mirror of https://github.com/axmolengine/axmol.git
588 lines
17 KiB
C++
588 lines
17 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/CCRenderer.h"
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#include <algorithm>
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#include "renderer/CCQuadCommand.h"
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#include "renderer/CCBatchCommand.h"
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#include "renderer/CCCustomCommand.h"
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#include "renderer/CCGroupCommand.h"
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#include "renderer/CCPrimitiveCommand.h"
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#include "renderer/CCGLProgramCache.h"
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#include "renderer/ccGLStateCache.h"
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#include "renderer/CCMeshCommand.h"
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#include "base/CCConfiguration.h"
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#include "base/CCDirector.h"
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#include "base/CCEventDispatcher.h"
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#include "base/CCEventListenerCustom.h"
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#include "base/CCEventType.h"
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#include "base/CCCamera.h"
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#include "2d/CCScene.h"
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NS_CC_BEGIN
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// helper
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static bool compareRenderCommand(RenderCommand* a, RenderCommand* b)
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{
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return a->getGlobalOrder() < b->getGlobalOrder();
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}
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// queue
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void RenderQueue::push_back(RenderCommand* command)
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{
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float z = command->getGlobalOrder();
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if(z < 0)
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_queueNegZ.push_back(command);
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else if(z > 0)
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_queuePosZ.push_back(command);
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else
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_queue0.push_back(command);
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}
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ssize_t RenderQueue::size() const
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{
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return _queueNegZ.size() + _queue0.size() + _queuePosZ.size();
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}
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void RenderQueue::sort()
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{
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// Don't sort _queue0, it already comes sorted
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std::sort(std::begin(_queueNegZ), std::end(_queueNegZ), compareRenderCommand);
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std::sort(std::begin(_queuePosZ), std::end(_queuePosZ), compareRenderCommand);
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}
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RenderCommand* RenderQueue::operator[](ssize_t index) const
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{
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if(index < static_cast<ssize_t>(_queueNegZ.size()))
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return _queueNegZ[index];
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index -= _queueNegZ.size();
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if(index < static_cast<ssize_t>(_queue0.size()))
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return _queue0[index];
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index -= _queue0.size();
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if(index < static_cast<ssize_t>(_queuePosZ.size()))
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return _queuePosZ[index];
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CCASSERT(false, "invalid index");
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return nullptr;
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}
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void RenderQueue::clear()
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{
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_queueNegZ.clear();
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_queue0.clear();
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_queuePosZ.clear();
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}
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//
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//
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//
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static const int DEFAULT_RENDER_QUEUE = 0;
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//
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// constructors, destructors, init
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//
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Renderer::Renderer()
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:_lastMaterialID(0)
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,_lastBatchedMeshCommand(nullptr)
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,_numQuads(0)
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,_glViewAssigned(false)
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,_isRendering(false)
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#if CC_ENABLE_CACHE_TEXTURE_DATA
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,_cacheTextureListener(nullptr)
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#endif
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{
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_groupCommandManager = new (std::nothrow) GroupCommandManager();
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_commandGroupStack.push(DEFAULT_RENDER_QUEUE);
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RenderQueue defaultRenderQueue;
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_renderGroups.push_back(defaultRenderQueue);
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_batchedQuadCommands.reserve(BATCH_QUADCOMMAND_RESEVER_SIZE);
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}
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Renderer::~Renderer()
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{
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_renderGroups.clear();
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_groupCommandManager->release();
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glDeleteBuffers(2, _buffersVBO);
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if (Configuration::getInstance()->supportsShareableVAO())
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{
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glDeleteVertexArrays(1, &_quadVAO);
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GL::bindVAO(0);
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}
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#if CC_ENABLE_CACHE_TEXTURE_DATA
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Director::getInstance()->getEventDispatcher()->removeEventListener(_cacheTextureListener);
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#endif
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}
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void Renderer::initGLView()
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{
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#if CC_ENABLE_CACHE_TEXTURE_DATA
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_cacheTextureListener = EventListenerCustom::create(EVENT_RENDERER_RECREATED, [this](EventCustom* event){
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/** listen the event that renderer was recreated on Android/WP8 */
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this->setupBuffer();
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});
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Director::getInstance()->getEventDispatcher()->addEventListenerWithFixedPriority(_cacheTextureListener, -1);
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#endif
