axmol/cocos/2d/CCNewSpriteBatchNode.cpp

99 lines
2.3 KiB
C++

//
// Created by NiTe Luo on 11/11/13.
//
#include "CCNewSpriteBatchNode.h"
#include "CCDirector.h"
#include "CCShaderCache.h"
#include "CCTextureCache.h"
#include "CCSprite.h"
#include "CCNewSprite.h"
#include "QuadCommand.h"
#include "Renderer.h"
NS_CC_BEGIN
NewSpriteBatchNode *NewSpriteBatchNode::createWithTexture(Texture2D *tex, int capacity)
{
NewSpriteBatchNode* batchNode = new NewSpriteBatchNode();
batchNode->initWithTexture(tex, capacity);
batchNode->autorelease();
return batchNode;
}
NewSpriteBatchNode *NewSpriteBatchNode::create(const char *fileImage, long capacity)
{
NewSpriteBatchNode* batchNode = new NewSpriteBatchNode();
batchNode->initWithFile(fileImage, capacity);
batchNode->autorelease();
return nullptr;
}
NewSpriteBatchNode::NewSpriteBatchNode()
:SpriteBatchNode()
{
}
NewSpriteBatchNode::~NewSpriteBatchNode()
{
}
bool NewSpriteBatchNode::initWithTexture(Texture2D *tex, long capacity)
{
CCASSERT(capacity>=0, "Capacity must be >= 0");
_blendFunc = BlendFunc::ALPHA_PREMULTIPLIED;
_textureAtlas = new TextureAtlas();
if (capacity == 0)
{
capacity = DEFAULT_CAPACITY;
}
_textureAtlas->initWithTexture(tex, capacity);
updateBlendFunc();
// no lazy alloc in this node
_children = new Array();
_children->initWithCapacity(capacity);
_descendants.reserve(capacity);
setShaderProgram(ShaderCache::getInstance()->getProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));
return true;
}
bool NewSpriteBatchNode::initWithFile(const char *fileImage, long capacity)
{
Texture2D* tex = Director::getInstance()->getTextureCache()->addImage(fileImage);
return initWithTexture(tex, capacity);
}
bool NewSpriteBatchNode::init()
{
Texture2D* texture = new Texture2D();
texture->autorelease();
return this->initWithTexture(texture, 0);
}
void NewSpriteBatchNode::draw()
{
// Optimization: Fast Dispatch
if( _textureAtlas->getTotalQuads() == 0 )
{
return;
}
arrayMakeObjectsPerformSelector(_children, updateTransform, NewSprite*);
QuadCommand* cmd = new QuadCommand(0, 0, _textureAtlas->getTexture()->getName(), _shaderProgram, _blendFunc, _textureAtlas->getQuads(), _textureAtlas->getTotalQuads());
Renderer::getInstance()->addRenderCommand(cmd);
}
NS_CC_END