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67 lines
2.6 KiB
67 lines
2.6 KiB
/****************************************************************************
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Copyright (c) 2021-2023 Xiamen Yaji Software Co., Ltd.
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http://www.cocos.com
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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 to
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use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
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of the Software, and to permit persons to whom the Software is furnished to do so,
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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 "DrawBatch2D.h"
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#include "core/Root.h"
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#include "core/assets/Material.h"
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#include "scene/Pass.h"
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namespace cc {
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namespace scene {
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void DrawBatch2D::clear() {
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_inputAssembler = nullptr;
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_descriptorSet = nullptr;
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_model = nullptr;
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_visFlags = 1 << 23;
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}
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void DrawBatch2D::fillPass(Material *mat, const gfx::DepthStencilState *depthStencilState, ccstd::hash_t dsHash, const ccstd::vector<IMacroPatch> *patches) {
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const auto &passes = mat->getPasses();
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if (passes->empty()) return;
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_shaders.clear();
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if (_passes.size() < passes->size()) {
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auto num = static_cast<uint32_t>(passes->size() - _passes.size());
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for (uint32_t i = 0; i < num; ++i) {
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_passes.emplace_back(ccnew scene::Pass(Root::getInstance()));
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}
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}
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for (uint32_t i = 0; i < passes->size(); ++i) {
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auto &pass = passes->at(i);
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auto &passInUse = _passes[i];
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pass->update();
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if (!depthStencilState) depthStencilState = pass->getDepthStencilState();
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passInUse->initPassFromTarget(pass, *depthStencilState, dsHash);
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_shaders.push_back(patches ? passInUse->getShaderVariant(*patches) : passInUse->getShaderVariant());
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}
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}
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void DrawBatch2D::setInputAssembler(gfx::InputAssembler *ia) {
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_inputAssembler = ia;
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_drawInfo = _inputAssembler->getDrawInfo();
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}
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} // namespace scene
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} // namespace cc
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