mirror of https://github.com/axmolengine/axmol.git
587 lines
19 KiB
C++
587 lines
19 KiB
C++
/*
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* Copyright (C) 2009 Matt Oswald
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* Copyright (c) 2009-2010 Ricardo Quesada
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* Copyright (c) 2010-2012 cocos2d-x.org
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* Copyright (c) 2011 Zynga Inc.
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* Copyright (c) 2011 Marco Tillemans
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* Copyright (c) 2013-2016 Chukong Technologies Inc.
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* Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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* Copyright (c) 2020-2021 C4games Ltd.
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* Copyright (c) 2021 Bytedance Inc.
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*
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* https://axis-project.github.io/
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*
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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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*
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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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*
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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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*/
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#include "2d/CCParticleBatchNode.h"
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#include <stddef.h> // offsetof
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#include "base/ccTypes.h"
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#include "2d/CCGrid.h"
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#include "2d/CCParticleSystem.h"
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#include "renderer/CCTextureCache.h"
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#include "renderer/CCQuadCommand.h"
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#include "renderer/CCRenderer.h"
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#include "renderer/CCTextureAtlas.h"
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#include "base/CCProfiling.h"
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#include "base/ccUTF8.h"
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#include "base/ccUtils.h"
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#include "renderer/ccShaders.h"
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#include "renderer/backend/ProgramState.h"
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NS_AX_BEGIN
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ParticleBatchNode::ParticleBatchNode()
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{
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auto& pipelinePS = _customCommand.getPipelineDescriptor().programState;
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auto* program = backend::Program::getBuiltinProgram(backend::ProgramType::POSITION_TEXTURE_COLOR);
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//!!! ParticleBatchNode private programState don't want affect by Node::_programState, so store at _customCommand
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//!!! support etc1 with alpha?
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pipelinePS = new backend::ProgramState(program);
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_mvpMatrixLocaiton = pipelinePS->getUniformLocation("u_MVPMatrix");
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_textureLocation = pipelinePS->getUniformLocation("u_tex0");
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auto layout = pipelinePS->getVertexLayout();
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const auto& attributeInfo = pipelinePS->getProgram()->getActiveAttributes();
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auto iter = attributeInfo.find("a_position");
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if (iter != attributeInfo.end())
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{
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layout->setAttribute("a_position", iter->second.location, backend::VertexFormat::FLOAT3, 0, false);
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}
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iter = attributeInfo.find("a_texCoord");
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if (iter != attributeInfo.end())
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{
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layout->setAttribute("a_texCoord", iter->second.location, backend::VertexFormat::FLOAT2,
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offsetof(V3F_C4B_T2F, texCoords), false);
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}
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iter = attributeInfo.find("a_color");
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if (iter != attributeInfo.end())
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{
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layout->setAttribute("a_color", iter->second.location, backend::VertexFormat::UBYTE4,
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offsetof(V3F_C4B_T2F, colors), true);
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}
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layout->setLayout(sizeof(V3F_C4B_T2F));
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_customCommand.setDrawType(CustomCommand::DrawType::ELEMENT);
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_customCommand.setPrimitiveType(CustomCommand::PrimitiveType::TRIANGLE);
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}
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ParticleBatchNode::~ParticleBatchNode()
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{
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AX_SAFE_RELEASE(_textureAtlas);
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AX_SAFE_RELEASE(_customCommand.getPipelineDescriptor().programState);
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}
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/*
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* creation with Texture2D
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*/
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ParticleBatchNode* ParticleBatchNode::createWithTexture(Texture2D* tex, int capacity /* = kParticleDefaultCapacity*/)
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{
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ParticleBatchNode* p = new ParticleBatchNode();
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if (p->initWithTexture(tex, capacity))
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{
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p->autorelease();
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return p;
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}
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AX_SAFE_DELETE(p);
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return nullptr;
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}
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/*
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* creation with File Image
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*/
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ParticleBatchNode* ParticleBatchNode::create(std::string_view imageFile, int capacity /* = kParticleDefaultCapacity*/)
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{
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ParticleBatchNode* p = new ParticleBatchNode();
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if (p->initWithFile(imageFile, capacity))
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{
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p->autorelease();
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return p;
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}
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AX_SAFE_DELETE(p);
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return nullptr;
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}
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/*
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* init with Texture2D
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*/
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bool ParticleBatchNode::initWithTexture(Texture2D* tex, int capacity)
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{
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_textureAtlas = new TextureAtlas();
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_textureAtlas->initWithTexture(tex, capacity);
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updateProgramStateTexture();
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_children.reserve(capacity);
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_blendFunc = BlendFunc::ALPHA_PREMULTIPLIED;
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return true;
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}
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/*
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* init with FileImage
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*/
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bool ParticleBatchNode::initWithFile(std::string_view fileImage, int capacity)
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{
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Texture2D* tex = _director->getTextureCache()->addImage(fileImage);
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return initWithTexture(tex, capacity);
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}
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// ParticleBatchNode - composition
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// override visit.