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setupIndices();
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setupBuffer();
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_glViewAssigned = true;
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}
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void Renderer::setupIndices()
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{
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for( int i=0; i < VBO_SIZE; i++)
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{
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_indices[i*6+0] = (GLushort) (i*4+0);
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_indices[i*6+1] = (GLushort) (i*4+1);
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_indices[i*6+2] = (GLushort) (i*4+2);
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_indices[i*6+3] = (GLushort) (i*4+3);
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_indices[i*6+4] = (GLushort) (i*4+2);
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_indices[i*6+5] = (GLushort) (i*4+1);
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}
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}
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void Renderer::setupBuffer()
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{
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if(Configuration::getInstance()->supportsShareableVAO())
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{
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setupVBOAndVAO();
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}
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else
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{
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setupVBO();
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}
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}
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void Renderer::setupVBOAndVAO()
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{
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glGenVertexArrays(1, &_quadVAO);
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GL::bindVAO(_quadVAO);
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glGenBuffers(2, &_buffersVBO[0]);
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glBindBuffer(GL_ARRAY_BUFFER, _buffersVBO[0]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(_quads[0]) * VBO_SIZE, _quads, GL_DYNAMIC_DRAW);
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// vertices
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glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_POSITION);
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, sizeof(V3F_C4B_T2F), (GLvoid*) offsetof( V3F_C4B_T2F, vertices));
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// colors
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glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_COLOR);
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(V3F_C4B_T2F), (GLvoid*) offsetof( V3F_C4B_T2F, colors));
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// tex coords
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glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_TEX_COORD);
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORD, 2, GL_FLOAT, GL_FALSE, sizeof(V3F_C4B_T2F), (GLvoid*) offsetof( V3F_C4B_T2F, texCoords));
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _buffersVBO[1]);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(_indices[0]) * VBO_SIZE * 6, _indices, GL_STATIC_DRAW);
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// Must unbind the VAO before changing the element buffer.
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GL::bindVAO(0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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CHECK_GL_ERROR_DEBUG();
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}
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void Renderer::setupVBO()
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{
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glGenBuffers(2, &_buffersVBO[0]);
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mapBuffers();
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}
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void Renderer::mapBuffers()
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{
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// Avoid changing the element buffer for whatever VAO might be bound.
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GL::bindVAO(0);
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glBindBuffer(GL_ARRAY_BUFFER, _buffersVBO[0]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(_quads[0]) * VBO_SIZE, _quads, GL_DYNAMIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _buffersVBO[1]);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(_indices[0]) * VBO_SIZE * 6, _indices, GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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CHECK_GL_ERROR_DEBUG();
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}
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void Renderer::addCommand(RenderCommand* command)
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{
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int renderQueue =_commandGroupStack.top();
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addCommand(command, renderQueue);
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}
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void Renderer::addCommand(RenderCommand* command, int renderQueue)
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{
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CCASSERT(!_isRendering, "Cannot add command while rendering");
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CCASSERT(renderQueue >=0, "Invalid render queue");
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CCASSERT(command->getType() != RenderCommand::Type::UNKNOWN_COMMAND, "Invalid Command Type");
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_renderGroups[renderQueue].push_back(command);
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}
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void Renderer::pushGroup(int renderQueueID)
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{
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CCASSERT(!_isRendering, "Cannot change render queue while rendering");
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_commandGroupStack.push(renderQueueID);
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}
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void Renderer::popGroup()
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{
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CCASSERT(!_isRendering, "Cannot change render queue while rendering");
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_commandGroupStack.pop();
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}
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int Renderer::createRenderQueue()
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{
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RenderQueue newRenderQueue;
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_renderGroups.push_back(newRenderQueue);
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return (int)_renderGroups.size() - 1;
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}
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void Renderer::visitRenderQueue(const RenderQueue& queue)
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{
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ssize_t size = queue.size();
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for (ssize_t index = 0; index < size; ++index)
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{
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auto command = queue[index];
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auto commandType = command->getType();
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if(RenderCommand::Type::QUAD_COMMAND == commandType)
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{
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flush3D();
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auto cmd = static_cast<QuadCommand*>(command);
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//Batch quads
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if(_numQuads + cmd->getQuadCount() > VBO_SIZE)
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{
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CCASSERT(cmd->getQuadCount()>= 0 && cmd->getQuadCount() < VBO_SIZE, "VBO is not big enough for quad data, please break the quad data down or use customized render command");
