mirror of https://github.com/axmolengine/axmol.git
88 lines
2.8 KiB
C++
88 lines
2.8 KiB
C++
/****************************************************************************
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Copyright (c) 2013-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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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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#pragma once
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#include <unordered_map>
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#include "renderer/CCRenderCommand.h"
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#include "renderer/CCRenderState.h"
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#include "renderer/backend/ProgramState.h"
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#include "renderer/backend/Types.h"
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#include "renderer/CCCustomCommand.h"
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#include "math/CCMath.h"
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NS_CC_BEGIN
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class GLProgramState;
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class EventListenerCustom;
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class EventCustom;
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class Material;
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//it is a common mesh
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class CC_DLL MeshCommand : public CustomCommand
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{
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public:
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//using PrimitiveType = backend::PrimitiveType;
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/**
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Buffer usage of vertex/index buffer. If the contents is not updated every frame,
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then use STATIC, other use DYNAMIC.
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*/
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using BufferUsage = backend::BufferUsage;
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/**
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The index format determine the size for index data. U_SHORT is enough for most
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cases.
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*/
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using IndexFormat = backend::IndexFormat;
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MeshCommand();
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virtual ~MeshCommand();
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MeshCommand(const MeshCommand&) = default;
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MeshCommand(MeshCommand&&) = default;
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MeshCommand& operator=(MeshCommand&&) = default;
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MeshCommand& operator=(const MeshCommand&) = default;
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/**
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Init function. The render command will be in 2D mode.
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@param globalZOrder GlobalZOrder of the render command.
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*/
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void init(float globalZOrder);
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void init(float globalZOrder, const Mat4 &transform);
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#if CC_ENABLE_CACHE_TEXTURE_DATA
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void listenRendererRecreated(EventCustom* event);
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#endif
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protected:
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#if CC_ENABLE_CACHE_TEXTURE_DATA
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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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