mirror of https://github.com/axmolengine/axmol.git
315 lines
8.8 KiB
C++
315 lines
8.8 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 "base/ccMacros.h"
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#include "base/CCConfiguration.h"
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#include "base/CCDirector.h"
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#include "base/CCEventCustom.h"
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#include "base/CCEventListenerCustom.h"
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#include "base/CCEventDispatcher.h"
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#include "base/CCEventType.h"
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#include "renderer/CCMeshCommand.h"
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#include "renderer/ccGLStateCache.h"
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#include "renderer/CCGLProgram.h"
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#include "renderer/CCGLProgramState.h"
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#include "renderer/CCRenderer.h"
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#include "renderer/CCTextureAtlas.h"
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#include "renderer/CCTexture2D.h"
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#include "renderer/ccGLStateCache.h"
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#include "xxhash.h"
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NS_CC_BEGIN
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MeshCommand::MeshCommand()
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: _textureID(0)
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, _blendType(BlendFunc::DISABLE)
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, _glProgramState(nullptr)
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, _cullFaceEnabled(false)
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, _cullFace(GL_BACK)
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, _depthTestEnabled(false)
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, _depthWriteEnabled(false)
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, _displayColor(1.0f, 1.0f, 1.0f, 1.0f)
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, _matrixPalette(nullptr)
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, _matrixPaletteSize(0)
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, _materialID(0)
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, _vao(0)
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{
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_type = RenderCommand::Type::MESH_COMMAND;
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
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// listen the event when app go to foreground
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_backToForegroundlistener = EventListenerCustom::create(EVENT_COME_TO_FOREGROUND, CC_CALLBACK_1(MeshCommand::listenBackToForeground, this));
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Director::getInstance()->getEventDispatcher()->addEventListenerWithFixedPriority(_backToForegroundlistener, -1);
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#endif
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}
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void MeshCommand::init(float globalOrder,
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GLuint textureID,
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GLProgramState* glProgramState,
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BlendFunc blendType,
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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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const Mat4 &mv)
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{
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CCASSERT(glProgramState, "GLProgramState cannot be nill");
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_globalOrder = globalOrder;
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_textureID = textureID;
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_blendType = blendType;
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_glProgramState = glProgramState;
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_vertexBuffer = vertexBuffer;
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_indexBuffer = indexBuffer;
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_primitive = primitive;
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_indexFormat = indexFormat;
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_indexCount = indexCount;
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_mv = mv;
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}
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void MeshCommand::setCullFaceEnabled(bool enable)
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{
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_cullFaceEnabled = enable;
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}
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void MeshCommand::setCullFace(GLenum cullFace)
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{
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_cullFace = cullFace;
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}
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void MeshCommand::setDepthTestEnabled(bool enable)
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{
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_depthTestEnabled = enable;
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}
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void MeshCommand::setDepthWriteEnabled(bool enable)
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{
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_depthWriteEnabled = enable;
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}
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void MeshCommand::setDisplayColor(const Vec4& color)
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{
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_displayColor = color;
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}
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MeshCommand::~MeshCommand()
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{
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releaseVAO();
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
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Director::getInstance()->getEventDispatcher()->removeEventListener(_backToForegroundlistener);
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#endif
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}
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void MeshCommand::applyRenderState()
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{
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if (_cullFaceEnabled)
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{
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glEnable(GL_CULL_FACE);
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glCullFace(_cullFace);
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}
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if (_depthTestEnabled)
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{
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glEnable(GL_DEPTH_TEST);
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}
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if (_depthWriteEnabled)
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{
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glDepthMask(GL_TRUE);
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}
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}
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void MeshCommand::restoreRenderState()
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{
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if (_cullFaceEnabled)
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{
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glDisable(GL_CULL_FACE);
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}
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if (_depthTestEnabled)
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{
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glDisable(GL_DEPTH_TEST);
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}
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if (_depthWriteEnabled)
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{
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glDepthMask(GL_FALSE);
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}
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}
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void MeshCommand::genMaterialID(GLuint texID, void* glProgramState, void* mesh, const BlendFunc& blend)
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{
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int* intstate = static_cast<int*>(glProgramState);
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int* intmesh = static_cast<int*>(mesh);
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int statekey[] = {intstate[0], 0}, meshkey[] = {intmesh[0], 0};
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if (sizeof(void*) > sizeof(int))
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{
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statekey[1] = intstate[1];