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// Don't call visit on it's children
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void ParticleBatchNode::visit(Renderer* renderer, const Mat4& parentTransform, uint32_t parentFlags)
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{
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// CAREFUL:
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// This visit is almost identical to Node#visit
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// with the exception that it doesn't call visit on it's children
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//
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// The alternative is to have a void Sprite#visit, but
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// although this is less maintainable, is faster
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//
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if (!_visible)
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{
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return;
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}
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uint32_t flags = processParentFlags(parentTransform, parentFlags);
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if (isVisitableByVisitingCamera())
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{
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// IMPORTANT:d
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// To ease the migration to v3.0, we still support the Mat4 stack,
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// but it is deprecated and your code should not rely on it
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_director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
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_director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewTransform);
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draw(renderer, _modelViewTransform, flags);
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_director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
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}
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}
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// override addChild:
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void ParticleBatchNode::addChild(Node* aChild, int zOrder, int tag)
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{
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AXASSERT(aChild != nullptr, "Argument must be non-nullptr");
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AXASSERT(dynamic_cast<ParticleSystem*>(aChild) != nullptr,
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"CCParticleBatchNode only supports QuadParticleSystems as children");
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ParticleSystem* child = static_cast<ParticleSystem*>(aChild);
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AXASSERT(child->getTexture()->getBackendTexture() == _textureAtlas->getTexture()->getBackendTexture(),
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"CCParticleSystem is not using the same texture id");
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addChildByTagOrName(child, zOrder, tag, "", true);
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}
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void ParticleBatchNode::addChild(Node* aChild, int zOrder, std::string_view name)
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{
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AXASSERT(aChild != nullptr, "Argument must be non-nullptr");
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AXASSERT(dynamic_cast<ParticleSystem*>(aChild) != nullptr,
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"CCParticleBatchNode only supports QuadParticleSystems as children");
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ParticleSystem* child = static_cast<ParticleSystem*>(aChild);
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AXASSERT(child->getTexture()->getBackendTexture() == _textureAtlas->getTexture()->getBackendTexture(),
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"CCParticleSystem is not using the same texture id");
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addChildByTagOrName(child, zOrder, 0, name, false);
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}
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void ParticleBatchNode::addChildByTagOrName(ParticleSystem* child,
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int zOrder,
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int tag,
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std::string_view name,
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bool setTag)
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{
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// If this is the 1st children, then copy blending function
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if (_children.empty())
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{
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setBlendFunc(child->getBlendFunc());
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}
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AXASSERT(_blendFunc.src == child->getBlendFunc().src && _blendFunc.dst == child->getBlendFunc().dst,
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"Can't add a ParticleSystem that uses a different blending function");
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// no lazy sorting, so don't call super addChild, call helper instead
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int pos = 0;
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if (setTag)
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pos = addChildHelper(child, zOrder, tag, "", true);
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else
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pos = addChildHelper(child, zOrder, 0, name, false);
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// get new atlasIndex
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int atlasIndex = 0;
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if (pos != 0)
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{
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ParticleSystem* p = static_cast<ParticleSystem*>(_children.at(pos - 1));
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atlasIndex = p->getAtlasIndex() + p->getTotalParticles();
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}
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else
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{
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atlasIndex = 0;
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}
