mirror of https://github.com/axmolengine/axmol.git
133 lines
3.9 KiB
C++
133 lines
3.9 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_MESHCOMMAND_H_
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#define _CC_MESHCOMMAND_H_
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#include <unordered_map>
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#include "CCRenderCommand.h"
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#include "renderer/CCGLProgram.h"
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#include "math/CCMath.h"
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#include "CCRenderCommandPool.h"
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NS_CC_BEGIN
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class GLProgramState;
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class GLProgram;
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struct Uniform;
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class EventListenerCustom;
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class EventCustom;
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//it is a common mesh
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class CC_DLL MeshCommand : public RenderCommand
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{
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public:
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MeshCommand();
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~MeshCommand();
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void init(float globalOrder, GLuint textureID, GLProgramState* glProgramState, BlendFunc blendType, GLuint vertexBuffer, GLuint indexBuffer, GLenum primitive, GLenum indexType, ssize_t indexCount, const Mat4 &mv);
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void setCullFaceEnabled(bool enable);
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void setCullFace(GLenum cullFace);
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void setDepthTestEnabled(bool enable);
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void setDepthWriteEnabled(bool enable);
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void setDisplayColor(const Vec4& color);
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void setMatrixPalette(const Vec4* matrixPalette) { _matrixPalette = matrixPalette; }
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void setMatrixPaletteSize(int size) { _matrixPaletteSize = size; }
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void execute();
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//used for bath
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void preBatchDraw();
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void batchDraw();
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void postBatchDraw();
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void genMaterialID(GLuint texID, void* glProgramState, void* mesh, const BlendFunc& blend);
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uint32_t getMaterialID() const { return _materialID; }
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WP8)
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void listenRendererRecreated(EventCustom* event);
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#endif
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protected:
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//build & release vao
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void buildVAO();
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void releaseVAO();
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// apply renderstate
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void applyRenderState();
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//restore to all false
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void restoreRenderState();
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void MatrixPalleteCallBack( GLProgram* glProgram, Uniform* uniform);
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GLuint _textureID;
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GLProgramState* _glProgramState;
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BlendFunc _blendType;
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GLuint _textrueID;
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Vec4 _displayColor; // in order to support tint and fade in fade out
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// used for skin
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const Vec4* _matrixPalette;
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int _matrixPaletteSize;
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uint32_t _materialID; //material ID
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GLuint _vao; //use vao if possible
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GLuint _vertexBuffer;
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GLuint _indexBuffer;
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GLenum _primitive;
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GLenum _indexFormat;
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ssize_t _indexCount;
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// States, default value all false
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bool _cullFaceEnabled;
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GLenum _cullFace;
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bool _depthTestEnabled;
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bool _depthWriteEnabled;
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// ModelView transform
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Mat4 _mv;
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WP8)
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EventListenerCustom* _rendererRecreatedListener;
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#endif
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};
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NS_CC_END
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#endif //_CC_MESHCOMMAND_H_
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