示例#1
0
文件: scene.cpp 项目: fabr1z10/glib
void Scene::draw(glm::mat4& mat)
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	batchDraw (MAIN_SHADER);
	batchDraw (TEXT_SHADER);
	batchDraw (DEBUG_SHADER);
	if (m_debugDraw) {
		m_isDebugDraw = true;
		batchDraw (DEBUG_SHADER);
		m_isDebugDraw = false;
	}
}
示例#2
0
void Renderer::visitRenderQueue(const RenderQueue& queue)
{
    ssize_t size = queue.size();
    
    for (ssize_t index = 0; index < size; ++index)
    {
        auto command = queue[index];
        auto commandType = command->getType();
        if(RenderCommand::Type::QUAD_COMMAND == commandType)
        {
            flush3D();
            auto cmd = static_cast<QuadCommand*>(command);
            //Batch quads
            if(_numQuads + cmd->getQuadCount() > VBO_SIZE)
            {
                CCASSERT(cmd->getQuadCount()>= 0 && cmd->getQuadCount() < VBO_SIZE, "VBO is not big enough for quad data, please break the quad data down or use customized render command");
                
                //Draw batched quads if VBO is full
                drawBatchedQuads();
            }
            
            _batchedQuadCommands.push_back(cmd);
            
            memcpy(_quads + _numQuads, cmd->getQuads(), sizeof(V3F_C4B_T2F_Quad) * cmd->getQuadCount());
            convertToWorldCoordinates(_quads + _numQuads, cmd->getQuadCount(), cmd->getModelView());
            
            _numQuads += cmd->getQuadCount();

        }
        else if(RenderCommand::Type::GROUP_COMMAND == commandType)
        {
            flush();
            int renderQueueID = ((GroupCommand*) command)->getRenderQueueID();
            visitRenderQueue(_renderGroups[renderQueueID]);
        }
        else if(RenderCommand::Type::CUSTOM_COMMAND == commandType)
        {
            flush();
            auto cmd = static_cast<CustomCommand*>(command);
            cmd->execute();
        }
        else if(RenderCommand::Type::BATCH_COMMAND == commandType)
        {
            flush();
            auto cmd = static_cast<BatchCommand*>(command);
            cmd->execute();
        }
        else if (RenderCommand::Type::MESH_COMMAND == commandType)
        {
            flush2D();
            auto cmd = static_cast<MeshCommand*>(command);
            if (_lastBatchedMeshCommand == nullptr || _lastBatchedMeshCommand->getMaterialID() != cmd->getMaterialID())
            {
                flush3D();
                cmd->preBatchDraw();
                cmd->batchDraw();
                _lastBatchedMeshCommand = cmd;
            }
            else
            {
                cmd->batchDraw();
            }
        }
        else
        {
            CCLOGERROR("Unknown commands in renderQueue");
        }
    }
}
void Renderer::processRenderCommand(RenderCommand* command)
{
    auto commandType = command->getType();
    if( RenderCommand::Type::TRIANGLES_COMMAND == commandType)
    {
        //Draw if we have batched other commands which are not triangle command
        flush3D();
        flushQuads();
        
        //Process triangle command
        auto cmd = static_cast<TrianglesCommand*>(command);
        
        //Draw batched Triangles if necessary
        if(cmd->isSkipBatching() || _filledVertex + cmd->getVertexCount() > VBO_SIZE || _filledIndex + cmd->getIndexCount() > INDEX_VBO_SIZE)
        {
            CCASSERT(cmd->getVertexCount()>= 0 && cmd->getVertexCount() < VBO_SIZE, "VBO for vertex is not big enough, please break the data down or use customized render command");
            CCASSERT(cmd->getIndexCount()>= 0 && cmd->getIndexCount() < INDEX_VBO_SIZE, "VBO for index is not big enough, please break the data down or use customized render command");
            //Draw batched Triangles if VBO is full
            drawBatchedTriangles();
        }
        
        //Batch Triangles
        _batchedCommands.push_back(cmd);
        
        fillVerticesAndIndices(cmd);
        
        if(cmd->isSkipBatching())
        {
            drawBatchedTriangles();
        }
        
