Esempio n. 1
0
void Layout::stencilClippingVisit(Renderer *renderer, const Mat4& parentTransform, uint32_t parentFlags)
{
    if(!_visible)
        return;
    
    uint32_t flags = processParentFlags(parentTransform, parentFlags);

    // IMPORTANT:
    // To ease the migration to v3.0, we still support the Mat4 stack,
    // but it is deprecated and your code should not rely on it
    Director* director = Director::getInstance();
    CCASSERT(nullptr != director, "Director is null when seting matrix stack");
    director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
    director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewTransform);
    //Add group command

    _groupCommand.init(_globalZOrder);
    renderer->addCommand(&_groupCommand);
    
    renderer->pushGroup(_groupCommand.getRenderQueueID());
    
    _beginStencilCommand.init(_globalZOrder, false, 1, _clippingStencil);
    renderer->addCommand(&_beginStencilCommand);
    
    _clippingStencil->visit(renderer, _modelViewTransform, flags);
    
    _afterStencilCommand.init(_globalZOrder);
    renderer->addCommand(&_afterStencilCommand);
    
    int i = 0;      // used by _children
    int j = 0;      // used by _protectedChildren
    
    sortAllChildren();
    sortAllProtectedChildren();
    
    //
    // draw children and protectedChildren zOrder < 0
    //
    for( ; i < _children.size(); i++ )
    {
        auto node = _children.at(i);
        
        if ( node && node->getLocalZOrder() < 0 )
            node->visit(renderer, _modelViewTransform, flags);
        else
            break;
    }
    
    for( ; j < _protectedChildren.size(); j++ )
    {
        auto node = _protectedChildren.at(j);
        
        if ( node && node->getLocalZOrder() < 0 )
            node->visit(renderer, _modelViewTransform, flags);
        else
            break;
    }
    
    //
    // draw self
    //
    this->draw(renderer, _modelViewTransform, flags);
    
    //
    // draw children and protectedChildren zOrder >= 0
    //
    for(auto it=_protectedChildren.cbegin()+j; it != _protectedChildren.cend(); ++it)
        (*it)->visit(renderer, _modelViewTransform, flags);
    
    for(auto it=_children.cbegin()+i; it != _children.cend(); ++it)
        (*it)->visit(renderer, _modelViewTransform, flags);

    
    _endStencilCommand.init(_globalZOrder);
    renderer->addCommand(&_endStencilCommand);
    
    renderer->popGroup();
    
    director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
}
Esempio n. 2
0
void ProtectedNode::visit(Renderer* renderer, const kmMat4 &parentTransform, bool parentTransformUpdated)
{
    // quick return if not visible. children won't be drawn.
    if (!_visible)
    {
        return;
    }
    
    bool dirty = _transformUpdated || parentTransformUpdated;
    if(dirty)
        _modelViewTransform = this->transform(parentTransform);
    _transformUpdated = false;
    
    
    // IMPORTANT:
    // To ease the migration to v3.0, we still support the kmGL stack,
    // but it is deprecated and your code should not rely on it
    kmGLPushMatrix();
    kmGLLoadMatrix(&_modelViewTransform);
    
    int i = 0;      // used by _children
    int j = 0;      // used by _protectedChildren
    
    sortAllChildren();
    sortAllProtectedChildren();
    
    //
    // draw children and protectedChildren zOrder < 0
    //
    for( ; i < _children.size(); i++ )
    {
        auto node = _children.at(i);
        
        if ( node && node->getLocalZOrder() < 0 )
            node->visit(renderer, _modelViewTransform, dirty);
        else
            break;
    }
    
    for( ; j < _protectedChildren.size(); j++ )
    {
        auto node = _protectedChildren.at(j);
        
        if ( node && node->getLocalZOrder() < 0 )
            node->visit(renderer, _modelViewTransform, dirty);
        else
            break;
    }
    
    //
    // draw self
    //
    this->draw(renderer, _modelViewTransform, dirty);
    
    //
    // draw children and protectedChildren zOrder >= 0
    //
    for(auto it=_protectedChildren.cbegin()+j; it != _protectedChildren.cend(); ++it)
        (*it)->visit(renderer, _modelViewTransform, dirty);
    
    for(auto it=_children.cbegin()+i; it != _children.cend(); ++it)
        (*it)->visit(renderer, _modelViewTransform, dirty);
    
    // reset for next frame
    _orderOfArrival = 0;
    
    kmGLPopMatrix();
}
void ProtectedNode::visit(Renderer* renderer, const Matrix &parentTransform, bool parentTransformUpdated)
{
    // quick return if not visible. children won't be drawn.
    if (!_visible)
    {
        return;
    }
    
    bool dirty = _transformUpdated || parentTransformUpdated;
    if(dirty)
        _modelViewTransform = this->transform(parentTransform);
    _transformUpdated = false;
    
    
    // IMPORTANT:
    // To ease the migration to v3.0, we still support the Matrix stack,
    // but it is deprecated and your code should not rely on it
    Director* director = Director::getInstance();
    CCASSERT(nullptr != director, "Director is null when seting matrix stack");
    director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
    director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewTransform);
    
    int i = 0;      // used by _children
    int j = 0;      // used by _protectedChildren
    
    sortAllChildren();
    sortAllProtectedChildren();
    
