/**************************************************************************** Copyright (c) 2013 cocos2d-x.org 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. ****************************************************************************/ #ifndef __CC_RENDERER_H_ #define __CC_RENDERER_H_ #include "CCPlatformMacros.h" #include "CCRenderCommand.h" #include "CCGLProgram.h" #include "CCGL.h" #include #include NS_CC_BEGIN typedef std::vector RenderQueue; struct RenderStackElement { int renderQueueID; size_t currentIndex; }; class Renderer : public Object { public: static const int vbo_size = 65536 / 6; Renderer(); ~Renderer(); //TODO manage GLView inside Render itself void initGLView(); //TODO support multiple viewport void addCommand(RenderCommand* command); void addCommand(RenderCommand* command, int renderQueue); void pushGroup(int renderQueueID); void popGroup(); int createRenderQueue(); void render(); protected: void setupIndices(); //Setup VBO or VAO based on OpenGL extensions void setupBuffer(); void setupVBOAndVAO(); void setupVBO(); void mapBuffers(); void drawBatchedQuads(); //Draw the previews queued quads and flush previous context void flush(); void onBackToForeground(Object* obj); std::stack _commandGroupStack; std::stack _renderStack; std::vector _renderGroups; int _lastMaterialID; size_t _firstCommand; size_t _lastCommand; V3F_C4B_T2F_Quad _quads[vbo_size]; GLushort _indices[6 * vbo_size]; GLuint _quadVAO; GLuint _buffersVBO[2]; //0: vertex 1: indices int _numQuads; bool _glViewAssigned; }; NS_CC_END #endif //__CC_RENDERER_H_