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insertChild(child, atlasIndex);
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// update quad info
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child->setBatchNode(this);
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}
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// don't use lazy sorting, reordering the particle systems quads afterwards would be too complex
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// FIXME: research whether lazy sorting + freeing current quads and calloc a new block with size of capacity would be
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// faster
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// FIXME: or possibly using vertexZ for reordering, that would be fastest
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// this helper is almost equivalent to Node's addChild, but doesn't make use of the lazy sorting
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int ParticleBatchNode::addChildHelper(ParticleSystem* child, int z, int aTag, std::string_view name, bool setTag)
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{
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AXASSERT(child != nullptr, "Argument must be non-nil");
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AXASSERT(child->getParent() == nullptr, "child already added. It can't be added again");
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_children.reserve(4);
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// don't use a lazy insert
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auto pos = searchNewPositionInChildrenForZ(z);
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_children.insert(pos, child);
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if (setTag)
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child->setTag(aTag);
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else
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child->setName(name);
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child->setLocalZOrder(z);
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child->setParent(this);
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if (_running)
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{
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child->onEnter();
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child->onEnterTransitionDidFinish();
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}
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return pos;
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}
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// Reorder will be done in this function, no "lazy" reorder to particles
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void ParticleBatchNode::reorderChild(Node* aChild, int zOrder)
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{
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AXASSERT(aChild != nullptr, "Child must be non-nullptr");
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AXASSERT(dynamic_cast<ParticleSystem*>(aChild) != nullptr,
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"CCParticleBatchNode only supports QuadParticleSystems as children");
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AXASSERT(_children.contains(aChild), "Child doesn't belong to batch");
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ParticleSystem* child = static_cast<ParticleSystem*>(aChild);
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if (zOrder == child->getLocalZOrder())
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{
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return;
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}
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// no reordering if only 1 child
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if (!_children.empty())
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{
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int newIndex = 0, oldIndex = 0;
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getCurrentIndex(&oldIndex, &newIndex, child, zOrder);
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if (oldIndex != newIndex)
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{
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// reorder _children->array
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child->retain();
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_children.erase(oldIndex);
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_children.insert(newIndex, child);
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child->release();
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// save old altasIndex
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int oldAtlasIndex = child->getAtlasIndex();
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// update atlas index
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updateAllAtlasIndexes();
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// Find new AtlasIndex
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int newAtlasIndex = 0;
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for (const auto& iter : _children)
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{
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auto node = static_cast<ParticleSystem*>(iter);
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if (node == child)
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{
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newAtlasIndex = child->getAtlasIndex();
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break;
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}
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}
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// reorder textureAtlas quads
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_textureAtlas->moveQuadsFromIndex(oldAtlasIndex, child->getTotalParticles(), newAtlasIndex);
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child->updateWithNoTime();
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}
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}
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child->setLocalZOrder(zOrder);
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}
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void ParticleBatchNode::getCurrentIndex(int* oldIndex, int* newIndex, Node* child, int z)
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{
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bool foundCurrentIdx = false;
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bool foundNewIdx = false;
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int minusOne = 0;
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auto count = _children.size();
