mirror of https://github.com/axmolengine/axmol.git
335 lines
9.3 KiB
C++
335 lines
9.3 KiB
C++
//
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// Created by NiTe Luo on 10/31/13.
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//
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#include "Renderer.h"
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#include "CCShaderCache.h"
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#include "ccGLStateCache.h"
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#include "CustomCommand.h"
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#include "QuadCommand.h"
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#include "GroupCommand.h"
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NS_CC_BEGIN
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using namespace std;
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static Renderer* s_instance;
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Renderer *Renderer::getInstance()
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{
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if(!s_instance)
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{
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s_instance = new Renderer();
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if(!s_instance->init())
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{
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CC_SAFE_DELETE(s_instance);
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}
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}
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return s_instance;
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}
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void Renderer::destroyInstance()
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{
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CC_SAFE_RELEASE_NULL(s_instance);
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}
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Renderer::Renderer()
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:_lastMaterialID(0)
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,_numQuads(0)
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,_firstCommand(0)
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,_lastCommand(0)
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,_glViewAssigned(false)
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{
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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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_renderStack.push({DEFAULT_RENDER_QUEUE, 0});
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}
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Renderer::~Renderer()
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{
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_renderGroups.clear();
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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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}
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bool Renderer::init()
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{
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return true;
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}
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void Renderer::initGLView()
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{
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setupIndices();
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setupVBOAndVAO();
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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::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_COORDS);
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORDS, 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::addCommand(RenderCommand* command)
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{
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command->generateID();
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_renderGroups[_commandGroupStack.top()].push_back(command);
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}
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void Renderer::addCommand(RenderCommand* command, int renderQueue)
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{
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command->generateID();
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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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_commandGroupStack.push(renderQueueID);
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}
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void Renderer::popGroup()
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{
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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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bool compareRenderCommand(RenderCommand* a, RenderCommand* b)
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{
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return a->getID() < b->getID();
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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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if (_glViewAssigned)
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{
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//Process render commands
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//1. Sort render commands based on ID
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for (auto it = _renderGroups.begin(); it != _renderGroups.end(); ++it)
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{
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stable_sort((*it).begin(), (*it).end(), compareRenderCommand);
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}
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while(!_renderStack.empty())
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{
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RenderQueue currRenderQueue = _renderGroups[_renderStack.top().renderQueueID];
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size_t len = currRenderQueue.size();
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//Refresh the batch command index in case the renderStack has changed.
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_firstCommand = _lastCommand = _renderStack.top().currentIndex;
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//Process RenderQueue
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for(size_t i = _renderStack.top().currentIndex; i < len; i++)
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{
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_renderStack.top().currentIndex = _lastCommand = i;
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auto command = currRenderQueue[i];
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if(command->getType() == QUAD_COMMAND)
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{
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QuadCommand* cmd = static_cast<QuadCommand*>(command);
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CCASSERT(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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//Batch quads
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if(_numQuads + cmd->getQuadCount() < VBO_SIZE)
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{
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memcpy(_quads + _numQuads, cmd->getQuad(), sizeof(V3F_C4B_T2F_Quad) * cmd->getQuadCount());
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_numQuads += cmd->getQuadCount();
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}
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else
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{
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//Draw batched quads if VBO is full
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drawBatchedQuads();
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}
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}
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else if(command->getType() == CUSTOM_COMMAND)
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{
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flush();
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CustomCommand* cmd = static_cast<CustomCommand*>(command);
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cmd->execute();
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}
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else if(command->getType() == GROUP_COMMAND)
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{
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flush();
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GroupCommand* cmd = static_cast<GroupCommand*>(command);
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_renderStack.top().currentIndex = i + 1;
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//push new renderQueue to renderStack
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_renderStack.push({cmd->getRenderQueueID(), 0});
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//Exit current loop
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break;
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}
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else
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{
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flush();
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}
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}
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//Draw the batched quads
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drawBatchedQuads();
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currRenderQueue = _renderGroups[_renderStack.top().renderQueueID];
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len = currRenderQueue.size();
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//If pop the render stack if we already processed all the commands
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if(_renderStack.top().currentIndex + 1 >= len)
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{
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_renderStack.pop();
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}
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}
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}
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//TODO give command back to command pool
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for (size_t j = 0 ; j < _renderGroups.size(); j++)
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{
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for_each(_renderGroups[j].begin(), _renderGroups[j].end(), [](RenderCommand* cmd){delete cmd;});
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_renderGroups[j].clear();
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}
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//Clear the stack incase gl view hasn't been initialized yet
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while(!_renderStack.empty())
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{
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_renderStack.pop();
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}
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_renderStack.push({DEFAULT_RENDER_QUEUE, 0});
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_firstCommand = _lastCommand = 0;
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_lastMaterialID = 0;
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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)
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{
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_firstCommand = _lastCommand;
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return;
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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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glBufferData(GL_ARRAY_BUFFER, sizeof(_quads[0]) * (_numQuads), NULL, 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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//Start drawing verties in batch
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for(size_t i = _firstCommand; i <= _lastCommand; i++)
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{
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RenderCommand* command = _renderGroups[_renderStack.top().renderQueueID][i];
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if (command->getType() == QUAD_COMMAND)
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{
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QuadCommand* cmd = static_cast<QuadCommand*>(command);
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if(_lastMaterialID != cmd->getMaterialID())
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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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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 = cmd->getMaterialID();
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}
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quadsToDraw += cmd->getQuadCount();
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}
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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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}
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//Unbind VAO
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GL::bindVAO(0);
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_firstCommand = _lastCommand;
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_numQuads = 0;
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}
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void Renderer::flush()
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{
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drawBatchedQuads();
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_lastMaterialID = 0;
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}
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NS_CC_END |