mirror of https://github.com/axmolengine/axmol.git
106 lines
3.3 KiB
C++
106 lines
3.3 KiB
C++
/****************************************************************************
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Copyright (c) 2013-2014 Chukong Technologies Inc.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "renderer/CCQuadCommand.h"
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#include "renderer/ccGLStateCache.h"
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#include "renderer/CCGLProgram.h"
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#include "xxhash.h"
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#include "CCRenderer.h"
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NS_CC_BEGIN
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QuadCommand::QuadCommand()
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:_materialID(0)
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,_textureID(0)
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,_glProgramState(nullptr)
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,_blendType(BlendFunc::DISABLE)
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,_quads(nullptr)
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,_quadsCount(0)
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{
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_type = RenderCommand::Type::QUAD_COMMAND;
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}
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void QuadCommand::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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{
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CCASSERT(shader, "Invalid GLProgramState");
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CCASSERT(shader->getVertexAttribsFlags() == 0, "No custom attributes are supported in QuadCommand");
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RenderCommand::init(globalOrder, mv, flags);
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_quadsCount = quadCount;
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_quads = quads;
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_mv = mv;
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if( _textureID != textureID || _blendType.src != blendType.src || _blendType.dst != blendType.dst || _glProgramState != shader) {
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_textureID = textureID;
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_blendType = blendType;
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_glProgramState = shader;
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generateMaterialID();
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}
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}
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void QuadCommand::init(float globalOrder, GLuint textureID, GLProgramState* shader, const BlendFunc& blendType, V3F_C4B_T2F_Quad* quads, ssize_t quadCount, const Mat4 &mv)
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{
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init(globalOrder, textureID, shader, blendType, quads, quadCount, mv, 0);
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}
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QuadCommand::~QuadCommand()
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{
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}
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void QuadCommand::generateMaterialID()
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{
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if(_glProgramState->getUniformCount() > 0)
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{
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_materialID = Renderer::MATERIAL_ID_DO_NOT_BATCH;
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}
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else
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{
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int glProgram = (int)_glProgramState->getGLProgram()->getProgram();
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int intArray[4] = { glProgram, (int)_textureID, (int)_blendType.src, (int)_blendType.dst};
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_materialID = XXH32((const void*)intArray, sizeof(intArray), 0);
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}
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}
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void QuadCommand::useMaterial() const
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{
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//Set texture
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GL::bindTexture2D(_textureID);
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//set blend mode
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GL::blendFunc(_blendType.src, _blendType.dst);
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_glProgramState->apply(_mv);
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}
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NS_CC_END |