mirror of https://github.com/axmolengine/axmol.git
88 lines
3.1 KiB
C++
88 lines
3.1 KiB
C++
/****************************************************************************
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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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https://adxeproject.github.io/
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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/CCMeshCommand.h"
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#include "base/ccMacros.h"
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#include "base/CCConfiguration.h"
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#include "base/CCDirector.h"
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#include "base/CCEventCustom.h"
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#include "base/CCEventListenerCustom.h"
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#include "base/CCEventDispatcher.h"
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#include "base/CCEventType.h"
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#include "2d/CCLight.h"
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#include "2d/CCCamera.h"
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#include "renderer/CCRenderer.h"
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#include "renderer/CCTextureAtlas.h"
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#include "renderer/CCTexture2D.h"
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#include "renderer/CCTechnique.h"
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#include "renderer/CCMaterial.h"
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#include "renderer/CCPass.h"
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#include "xxhash.h"
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NS_CC_BEGIN
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MeshCommand::MeshCommand()
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#if CC_ENABLE_CACHE_TEXTURE_DATA
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: _rendererRecreatedListener(nullptr)
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#endif
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{
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_type = RenderCommand::Type::MESH_COMMAND;
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_is3D = true;
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#if CC_ENABLE_CACHE_TEXTURE_DATA
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// listen the event that renderer was recreated on Android/WP8
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_rendererRecreatedListener = EventListenerCustom::create(EVENT_RENDERER_RECREATED,
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CC_CALLBACK_1(MeshCommand::listenRendererRecreated, this));
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Director::getInstance()->getEventDispatcher()->addEventListenerWithFixedPriority(_rendererRecreatedListener, -1);
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#endif
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}
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void MeshCommand::init(float globalZOrder)
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{
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CustomCommand::init(globalZOrder);
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}
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void MeshCommand::init(float globalZOrder, const Mat4& transform)
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{
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CustomCommand::init(globalZOrder);
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if (Camera::getVisitingCamera())
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{
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_depth = Camera::getVisitingCamera()->getDepthInView(transform);
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}
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_mv = transform;
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}
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MeshCommand::~MeshCommand()
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{
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#if CC_ENABLE_CACHE_TEXTURE_DATA
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Director::getInstance()->getEventDispatcher()->removeEventListener(_rendererRecreatedListener);
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#endif
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}
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#if CC_ENABLE_CACHE_TEXTURE_DATA
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void MeshCommand::listenRendererRecreated(EventCustom* event) {}
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#endif
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NS_CC_END
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