    }
    else if ( RenderCommand::Type::QUAD_COMMAND == commandType )
    {
        //Draw if we have batched other commands which are not quad command
        flush3D();
        flushTriangles();
        
        //Process quad command
        auto cmd = static_cast<QuadCommand*>(command);
        
        //Draw batched quads if necessary
        if(cmd->isSkipBatching()|| (_numberQuads + cmd->getQuadCount()) * 4 > VBO_SIZE )
        {
            CCASSERT(cmd->getQuadCount()>= 0 && cmd->getQuadCount() * 4 < VBO_SIZE, "VBO for vertex is not big enough, please break the data down or use customized render command");
            //Draw batched quads if VBO is full
            drawBatchedQuads();
        }
        
        //Batch Quads
        _batchQuadCommands.push_back(cmd);
        
        fillQuads(cmd);
        
        if(cmd->isSkipBatching())
        {
            drawBatchedQuads();
        }
    }
    else if (RenderCommand::Type::MESH_COMMAND == commandType)
    {
        flush2D();
        auto cmd = static_cast<MeshCommand*>(command);
        
        if (cmd->isSkipBatching() || _lastBatchedMeshCommand == nullptr || _lastBatchedMeshCommand->getMaterialID() != cmd->getMaterialID())
        {
            flush3D();
            
            if(cmd->isSkipBatching())
            {
                // XXX: execute() will call bind() and unbind()
                // but unbind() shouldn't be call if the next command is a MESH_COMMAND with Material.
                // Once most of cocos2d-x moves to Pass/StateBlock, only bind() should be used.
                cmd->execute();
            }
            else
            {
                cmd->preBatchDraw();
                cmd->batchDraw();
                _lastBatchedMeshCommand = cmd;
            }
        }
        else
        {
            cmd->batchDraw();
        }
    }
    else if(RenderCommand::Type::GROUP_COMMAND == commandType)
    {
        flush();
        int renderQueueID = ((GroupCommand*) command)->getRenderQueueID();
        visitRenderQueue(_renderGroups[renderQueueID]);
    }
    else if(RenderCommand::Type::CUSTOM_COMMAND == commandType)
    {
        flush();
        auto cmd = static_cast<CustomCommand*>(command);
        cmd->execute();
    }
    else if(RenderCommand::Type::BATCH_COMMAND == commandType)
    {
        flush();
        auto cmd = static_cast<BatchCommand*>(command);
        cmd->execute();
    }
    else if(RenderCommand::Type::PRIMITIVE_COMMAND == commandType)
    {
        flush();
        auto cmd = static_cast<PrimitiveCommand*>(command);
        cmd->execute();
    }
    else
    {
        CCLOGERROR("Unknown commands in renderQueue");
    }
}
void Renderer::processRenderCommand(RenderCommand* command)
{
	auto commandType = command->getType();
	if (RenderCommand::Type::ARBITRARY_VERTEX_COMMAND == commandType) {
		// TODO use FastVector
		_batchedArbitaryCommands.push_back(command);
	}
	else if (RenderCommand::Type::MESH_COMMAND == commandType)
	{
		flush2D();
		auto cmd = static_cast<MeshCommand*>(command);

		if (cmd->isSkipBatching() || _lastBatchedMeshCommand == nullptr || _lastBatchedMeshCommand->getMaterialID() != cmd->getMaterialID())
		{
			flush3D();

