.height /= 2; float hSizeX = size.width/2; float hSizeY = size.height/2; Vec4 v4world, v4local; v4local.set(hSizeX, hSizeY, 0, 1); transform.transformVector(v4local, &v4world); // center of screen is (0,0) v4world.x -= screen_half.width; v4world.y -= screen_half.height; // convert content size to world coordinates float wshw = std::max(fabsf(hSizeX * transform.m[0] + hSizeY * transform.m[4]), fabsf(hSizeX * transform.m[0] - hSizeY * transform.m[4])); float wshh = std::max(fabsf(hSizeX * transform.m[1] + hSizeY * transform.m[5]), fabsf(hSizeX * transform.m[1] - hSizeY * transform.m[5])); // compare if it in the positive quadrant of the screen float tmpx = (fabsf(v4world.x)-wshw); float tmpy = (fabsf(v4world.y)-wshh); bool ret = (tmpx < screen_half.width && tmpy < screen_half.height); return ret; } NS_CC_END