mirror of https://github.com/axmolengine/axmol.git
90 lines
2.9 KiB
C++
90 lines
2.9 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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#ifndef _CC_QUADCOMMAND_H_
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#define _CC_QUADCOMMAND_H_
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#include "CCRenderCommand.h"
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#include "CCGLProgram.h"
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#include "CCRenderCommandPool.h"
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#include "kazmath/kazmath.h"
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NS_CC_BEGIN
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#define CC_NO_TEXTURE 0
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/** Command used to render one or more Quads */
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class QuadCommand : public RenderCommand
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{
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public:
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QuadCommand();
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~QuadCommand();
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/** Initializes the command with a globalZOrder, a texture ID, a `GLProgram`, a blending function, a pointer to quads,
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* quantity of quads, and the Model View transform to be used for the quads */
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void init(float globalOrder, GLuint texutreID, GLProgram* shader, BlendFunc blendType, V3F_C4B_T2F_Quad* quads, ssize_t quadCount,
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const kmMat4& mv);
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void useMaterial() const;
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//TODO use material to decide if it is translucent
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inline bool isTranslucent() const { return true; }
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void generateMaterialID();
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inline uint32_t getMaterialID() const { return _materialID; }
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inline GLuint getTextureID() const { return _textureID; }
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inline V3F_C4B_T2F_Quad* getQuads() const { return _quads; }
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inline ssize_t getQuadCount() const { return _quadsCount; }
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inline GLProgram* getShader() const { return _shader; }
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inline BlendFunc getBlendType() const { return _blendType; }
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inline const kmMat4& getModelView() const { return _mv; }
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protected:
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uint32_t _materialID;
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GLuint _textureID;
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GLuint _lastTextureID;
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GLProgram* _shader;
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GLProgram* _lastShader;
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BlendFunc _blendType;
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BlendFunc _lastBlendType;
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V3F_C4B_T2F_Quad* _quads;
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ssize_t _quadsCount;
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kmMat4 _mv;
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};
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NS_CC_END
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#endif //_CC_QUADCOMMAND_H_
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