			if (cmd->isSkipBatching())
			{
				// XXX: execute() will call bind() and unbind()
				// but unbind() shouldn't be call if the next command is a MESH_COMMAND with Material.
				// Once most of cocos2d-x moves to Pass/StateBlock, only bind() should be used.
				cmd->execute();
			}
			else
			{
				cmd->preBatchDraw();
				cmd->batchDraw();
				_lastBatchedMeshCommand = cmd;
			}
		}
		else
		{
			cmd->batchDraw();
		}
	}
	else if (RenderCommand::Type::CUSTOM_COMMAND == commandType)
	{
		flush();
		auto cmd = static_cast<CustomCommand*>(command);
		cmd->execute();
	}
	else if (RenderCommand::Type::BATCH_COMMAND == commandType)
	{
		flush();
		auto cmd = static_cast<BatchCommand*>(command);
		cmd->execute();
	}
	else if (RenderCommand::Type::PRIMITIVE_COMMAND == commandType)
	{
		flush();
		auto cmd = static_cast<PrimitiveCommand*>(command);
		cmd->execute();
	}
	else if ((RenderCommand::Type)QueueCommand::QUEUE_COMMAND == commandType)
	{
		flush();
		auto cmd = static_cast<QueueCommand*>(command);
		(this->*cmd->func)();
	}
	else
	{
		CCLOGERROR("Unknown commands in renderQueue");
	}
}
void Renderer::processRenderCommand(RenderCommand* command)
{
    auto commandType = command->getType();
    if( RenderCommand::Type::TRIANGLES_COMMAND == commandType)
    {
        //Draw if we have batched other commands which are not triangle command
        flush3D();
        flushQuads();

        //Process triangle command
        auto cmd = static_cast<TrianglesCommand*>(command);

        //Draw batched Triangles if necessary
        if(cmd->isSkipBatching() || _filledVertex + cmd->getVertexCount() > VBO_SIZE || _filledIndex + cmd->getIndexCount() > INDEX_VBO_SIZE)
        {
            CCASSERT(cmd->getVertexCount()>= 0 && cmd->getVertexCount() < VBO_SIZE, "VBO for vertex is not big enough, please break the data down or use customized render command");
            CCASSERT(cmd->getIndexCount()>= 0 && cmd->getIndexCount() < INDEX_VBO_SIZE, "VBO for index is not big enough, please break the data down or use customized render command");
            //Draw batched Triangles if VBO is full
            drawBatchedTriangles();
        }

        //Batch Triangles
        _batchedCommands.push_back(cmd);

        fillVerticesAndIndices(cmd);

        if(cmd->isSkipBatching())
        {
            drawBatchedTriangles();
        }

    }
    else if ( RenderCommand::Type::QUAD_COMMAND == commandType )
    {
        //Draw if we have batched other commands which are not quad command
        flush3D();
        flushTriangles();

        //Process quad command
        auto cmd = static_cast<QuadCommand*>(command);

        //Draw batched quads if necessary
        if(cmd->isSkipBatching()|| (_numberQuads + cmd->getQuadCount()) * 4 > VBO_SIZE )
        {
            CCASSERT(cmd->getQuadCount()>= 0 && cmd->getQuadCount() * 4 < VBO_SIZE, "VBO for vertex is not big enough, please break the data down or use customized render command");
            //Draw batched quads if VBO is full
            drawBatchedQuads();
        }

        //Batch Quads
        _batchQuadCommands.push_back(cmd);

        fillQuads(cmd);

        if(cmd->isSkipBatching())
        {
            drawBatchedQuads();
        }
    }
    else if (RenderCommand::Type::MESH_COMMAND == commandType)
    {
        flush2D();
        auto cmd = static_cast<MeshCommand*>(command);

        if (cmd->isSkipBatching() || _lastBatchedMeshCommand == nullptr || _lastBatchedMeshCommand->getMaterialID() != cmd->getMaterialID())
        {
            flush3D();