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//Draw batched quads if VBO is full
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drawBatchedQuads();
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}
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_batchedQuadCommands.push_back(cmd);
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memcpy(_quads + _numQuads, cmd->getQuads(), sizeof(V3F_C4B_T2F_Quad) * cmd->getQuadCount());
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convertToWorldCoordinates(_quads + _numQuads, cmd->getQuadCount(), cmd->getModelView());
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_numQuads += cmd->getQuadCount();
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}
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else if(RenderCommand::Type::GROUP_COMMAND == commandType)
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{
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flush();
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int renderQueueID = ((GroupCommand*) command)->getRenderQueueID();
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visitRenderQueue(_renderGroups[renderQueueID]);
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}
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else if(RenderCommand::Type::CUSTOM_COMMAND == commandType)
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{
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flush();
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auto cmd = static_cast<CustomCommand*>(command);
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cmd->execute();
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}
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else if(RenderCommand::Type::BATCH_COMMAND == commandType)
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{
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flush();
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auto cmd = static_cast<BatchCommand*>(command);
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cmd->execute();
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}
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else if(RenderCommand::Type::PRIMITIVE_COMMAND == commandType)
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{
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flush();
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auto cmd = static_cast<PrimitiveCommand*>(command);
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cmd->execute();
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}
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else if (RenderCommand::Type::MESH_COMMAND == commandType)
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{
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flush2D();
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auto cmd = static_cast<MeshCommand*>(command);
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if (_lastBatchedMeshCommand == nullptr || _lastBatchedMeshCommand->getMaterialID() != cmd->getMaterialID())
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{
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flush3D();
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cmd->preBatchDraw();
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cmd->batchDraw();
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_lastBatchedMeshCommand = cmd;
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}
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else
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{
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cmd->batchDraw();
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}
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}
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else
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{
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CCLOGERROR("Unknown commands in renderQueue");
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}
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}
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}
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void Renderer::render()
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{
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//Uncomment this once everything is rendered by new renderer
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//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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//TODO: setup camera or MVP
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_isRendering = true;
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if (_glViewAssigned)
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{
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// cleanup
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_drawnBatches = _drawnVertices = 0;
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//Process render commands
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//1. Sort render commands based on ID
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for (auto &renderqueue : _renderGroups)
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{
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renderqueue.sort();
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}
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visitRenderQueue(_renderGroups[0]);
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flush();
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}
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clean();
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_isRendering = false;
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}
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void Renderer::clean()
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{
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// Clear render group
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for (size_t j = 0 ; j < _renderGroups.size(); j++)
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{
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//commands are owned by nodes
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// for (const auto &cmd : _renderGroups[j])
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// {
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// cmd->releaseToCommandPool();
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// }
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_renderGroups[j].clear();
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}
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// Clear batch quad commands
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_batchedQuadCommands.clear();
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_numQuads = 0;
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_lastMaterialID = 0;
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_lastBatchedMeshCommand = nullptr;
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}
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void Renderer::convertToWorldCoordinates(V3F_C4B_T2F_Quad* quads, ssize_t quantity, const Mat4& modelView)
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{
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// kmMat4 matrixP, mvp;
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// kmGLGetMatrix(KM_GL_PROJECTION, &matrixP);
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// kmMat4Multiply(&mvp, &matrixP, &modelView);
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for(ssize_t i=0; i<quantity; ++i)
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{
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V3F_C4B_T2F_Quad *q = &quads[i];
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Vec3 *vec1 = (Vec3*)&q->bl.vertices;
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modelView.transformPoint(vec1);
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Vec3 *vec2 = (Vec3*)&q->br.vertices;
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modelView.transformPoint(vec2);
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Vec3 *vec3 = (Vec3*)&q->tr.vertices;
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modelView.transformPoint(vec3);
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Vec3 *vec4 = (Vec3*)&q->tl.vertices;
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modelView.transformPoint(vec4);
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}
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}
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void Renderer::drawBatchedQuads()
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{
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//TODO: we can improve the draw performance by insert material switching command before hand.