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for (int i = 0; i < count; i++)
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{
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Node* pNode = _children.at(i);
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// new index
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if (pNode->getLocalZOrder() > z && !foundNewIdx)
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{
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*newIndex = i;
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foundNewIdx = true;
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if (foundCurrentIdx && foundNewIdx)
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{
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break;
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}
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}
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// current index
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if (child == pNode)
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{
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*oldIndex = i;
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foundCurrentIdx = true;
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if (!foundNewIdx)
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{
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minusOne = -1;
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}
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if (foundCurrentIdx && foundNewIdx)
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{
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break;
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}
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}
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}
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if (!foundNewIdx)
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{
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*newIndex = static_cast<int>(count);
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}
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*newIndex += minusOne;
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}
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int ParticleBatchNode::searchNewPositionInChildrenForZ(int z)
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{
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auto count = _children.size();
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for (int i = 0; i < count; i++)
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{
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Node* child = _children.at(i);
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if (child->getLocalZOrder() > z)
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{
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return i;
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}
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}
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return static_cast<int>(count);
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}
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// override removeChild:
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void ParticleBatchNode::removeChild(Node* aChild, bool cleanup)
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{
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// explicit nil handling
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if (aChild == nullptr)
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return;
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AXASSERT(dynamic_cast<ParticleSystem*>(aChild) != nullptr,
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"CCParticleBatchNode only supports QuadParticleSystems as children");
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AXASSERT(_children.contains(aChild), "CCParticleBatchNode doesn't contain the sprite. Can't remove it");
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ParticleSystem* child = static_cast<ParticleSystem*>(aChild);
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// remove child helper
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_textureAtlas->removeQuadsAtIndex(child->getAtlasIndex(), child->getTotalParticles());
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// after memmove of data, empty the quads at the end of array
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_textureAtlas->fillWithEmptyQuadsFromIndex(_textureAtlas->getTotalQuads(), child->getTotalParticles());
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// particle could be reused for self rendering
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child->setBatchNode(nullptr);
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Node::removeChild(child, cleanup);
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updateAllAtlasIndexes();
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}
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void ParticleBatchNode::removeChildAtIndex(int index, bool doCleanup)
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{
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removeChild(_children.at(index), doCleanup);
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}
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void ParticleBatchNode::removeAllChildrenWithCleanup(bool doCleanup)
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{
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for (const auto& child : _children)
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static_cast<ParticleSystem*>(child)->setBatchNode(nullptr);
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Node::removeAllChildrenWithCleanup(doCleanup);
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_textureAtlas->removeAllQuads();
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}
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void ParticleBatchNode::draw(Renderer* renderer, const Mat4& transform, uint32_t flags)
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{
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AX_PROFILER_START("CCParticleBatchNode - draw");
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if (_textureAtlas->getTotalQuads() == 0)
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return;
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_customCommand.init(_globalZOrder, _blendFunc);
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// Texture is set in TextureAtlas.
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const axis::Mat4& projectionMat = _director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
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Mat4 finalMat = projectionMat * transform;
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auto programState = _customCommand.getPipelineDescriptor().programState;