            if(cmd->isSkipBatching())
            {
                cmd->execute();
            }
            else
            {
                cmd->preBatchDraw();
                cmd->batchDraw();
                _lastBatchedMeshCommand = cmd;
            }
        }
        else
        {
            cmd->batchDraw();
        }
    }
    else if(RenderCommand::Type::GROUP_COMMAND == commandType)
    {
        flush();
        int renderQueueID = ((GroupCommand*) command)->getRenderQueueID();
        visitRenderQueue(_renderGroups[renderQueueID]);
    }
    else if(RenderCommand::Type::CUSTOM_COMMAND == commandType)
    {
        flush();
        auto cmd = static_cast<CustomCommand*>(command);
        cmd->execute();
    }
    else if(RenderCommand::Type::BATCH_COMMAND == commandType)
    {
        flush();
        auto cmd = static_cast<BatchCommand*>(command);
        cmd->execute();
    }
    else if(RenderCommand::Type::BEGIN_SCISSOR_COMMAND == commandType)
    {
        flush();
        command->execute<BeginScissorCommand>();
    }
    else if(RenderCommand::Type::END_SCISSOR_COMMAND == commandType)
    {
        flush();
        command->execute<EndScissorCommand>();
    }
    else if(RenderCommand::Type::BEGIN_STENCIL_COMMAND == commandType)
    {
        flush();
        command->execute<BeginStencilCommand>();
    }
    else if(RenderCommand::Type::AFTER_STENCIL_COMMAND == commandType)
    {
        flush();
        command->execute<AfterStencilCommand>();
    }
    else if(RenderCommand::Type::END_STENCIL_COMMAND == commandType)
    {
        flush();
        command->execute<EndStencilCommand>();
    }
    else
    {
        CCLOGERROR("Unknown commands in renderQueue");
    }
}
void Renderer::visitRenderQueue(const RenderQueue& queue)
{
    ssize_t size = queue.size();
    
    for (ssize_t index = 0; index < size; ++index)
    {
        auto command = queue[index];
        auto commandType = command->getType();
        if( RenderCommand::Type::TRIANGLES_COMMAND == commandType)
        {
            flush3D();
            if(_numberQuads > 0)
            {
                drawBatchedQuads();
                _lastMaterialID = 0;
            }
            
            auto cmd = static_cast<TrianglesCommand*>(command);
            //Batch Triangles
            if( _filledVertex + cmd->getVertexCount() > VBO_SIZE || _filledIndex + cmd->getIndexCount() > INDEX_VBO_SIZE)
            {
                CCASSERT(cmd->getVertexCount()>= 0 && cmd->getVertexCount() < VBO_SIZE, "VBO for vertex is not big enough, please break the data down or use customized render command");
                CCASSERT(cmd->getIndexCount()>= 0 && cmd->getIndexCount() < INDEX_VBO_SIZE, "VBO for index is not big enough, please break the data down or use customized render command");
                //Draw batched Triangles if VBO is full
                drawBatchedTriangles();
            }
            
            _batchedCommands.push_back(cmd);
            
            fillVerticesAndIndices(cmd);

        }
        else if ( RenderCommand::Type::QUAD_COMMAND == commandType )
        {
            flush3D();
            if(_filledIndex > 0)
            {
                drawBatchedTriangles();
                _lastMaterialID = 0;
            }
            auto cmd = static_cast<QuadCommand*>(command);
            //Batch quads
            if( (_numberQuads + cmd->getQuadCount()) * 4 > VBO_SIZE )
            {
                CCASSERT(cmd->getQuadCount()>= 0 && cmd->getQuadCount() * 4 < VBO_SIZE, "VBO for vertex is not big enough, please break the data down or use customized render command");
                //Draw batched quads if VBO is full
                drawBatchedQuads();
            }
            
            _batchQuadCommands.push_back(cmd);
            
            fillQuads(cmd);

        }
        else if(RenderCommand::Type::GROUP_COMMAND == commandType)
        {
            flush();
            int renderQueueID = ((GroupCommand*) command)->getRenderQueueID();
            visitRenderQueue(_renderGroups[renderQueueID]);
        }
        else if(RenderCommand::Type::CUSTOM_COMMAND == commandType)
        {
            flush();
            auto cmd = static_cast<CustomCommand*>(command);
            cmd->execute();
        }
        else if(RenderCommand::Type::BATCH_COMMAND == commandType)
        {
            flush();
            auto cmd = static_cast<BatchCommand*>(command);
            cmd->execute();
        }
        else if(RenderCommand::Type::PRIMITIVE_COMMAND == commandType)
        {
            flush();
            auto cmd = static_cast<PrimitiveCommand*>(command);
            cmd->execute();
        }
        else if (RenderCommand::Type::MESH_COMMAND == commandType)
        {
            flush2D();
            auto cmd = static_cast<MeshCommand*>(command);
            if (_lastBatchedMeshCommand == nullptr || _lastBatchedMeshCommand->getMaterialID() != cmd->getMaterialID())
            {
                flush3D();
                cmd->preBatchDraw();
                cmd->batchDraw();
                _lastBatchedMeshCommand = cmd;
            }
            else
            {
                cmd->batchDraw();
            }
        }
        else
        {
            CCLOGERROR("Unknown commands in renderQueue");
        }
    }
}
示例#7
0
void Renderer::processRenderCommand(RenderCommand* command)
{
    auto commandType = command->getType();
    if( RenderCommand::Type::TRIANGLES_COMMAND == commandType)
    {
        // flush other queues
        flush3D();