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int quadsToDraw = 0;
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int startQuad = 0;
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//Upload buffer to VBO
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if(_numQuads <= 0 || _batchedQuadCommands.empty())
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{
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return;
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}
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if (Configuration::getInstance()->supportsShareableVAO())
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{
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//Set VBO data
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glBindBuffer(GL_ARRAY_BUFFER, _buffersVBO[0]);
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// option 1: subdata
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// glBufferSubData(GL_ARRAY_BUFFER, sizeof(_quads[0])*start, sizeof(_quads[0]) * n , &_quads[start] );
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// option 2: data
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// glBufferData(GL_ARRAY_BUFFER, sizeof(quads_[0]) * (n-start), &quads_[start], GL_DYNAMIC_DRAW);
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// option 3: orphaning + glMapBuffer
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glBufferData(GL_ARRAY_BUFFER, sizeof(_quads[0]) * (_numQuads), nullptr, GL_DYNAMIC_DRAW);
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void *buf = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
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memcpy(buf, _quads, sizeof(_quads[0])* (_numQuads));
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glUnmapBuffer(GL_ARRAY_BUFFER);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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//Bind VAO
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GL::bindVAO(_quadVAO);
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}
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else
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{
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#define kQuadSize sizeof(_quads[0].bl)
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glBindBuffer(GL_ARRAY_BUFFER, _buffersVBO[0]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(_quads[0]) * _numQuads , _quads, GL_DYNAMIC_DRAW);
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GL::enableVertexAttribs(GL::VERTEX_ATTRIB_FLAG_POS_COLOR_TEX);
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// vertices
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, kQuadSize, (GLvoid*) offsetof(V3F_C4B_T2F, vertices));
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// colors
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, kQuadSize, (GLvoid*) offsetof(V3F_C4B_T2F, colors));
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// tex coords
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORD, 2, GL_FLOAT, GL_FALSE, kQuadSize, (GLvoid*) offsetof(V3F_C4B_T2F, texCoords));
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _buffersVBO[1]);
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}
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//Start drawing verties in batch
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for(const auto& cmd : _batchedQuadCommands)
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{
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auto newMaterialID = cmd->getMaterialID();
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if(_lastMaterialID != newMaterialID || newMaterialID == QuadCommand::MATERIAL_ID_DO_NOT_BATCH)
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{
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//Draw quads
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if(quadsToDraw > 0)
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{
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glDrawElements(GL_TRIANGLES, (GLsizei) quadsToDraw*6, GL_UNSIGNED_SHORT, (GLvoid*) (startQuad*6*sizeof(_indices[0])) );
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_drawnBatches++;
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_drawnVertices += quadsToDraw*6;
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startQuad += quadsToDraw;
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quadsToDraw = 0;
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}
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//Use new material
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cmd->useMaterial();
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_lastMaterialID = newMaterialID;
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}
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quadsToDraw += cmd->getQuadCount();
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}
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//Draw any remaining quad
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if(quadsToDraw > 0)
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{
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glDrawElements(GL_TRIANGLES, (GLsizei) quadsToDraw*6, GL_UNSIGNED_SHORT, (GLvoid*) (startQuad*6*sizeof(_indices[0])) );
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_drawnBatches++;
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_drawnVertices += quadsToDraw*6;
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}
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|
if (Configuration::getInstance()->supportsShareableVAO())
|
|
{
|
|
//Unbind VAO
|
|
GL::bindVAO(0);
|
|
}
|
|
else
|
|
{
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
}
|
|
|
|
_batchedQuadCommands.clear();
|
|
_numQuads = 0;
|
|
}
|
|
|
|
void Renderer::flush()
|
|
{
|
|
flush2D();
|
|
flush3D();
|
|
}
|
|
|
|
void Renderer::flush2D()
|
|
{
|
|
drawBatchedQuads();
|
|
_lastMaterialID = 0;
|
|
}
|
|
|
|
void Renderer::flush3D()
|
|
{
|
|
if (_lastBatchedMeshCommand)
|
|
{
|
|
_lastBatchedMeshCommand->postBatchDraw();
|
|
_lastBatchedMeshCommand = nullptr;
|
|
}
|
|
}
|
|
|
|
// helpers
|
|
|
|
bool Renderer::checkVisibility(const Mat4 &transform, const Size &size)
|
|
{
|
|
auto scene = Director::getInstance()->getRunningScene();
|
|
// only cull the default camera. The culling algorithm is valid for default camera.
|
|
if (scene->_defaultCamera != Camera::getVisitingCamera())
|
|
return true;
|
|
|
|
// half size of the screen
|
|
Size screen_half = Director::getInstance()->getWinSize();
|
|
screen_half.width /= 2;
|
|
screen_half.height /= 2;
|
|
|
|
float hSizeX = size.width/2;
|
|
float hSizeY = size.height/2;
|
|
|
|
Vec4 v4world, v4local;
|
|
v4local.set(hSizeX, hSizeY, 0, 1);
|
|
transform.transformVector(v4local, &v4world);
|
|
|
|
// center of screen is (0,0)
|
|
v4world.x -= screen_half.width;
|
|
v4world.y -= screen_half.height;
|
|
|
|
// convert content size to world coordinates
|
|
float wshw = std::max(fabsf(hSizeX * transform.m[0] + hSizeY * transform.m[4]), fabsf(hSizeX * transform.m[0] - hSizeY * transform.m[4]));
|
|
float wshh = std::max(fabsf(hSizeX * transform.m[1] + hSizeY * transform.m[5]), fabsf(hSizeX * transform.m[1] - hSizeY * transform.m[5]));
|
|
|
|
// compare if it in the positive quadrant of the screen
|
|
float tmpx = (fabsf(v4world.x)-wshw);
|
|
float tmpy = (fabsf(v4world.y)-wshh);
|
|
bool ret = (tmpx < screen_half.width && tmpy < screen_half.height);
|
|
|
|
return ret;
|
|
}
|
|
|
|
NS_CC_END
|