    //
    // draw children and protectedChildren zOrder < 0
    //
    for( ; i < _children.size(); i++ )
    {
        auto node = _children.at(i);
        
        if ( node && node->getLocalZOrder() < 0 )
            node->visit(renderer, _modelViewTransform, dirty);
        else
            break;
    }
    
    for( ; j < _protectedChildren.size(); j++ )
    {
        auto node = _protectedChildren.at(j);
        
        if ( node && node->getLocalZOrder() < 0 )
            node->visit(renderer, _modelViewTransform, dirty);
        else
            break;
    }
    
    //
    // draw self
    //
    this->draw(renderer, _modelViewTransform, dirty);
    
    //
    // draw children and protectedChildren zOrder >= 0
    //
    for(auto it=_protectedChildren.cbegin()+j; it != _protectedChildren.cend(); ++it)
        (*it)->visit(renderer, _modelViewTransform, dirty);
    
    for(auto it=_children.cbegin()+i; it != _children.cend(); ++it)
        (*it)->visit(renderer, _modelViewTransform, dirty);
    
    // reset for next frame
    _orderOfArrival = 0;
    
    director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
}
Esempio n. 4
0
 void Scale9Sprite::visit(Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags)
 {
     
     // quick return if not visible. children won't be drawn.
     if (!_visible)
     {
         return;
     }
     
     uint32_t flags = processParentFlags(parentTransform, parentFlags);
     
     // IMPORTANT:
     // To ease the migration to v3.0, we still support the Mat4 stack,
     // but it is deprecated and your code should not rely on it
     Director* director = Director::getInstance();
     CCASSERT(nullptr != director, "Director is null when seting matrix stack");
     director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
     director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewTransform);
     
     int i = 0;      // used by _children
     int j = 0;      // used by _protectedChildren
     
     sortAllChildren();
     sortAllProtectedChildren();
     
     //
     // draw children and protectedChildren zOrder < 0
     //
     for( ; i < _children.size(); i++ )
     {
         auto node = _children.at(i);
         
         if ( node && node->getLocalZOrder() < 0 )
             node->visit(renderer, _modelViewTransform, flags);
         else
             break;
     }
     
     if (_scale9Enabled)
     {
         for( ; j < _protectedChildren.size(); j++ )
         {
             auto node = _protectedChildren.at(j);
             
             if ( node && node->getLocalZOrder() < 0 )
                 node->visit(renderer, _modelViewTransform, flags);
             else
                 break;
         }
     }
     else
     {
         if (_scale9Image && _scale9Image->getLocalZOrder() < 0 )
         {
             _scale9Image->visit(renderer, _modelViewTransform, flags);
         }
     }
     
     //
     // draw self
     //
     if (isVisitableByVisitingCamera())
         this->draw(renderer, _modelViewTransform, flags);
     
     //
     // draw children and protectedChildren zOrder >= 0
     //
     if (_scale9Enabled)
     {
         for(auto it=_protectedChildren.cbegin()+j; it != _protectedChildren.cend(); ++it)
             (*it)->visit(renderer, _modelViewTransform, flags);
     }
     else
     {
         if (_scale9Image && _scale9Image->getLocalZOrder() >= 0 )
         {
             _scale9Image->visit(renderer, _modelViewTransform, flags);
         }
     }
     
     
     for(auto it=_children.cbegin()+i; it != _children.cend(); ++it)
         (*it)->visit(renderer, _modelViewTransform, flags);
     
     // FIX ME: Why need to set _orderOfArrival to 0??
     // Please refer to https://github.com/cocos2d/cocos2d-x/pull/6920
     // setOrderOfArrival(0);
     
     director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
     
 }
void ProtectedNode::visit(Renderer* renderer, const Mat4 &parentTransform, uint32_t parentFlags)
{
    // quick return if not visible. children won't be drawn.
    if (!_visible)
    {
        return;
    }

    uint32_t flags = processParentFlags(parentTransform, parentFlags);

    // IMPORTANT:
    // To ease the migration to v3.0, we still support the Mat4 stack,
    // but it is deprecated and your code should not rely on it
    CCASSERT(nullptr != _director, "Director is null when setting matrix stack");
    _director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
    _director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewTransform);

    int i = 0;      // used by _children
    int j = 0;      // used by _protectedChildren

    sortAllChildren();
    sortAllProtectedChildren();

    //
    // draw children and protectedChildren zOrder < 0
    //
    for( ; i < _children.size(); i++ )
    {
        auto node = _children.at(i);

        if ( node && node->getLocalZOrder() < 0 )
            node->visit(renderer, _modelViewTransform, flags);
        else
            break;
    }

    for( ; j < _protectedChildren.size(); j++ )
    {
        auto node = _protectedChildren.at(j);

        if ( node && node->getLocalZOrder() < 0 )
            node->visit(renderer, _modelViewTransform, flags);
        else
            break;
    }

    //
    // draw self
    //
    draw(renderer, _modelViewTransform, flags);

    //
    // draw children and protectedChildren zOrder >= 0
    //
    for(auto it=_protectedChildren.cbegin()+j; it != _protectedChildren.cend(); ++it)
        (*it)->visit(renderer, _modelViewTransform, flags);

    for(auto it=_children.cbegin()+i; it != _children.cend(); ++it)
        (*it)->visit(renderer, _modelViewTransform, flags);

    _director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
}