        auto cmd = static_cast<TrianglesCommand*>(command);
        
        // flush own queue when buffer is full
        if(_filledVertex + cmd->getVertexCount() > VBO_SIZE || _filledIndex + cmd->getIndexCount() > INDEX_VBO_SIZE)
        {
            CCASSERT(cmd->getVertexCount()>= 0 && cmd->getVertexCount() < VBO_SIZE, "VBO for vertex is not big enough, please break the data down or use customized render command");
            CCASSERT(cmd->getIndexCount()>= 0 && cmd->getIndexCount() < INDEX_VBO_SIZE, "VBO for index is not big enough, please break the data down or use customized render command");
            drawBatchedTriangles();
        }
        
        // queue it
        _queuedTriangleCommands.push_back(cmd);
        _filledIndex += cmd->getIndexCount();
        _filledVertex += cmd->getVertexCount();
    }
    else if (RenderCommand::Type::MESH_COMMAND == commandType)
    {
        flush2D();
        auto cmd = static_cast<MeshCommand*>(command);
        
        if (cmd->isSkipBatching() || _lastBatchedMeshCommand == nullptr || _lastBatchedMeshCommand->getMaterialID() != cmd->getMaterialID())
        {
            flush3D();

            CCGL_DEBUG_INSERT_EVENT_MARKER("RENDERER_MESH_COMMAND");

            if(cmd->isSkipBatching())
            {
                // XXX: execute() will call bind() and unbind()
                // but unbind() shouldn't be call if the next command is a MESH_COMMAND with Material.
                // Once most of cocos2d-x moves to Pass/StateBlock, only bind() should be used.
                cmd->execute();
            }
            else
            {
                cmd->preBatchDraw();
                cmd->batchDraw();
                _lastBatchedMeshCommand = cmd;
            }
        }
        else
        {
            CCGL_DEBUG_INSERT_EVENT_MARKER("RENDERER_MESH_COMMAND");
            cmd->batchDraw();
        }
    }
    else if(RenderCommand::Type::GROUP_COMMAND == commandType)
    {
        flush();
        int renderQueueID = ((GroupCommand*) command)->getRenderQueueID();
        CCGL_DEBUG_PUSH_GROUP_MARKER("RENDERER_GROUP_COMMAND");
        visitRenderQueue(_renderGroups[renderQueueID]);
        CCGL_DEBUG_POP_GROUP_MARKER();
    }
    else if(RenderCommand::Type::CUSTOM_COMMAND == commandType)
    {
        flush();
        auto cmd = static_cast<CustomCommand*>(command);
        CCGL_DEBUG_INSERT_EVENT_MARKER("RENDERER_CUSTOM_COMMAND");
        cmd->execute();
    }
    else if(RenderCommand::Type::BATCH_COMMAND == commandType)
    {
        flush();
        auto cmd = static_cast<BatchCommand*>(command);
        CCGL_DEBUG_INSERT_EVENT_MARKER("RENDERER_BATCH_COMMAND");
        cmd->execute();
    }
    else if(RenderCommand::Type::PRIMITIVE_COMMAND == commandType)
    {
        flush();
        auto cmd = static_cast<PrimitiveCommand*>(command);
        CCGL_DEBUG_INSERT_EVENT_MARKER("RENDERER_PRIMITIVE_COMMAND");
        cmd->execute();
    }
    else
    {
        CCLOGERROR("Unknown commands in renderQueue");
    }
}