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meshkey[1] = intmesh[1];
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}
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int intArray[] = {(int)texID, statekey[0], statekey[1], meshkey[0], meshkey[1], (int)blend.src, (int)blend.dst};
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_materialID = XXH32((const void*)intArray, sizeof(intArray), 0);
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}
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void MeshCommand::MatrixPalleteCallBack( GLProgram* glProgram, Uniform* uniform)
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{
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glProgram->setUniformLocationWith4fv(uniform->location, (const float*)_matrixPalette, _matrixPaletteSize);
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}
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void MeshCommand::preBatchDraw()
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{
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// set render state
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applyRenderState();
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// Set material
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GL::bindTexture2D(_textureID);
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GL::blendFunc(_blendType.src, _blendType.dst);
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if (Configuration::getInstance()->supportsShareableVAO() && _vao == 0)
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buildVAO();
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if (_vao)
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{
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GL::bindVAO(_vao);
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//glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer);
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}
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else
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{
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glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
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_glProgramState->applyAttributes();
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer);
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}
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}
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void MeshCommand::batchDraw()
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{
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_glProgramState->setUniformVec4("u_color", _displayColor);
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if (_matrixPaletteSize && _matrixPalette)
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{
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_glProgramState->setUniformCallback("u_matrixPalette", CC_CALLBACK_2(MeshCommand::MatrixPalleteCallBack, this));
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}
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_glProgramState->applyGLProgram(_mv);
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_glProgramState->applyUniforms();
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// if (_matrixPaletteSize && _matrixPalette)
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// {
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// auto glProgram = _glProgramState->getGLProgram();
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// auto uniform = glProgram->getUniform("u_matrixPalette");
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// if (uniform)
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// glProgram->setUniformLocationWith4fv(uniform->location, (const float*)_matrixPalette, _matrixPaletteSize);
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// }
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// Draw
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glDrawElements(_primitive, (GLsizei)_indexCount, _indexFormat, 0);
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CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1, _indexCount);
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}
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void MeshCommand::postBatchDraw()
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{
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//restore render state
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restoreRenderState();
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if (_vao)
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{
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GL::bindVAO(0);
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}
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else
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{
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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}
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void MeshCommand::execute()
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{
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// set render state
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applyRenderState();
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// Set material
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GL::bindTexture2D(_textureID);
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GL::blendFunc(_blendType.src, _blendType.dst);
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glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
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_glProgramState->setUniformVec4("u_color", _displayColor);
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if (_matrixPaletteSize && _matrixPalette)
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{
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_glProgramState->setUniformCallback("u_matrixPalette", CC_CALLBACK_2(MeshCommand::MatrixPalleteCallBack, this));
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}
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_glProgramState->apply(_mv);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer);
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// Draw
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glDrawElements(_primitive, (GLsizei)_indexCount, _indexFormat, 0);
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CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1, _indexCount);
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//restore render state
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restoreRenderState();
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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void MeshCommand::buildVAO()
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{
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releaseVAO();
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//if (Configuration::getInstance()->supportsShareableVAO())
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{
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glGenVertexArrays(1, &_vao);
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GL::bindVAO(_vao);
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glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
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auto flags = _glProgramState->getVertexAttribsFlags();
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for (int i = 0; flags > 0; i++) {
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int flag = 1 << i;
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if (flag & flags)
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glEnableVertexAttribArray(i);
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flags &= ~flag;
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}
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_glProgramState->applyAttributes(false);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer);
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GL::bindVAO(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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}
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}
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void MeshCommand::releaseVAO()
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{
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//if (Configuration::getInstance()->supportsShareableVAO() && _vao)
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if (_vao)
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{
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glDeleteVertexArrays(1, &_vao);
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_vao = 0;
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GL::bindVAO(0);
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}
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}
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
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void MeshCommand::listenBackToForeground(EventCustom* event)
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{
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releaseVAO();
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}
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#endif
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NS_CC_END
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