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https://github.com/smallmain/cocos-enhance-kit.git
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92 lines
2.8 KiB
C++
92 lines
2.8 KiB
C++
/****************************************************************************
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Copyright (c) 2018 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 "MaskAssembler.hpp"
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#include "../ModelBatcher.hpp"
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#include "../StencilManager.hpp"
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#include "../../Macro.h"
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RENDERER_BEGIN
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MaskAssembler::MaskAssembler()
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{
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}
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MaskAssembler::~MaskAssembler()
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{
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CC_SAFE_RELEASE(_renderSubHandle);
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CC_SAFE_RELEASE(_clearSubHandle);
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}
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void MaskAssembler::setRenderSubHandle(Assembler* renderSubHandle)
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{
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if (_renderSubHandle == renderSubHandle) return;
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CC_SAFE_RELEASE(_renderSubHandle);
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_renderSubHandle = renderSubHandle;
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CC_SAFE_RETAIN(_renderSubHandle);
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}
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void MaskAssembler::setClearSubHandle(Assembler* clearSubHandle)
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{
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if (_clearSubHandle == clearSubHandle) return;
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CC_SAFE_RELEASE(_clearSubHandle);
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_clearSubHandle = clearSubHandle;
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CC_SAFE_RETAIN(_clearSubHandle);
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}
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void MaskAssembler::handle(NodeProxy *node, ModelBatcher* batcher, Scene* scene)
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{
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batcher->flush();
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batcher->flushIA();
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StencilManager* instance = StencilManager::getInstance();
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instance->pushMask(_inverted);
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instance->clear();
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batcher->commit(node, _clearSubHandle, node->getCullingMask());
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batcher->flush();
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instance->enterLevel();
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if (_imageStencil)
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{
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batcher->commit(node, this, node->getCullingMask());
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}
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else if (_renderSubHandle)
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{
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_renderSubHandle->handle(node, batcher, scene);
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}
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batcher->flush();
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instance->enableMask();
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}
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void MaskAssembler::postHandle(NodeProxy *node, ModelBatcher *batcher, Scene *scene)
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{
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batcher->flush();
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batcher->flushIA();
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batcher->setCurrentEffect(getEffect(0));
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StencilManager::getInstance()->exitMask();
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}
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RENDERER_END
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