mirror of https://github.com/axmolengine/axmol.git
227 lines
7.2 KiB
C++
227 lines
7.2 KiB
C++
/****************************************************************************
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Copyright (c) 2014-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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https://axis-project.github.io/
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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 "DrawNode3D.h"
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#include "renderer/backend/Buffer.h"
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NS_CC_BEGIN
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DrawNode3D::DrawNode3D()
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{
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_blendFunc = BlendFunc::ALPHA_PREMULTIPLIED;
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}
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DrawNode3D::~DrawNode3D()
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{
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CC_SAFE_RELEASE_NULL(_programStateLine);
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CC_SAFE_DELETE(_depthstencilDescriptor);
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}
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DrawNode3D* DrawNode3D::create()
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{
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DrawNode3D* ret = new DrawNode3D();
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if (ret->init())
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{
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ret->autorelease();
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}
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else
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{
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CC_SAFE_DELETE(ret);
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}
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return ret;
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}
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void DrawNode3D::ensureCapacity(int count)
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{
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CCASSERT(count >= 0, "capacity must be >= 0");
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auto EXTENDED_SIZE = _bufferLines.size() + count;
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_bufferLines.reserve(EXTENDED_SIZE);
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if (!_customCommand.getVertexBuffer() ||
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_customCommand.getVertexBuffer()->getSize() < (EXTENDED_SIZE * sizeof(_bufferLines[0])))
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{
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_customCommand.createVertexBuffer(sizeof(V3F_C4B), EXTENDED_SIZE + (EXTENDED_SIZE >> 1),
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CustomCommand::BufferUsage::DYNAMIC);
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}
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}
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bool DrawNode3D::init()
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{
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_blendFunc = BlendFunc::ALPHA_PREMULTIPLIED;
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auto& pd = _customCommand.getPipelineDescriptor();
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auto program = backend::Program::getBuiltinProgram(backend::ProgramType::LINE_COLOR_3D);
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_programStateLine = new backend::ProgramState(program);
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pd.programState = _programStateLine;
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_locMVPMatrix = _programStateLine->getUniformLocation("u_MVPMatrix");
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_customCommand.setBeforeCallback(CC_CALLBACK_0(DrawNode3D::onBeforeDraw, this));
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_customCommand.setAfterCallback(CC_CALLBACK_0(DrawNode3D::onAfterDraw, this));
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auto layout = _programStateLine->getVertexLayout();
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#define INITIAL_VERTEX_BUFFER_LENGTH 512
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ensureCapacity(INITIAL_VERTEX_BUFFER_LENGTH);
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_customCommand.setDrawType(CustomCommand::DrawType::ARRAY);
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_customCommand.setPrimitiveType(CustomCommand::PrimitiveType::LINE);
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const auto& attributeInfo = _programStateLine->getProgram()->getActiveAttributes();
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auto iter = attributeInfo.find("a_position");
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if (iter != attributeInfo.end())
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{
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layout->setAttribute("a_position", iter->second.location, backend::VertexFormat::FLOAT3, 0, false);
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}
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iter = attributeInfo.find("a_color");
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if (iter != attributeInfo.end())
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{
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layout->setAttribute("a_color", iter->second.location, backend::VertexFormat::UBYTE4, sizeof(Vec3), true);
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}
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layout->setLayout(sizeof(V3F_C4B));
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_customCommand.createVertexBuffer(sizeof(V3F_C4B), INITIAL_VERTEX_BUFFER_LENGTH,
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CustomCommand::BufferUsage::DYNAMIC);
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_isDirty = true;
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#if CC_ENABLE_CACHE_TEXTURE_DATA
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// Need to listen the event only when not use batchnode, because it will use VBO
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auto listener = EventListenerCustom::create(EVENT_COME_TO_FOREGROUND, [this](EventCustom* event) {
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/** listen the event that coming to foreground on Android */
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this->init();
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});
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_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
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#endif
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return true;
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}
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void DrawNode3D::draw(Renderer* renderer, const Mat4& transform, uint32_t flags)
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{
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_customCommand.init(_globalZOrder, transform, flags);
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updateCommand(renderer, transform, flags);
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if (_isDirty && !_bufferLines.empty())
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{
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_customCommand.updateVertexBuffer(_bufferLines.data(),
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(unsigned int)(_bufferLines.size() * sizeof(_bufferLines[0])));
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_customCommand.setVertexDrawInfo(0, _bufferLines.size());
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_isDirty = false;
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}
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if (!_bufferLines.empty())
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{
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renderer->addCommand(&_customCommand);
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}
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}
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void DrawNode3D::updateCommand(cocos2d::Renderer* renderer, const Mat4& transform, uint32_t flags)
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{
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auto& matrixP = Director::getInstance()->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
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auto mvp = matrixP * transform;
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_programStateLine->setUniform(_locMVPMatrix, mvp.m, sizeof(mvp.m));
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auto& blend = _customCommand.getPipelineDescriptor().blendDescriptor;
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blend.blendEnabled = true;
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blend.sourceRGBBlendFactor = blend.sourceAlphaBlendFactor = _blendFunc.src;
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blend.destinationRGBBlendFactor = blend.destinationAlphaBlendFactor = _blendFunc.dst;
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CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1, _bufferLines.size());
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}
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void DrawNode3D::drawLine(const Vec3& from, const Vec3& to, const Color4F& color)
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{
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unsigned int vertex_count = 2;
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ensureCapacity(vertex_count);
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Color4B col = Color4B(color);
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V3F_C4B a = {Vec3(from.x, from.y, from.z), col};
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V3F_C4B b = {
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Vec3(to.x, to.y, to.z),
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col,
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};
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_bufferLines.push_back(a);
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_bufferLines.push_back(b);
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_isDirty = true;
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}
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void DrawNode3D::drawCube(Vec3* vertices, const Color4F& color)
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{
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// front face
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drawLine(vertices[0], vertices[1], color);
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drawLine(vertices[1], vertices[2], color);
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drawLine(vertices[2], vertices[3], color);
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drawLine(vertices[3], vertices[0], color);
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// back face
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drawLine(vertices[4], vertices[5], color);
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drawLine(vertices[5], vertices[6], color);
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drawLine(vertices[6], vertices[7], color);
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drawLine(vertices[7], vertices[4], color);
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// edge
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drawLine(vertices[0], vertices[7], color);
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drawLine(vertices[1], vertices[6], color);
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drawLine(vertices[2], vertices[5], color);
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drawLine(vertices[3], vertices[4], color);
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}
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void DrawNode3D::clear()
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{
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_bufferLines.clear();
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_isDirty = true;
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}
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const BlendFunc& DrawNode3D::getBlendFunc() const
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{
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return _blendFunc;
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}
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void DrawNode3D::setBlendFunc(const BlendFunc& blendFunc)
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{
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_blendFunc = blendFunc;
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}
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void DrawNode3D::onBeforeDraw()
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{
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auto* renderer = Director::getInstance()->getRenderer();
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_rendererDepthTestEnabled = renderer->getDepthTest();
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renderer->setDepthTest(true);
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}
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void DrawNode3D::onAfterDraw()
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{
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auto* renderer = Director::getInstance()->getRenderer();
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renderer->setDepthTest(_rendererDepthTestEnabled);
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}
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NS_CC_END
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