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programState->setUniform(_mvpMatrixLocaiton, finalMat.m, sizeof(finalMat.m));
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if (_textureAtlas->isDirty())
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{
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const auto& quads = _textureAtlas->getQuads();
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unsigned int capacity = (unsigned int)_textureAtlas->getCapacity();
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const auto& indices = _textureAtlas->getIndices();
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_customCommand.createVertexBuffer((unsigned int)(sizeof(quads[0])), capacity,
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CustomCommand::BufferUsage::STATIC);
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_customCommand.updateVertexBuffer(quads, sizeof(quads[0]) * capacity);
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_customCommand.createIndexBuffer(CustomCommand::IndexFormat::U_SHORT, capacity * 6,
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CustomCommand::BufferUsage::STATIC);
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_customCommand.updateIndexBuffer(indices, sizeof(indices[0]) * capacity * 6);
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}
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renderer->addCommand(&_customCommand);
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AX_PROFILER_STOP("CCParticleBatchNode - draw");
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}
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void ParticleBatchNode::increaseAtlasCapacityTo(ssize_t quantity)
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{
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AXLOG("cocos2d: ParticleBatchNode: resizing TextureAtlas capacity from [%d] to [%d].",
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(int)_textureAtlas->getCapacity(), (int)quantity);
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if (!_textureAtlas->resizeCapacity(quantity))
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{
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// serious problems
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AXLOGWARN("cocos2d: WARNING: Not enough memory to resize the atlas");
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AXASSERT(false, "XXX: ParticleBatchNode #increaseAtlasCapacity SHALL handle this assert");
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}
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}
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// sets a 0'd quad into the quads array
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void ParticleBatchNode::disableParticle(int particleIndex)
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{
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V3F_C4B_T2F_Quad* quad = &((_textureAtlas->getQuads())[particleIndex]);
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quad->br.vertices.x = quad->br.vertices.y = quad->tr.vertices.x = quad->tr.vertices.y = quad->tl.vertices.x =
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quad->tl.vertices.y = quad->bl.vertices.x = quad->bl.vertices.y = 0.0f;
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}
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// ParticleBatchNode - add / remove / reorder helper methods
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// add child helper
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void ParticleBatchNode::insertChild(ParticleSystem* system, int index)
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{
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system->setAtlasIndex(index);
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if (_textureAtlas->getTotalQuads() + system->getTotalParticles() > _textureAtlas->getCapacity())
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{
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increaseAtlasCapacityTo(_textureAtlas->getTotalQuads() + system->getTotalParticles());
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// after a realloc empty quads of textureAtlas can be filled with gibberish (realloc doesn't perform calloc),
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// insert empty quads to prevent it
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_textureAtlas->fillWithEmptyQuadsFromIndex(_textureAtlas->getCapacity() - system->getTotalParticles(),
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system->getTotalParticles());
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}
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|
// make room for quads, not necessary for last child
|
|
if (system->getAtlasIndex() + system->getTotalParticles() != _textureAtlas->getTotalQuads())
|
|
{
|
|
_textureAtlas->moveQuadsFromIndex(index, index + system->getTotalParticles());
|
|
}
|
|
|
|
// increase totalParticles here for new particles, update method of particle-system will fill the quads
|
|
_textureAtlas->increaseTotalQuadsWith(system->getTotalParticles());
|
|
|
|
updateAllAtlasIndexes();
|
|
}
|
|
|
|
// rebuild atlas indexes
|
|
void ParticleBatchNode::updateAllAtlasIndexes()
|
|
{
|
|
int index = 0;
|
|
|
|
for (const auto& child : _children)
|
|
{
|
|
ParticleSystem* partiSys = static_cast<ParticleSystem*>(child);
|
|
partiSys->setAtlasIndex(index);
|
|
index += partiSys->getTotalParticles();
|
|
}
|
|
}
|
|
|
|
// ParticleBatchNode - CocosNodeTexture protocol
|
|
|
|
void ParticleBatchNode::updateBlendFunc()
|
|
{
|
|
if (!_textureAtlas->getTexture()->hasPremultipliedAlpha())
|
|
_blendFunc = BlendFunc::ALPHA_NON_PREMULTIPLIED;
|
|
}
|
|
|
|
void ParticleBatchNode::setTexture(Texture2D* texture)
|
|
{
|
|
_textureAtlas->setTexture(texture);
|
|
updateProgramStateTexture();
|
|
}
|
|
|
|
void ParticleBatchNode::updateProgramStateTexture()
|
|
{
|
|
auto texture = _textureAtlas->getTexture();
|
|
if (!texture)
|
|
return;
|
|
auto programState = _customCommand.getPipelineDescriptor().programState;
|
|
programState->setTexture(texture->getBackendTexture());
|
|
// If the new texture has No premultiplied alpha, AND the blendFunc hasn't been changed, then update it
|
|
if (!texture->hasPremultipliedAlpha() && (_blendFunc.src == AX_BLEND_SRC && _blendFunc.dst == AX_BLEND_DST))
|
|
_blendFunc = BlendFunc::ALPHA_NON_PREMULTIPLIED;
|
|
}
|
|
|
|
Texture2D* ParticleBatchNode::getTexture() const
|
|
{
|
|
return _textureAtlas->getTexture();
|
|
}
|
|
|
|
void ParticleBatchNode::setBlendFunc(const BlendFunc& blendFunc)
|
|
{
|
|
_blendFunc = blendFunc;
|
|
}
|
|
// returns the blending function used for the texture
|
|
const BlendFunc& ParticleBatchNode::getBlendFunc() const
|
|
{
|
|
return _blendFunc;
|
|
}
|
|
|
|
NS_AX_END
|