mirror of
https://github.com/smallmain/cocos-enhance-kit.git
synced 2025-01-15 07:21:07 +00:00
112 lines
3.2 KiB
C++
112 lines
3.2 KiB
C++
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/****************************************************************************
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Copyright (c) 2019 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 "MeshAssembler.hpp"
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#include "../ModelBatcher.hpp"
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RENDERER_BEGIN
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MeshAssembler::MeshAssembler()
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{
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_useModel = true;
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}
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MeshAssembler::~MeshAssembler()
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{
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RENDERER_SAFE_RELEASE(_renderNode);
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}
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void MeshAssembler::handle(NodeProxy *node, ModelBatcher *batcher, Scene *scene)
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{
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if (_renderNode != nullptr)
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{
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batcher->commitIA(_renderNode, this, node->getCullingMask());
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}
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else
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{
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batcher->commitIA(node, this, node->getCullingMask());
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}
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batcher->flushIA();
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}
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void MeshAssembler::setNode(NodeProxy* node)
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{
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if (_renderNode == node)
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{
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return;
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}
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if (_renderNode != nullptr)
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{
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_renderNode->release();
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}
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_renderNode = node;
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if (_renderNode != nullptr)
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{
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_renderNode->retain();
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}
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}
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void MeshAssembler::updateIAData(std::size_t index, VertexFormat* vfmt, se_object_ptr vertices, se_object_ptr indices)
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{
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_datas.updateMesh(index, vertices, indices);
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auto data = _datas.getRenderData(index);
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auto ia = adjustIA(index);
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auto ib = ia->getIndexBuffer();
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if (!ib) {
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ib = new IndexBuffer();
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ib->autorelease();
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ib->init(DeviceGraphics::getInstance(), IndexFormat::UINT16, Usage::STATIC, data->getIndices(), data->getIBytes(), (uint32_t)data->getIBytes() / sizeof(unsigned short));
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ia->setIndexBuffer(ib);
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}
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else {
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ib->update(0, data->getIndices(), data->getIBytes());
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}
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auto vb = ia->getVertexBuffer();
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if (!vb) {
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vb = new VertexBuffer();
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vb->autorelease();
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vb->init(DeviceGraphics::getInstance(), vfmt, Usage::STATIC, data->getVertices(), data->getVBytes(), (uint32_t)data->getVBytes() / vfmt->getBytes());
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ia->setVertexBuffer(vb);
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}
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else {
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vb->update(0, data->getVertices(), data->getVBytes());
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}
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ia->setCount(ib->getCount());
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}
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void MeshAssembler::reset()
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{
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CustomAssembler::reset();
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_datas.clear();
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}
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RENDERER_END
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