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53 lines
2.2 KiB
JavaScript
Vendored
53 lines
2.2 KiB
JavaScript
Vendored
/****************************************************************************
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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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(function () {
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cc.DrawNode.WebGLRenderCmd = function (renderableObject) {
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this._rootCtor(renderableObject);
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this._needDraw = true;
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this._matrix = new cc.math.Matrix4();
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this._matrix.identity();
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};
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cc.DrawNode.WebGLRenderCmd.prototype = Object.create(cc.Node.WebGLRenderCmd.prototype);
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cc.DrawNode.WebGLRenderCmd.prototype.constructor = cc.DrawNode.WebGLRenderCmd;
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cc.DrawNode.WebGLRenderCmd.prototype.rendering = function (ctx) {
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var node = this._node;
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if (node._vertexCount > 0) {
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var wt = this._worldTransform;
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this._matrix.mat[0] = wt.a;
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this._matrix.mat[4] = wt.c;
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this._matrix.mat[12] = wt.tx;
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this._matrix.mat[1] = wt.b;
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this._matrix.mat[5] = wt.d;
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this._matrix.mat[13] = wt.ty;
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cc.glBlendFunc(node._blendFunc.src, node._blendFunc.dst);
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this._glProgramState.apply(this._matrix);
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node._render();
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}
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};
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})();
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