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::flush() { flush2D(); flush3D(); }
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"); } } }
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"); } }