mirror of https://github.com/axmolengine/axmol.git
80 lines
2.6 KiB
C++
80 lines
2.6 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/CCBatchCommand.h"
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#include "renderer/ccGLStateCache.h"
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#include "renderer/CCTextureAtlas.h"
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#include "renderer/CCTexture2D.h"
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#include "renderer/CCGLProgram.h"
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NS_CC_BEGIN
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BatchCommand::BatchCommand()
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: _textureID(0)
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, _blendType(BlendFunc::DISABLE)
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, _textureAtlas(nullptr)
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{
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_type = RenderCommand::Type::BATCH_COMMAND;
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_shader = nullptr;
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}
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void BatchCommand::init(float globalOrder, GLProgram* shader, BlendFunc blendType, TextureAtlas *textureAtlas, const Mat4& modelViewTransform, uint32_t flags)
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{
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CCASSERT(shader, "shader cannot be null");
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CCASSERT(textureAtlas, "textureAtlas cannot be null");
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RenderCommand::init(globalOrder, modelViewTransform, flags);
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_textureID = textureAtlas->getTexture()->getName();
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_blendType = blendType;
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_shader = shader;
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_textureAtlas = textureAtlas;
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_mv = modelViewTransform;
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}
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void BatchCommand::init(float globalOrder, GLProgram* shader, BlendFunc blendType, TextureAtlas *textureAtlas, const Mat4& modelViewTransform)
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{
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init(globalOrder, shader, blendType, textureAtlas, modelViewTransform, 0);
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}
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BatchCommand::~BatchCommand()
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{
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}
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void BatchCommand::execute()
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{
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// Set material
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_shader->use();
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_shader->setUniformsForBuiltins(_mv);
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GL::bindTexture2D(_textureID);
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GL::blendFunc(_blendType.src, _blendType.dst);
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// Draw
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_textureAtlas->drawQuads();
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}
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NS_CC_END
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