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init: fbird
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/****************************************************************************
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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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#include "renderer/CCTrianglesCommand.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 "xxhash.h"
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#include "renderer/CCRenderer.h"
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#include "renderer/CCTexture2D.h"
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NS_CC_BEGIN
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TrianglesCommand::TrianglesCommand()
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:_materialID(0)
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,_textureID(0)
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,_glProgramState(nullptr)
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,_blendType(BlendFunc::DISABLE)
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,_alphaTextureID(0)
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{
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_type = RenderCommand::Type::TRIANGLES_COMMAND;
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}
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void TrianglesCommand::init(float globalOrder, GLuint textureID, GLProgramState* glProgramState, BlendFunc blendType, const Triangles& triangles,const Mat4& mv, uint32_t flags)
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{
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CCASSERT(glProgramState, "Invalid GLProgramState");
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CCASSERT(glProgramState->getVertexAttribsFlags() == 0, "No custom attributes are supported in QuadCommand");
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RenderCommand::init(globalOrder, mv, flags);
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_triangles = triangles;
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if(_triangles.indexCount % 3 != 0)
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{
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int count = _triangles.indexCount;
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_triangles.indexCount = count / 3 * 3;
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CCLOGERROR("Resize indexCount from %d to %d, size must be multiple times of 3", count, _triangles.indexCount);
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}
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_mv = mv;
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if( _textureID != textureID || _blendType.src != blendType.src || _blendType.dst != blendType.dst ||
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_glProgramState != glProgramState)
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{
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_textureID = textureID;
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_blendType = blendType;
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_glProgramState = glProgramState;
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generateMaterialID();
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}
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}
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void TrianglesCommand::init(float globalOrder, GLuint textureID, GLProgramState* glProgramState, BlendFunc blendType, const Triangles& triangles,const Mat4& mv)
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{
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init(globalOrder, textureID, glProgramState, blendType, triangles, mv, 0);
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}
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void TrianglesCommand::init(float globalOrder, Texture2D* texture, GLProgramState* glProgramState, BlendFunc blendType, const Triangles& triangles, const Mat4& mv, uint32_t flags)
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{
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init(globalOrder, texture->getName(), glProgramState, blendType, triangles, mv, flags);
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_alphaTextureID = texture->getAlphaTextureName();
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}
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TrianglesCommand::~TrianglesCommand()
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{
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}
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void TrianglesCommand::generateMaterialID()
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{
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// glProgramState is hashed because it contains:
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// * uniforms/values
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// * glProgram
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//
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// we safely can when the same glProgramState is being used then they share those states
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// if they don't have the same glProgramState, they might still have the same
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// uniforms/values and glProgram, but it would be too expensive to check the uniforms.
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struct {
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void* glProgramState;
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GLuint textureId;
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GLenum blendSrc;
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GLenum blendDst;
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} hashMe;
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// NOTE: Initialize hashMe struct to make the value of padding bytes be filled with zero.
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// It's important since XXH32 below will also consider the padding bytes which probably
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// are set to random values by different compilers.
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memset(&hashMe, 0, sizeof(hashMe));
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hashMe.textureId = _textureID;
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hashMe.blendSrc = _blendType.src;
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hashMe.blendDst = _blendType.dst;
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hashMe.glProgramState = _glProgramState;
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_materialID = XXH32((const void*)&hashMe, sizeof(hashMe), 0);
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}
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void TrianglesCommand::useMaterial() const
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{
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//Set texture
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GL::bindTexture2D(_textureID);
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if (_alphaTextureID > 0)
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{ // ANDROID ETC1 ALPHA supports.
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GL::bindTexture2DN(1, _alphaTextureID);
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}
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//set blend mode
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GL::blendFunc(_blendType.src, _blendType.dst);
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_glProgramState->apply(_mv);
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}
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NS_CC_END
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