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+ /****************************************************************************
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+ Copyright (c) 2013-2014 Chukong Technologies Inc.
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+
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+ http://www.cocos2d-x.org
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+
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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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+
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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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+
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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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+
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+ cc . SpriteBatchNode . WebGLRenderCmd = function ( renderableObject ) {
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+ cc . Node . WebGLRenderCmd . call ( this , renderableObject ) ;
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+ this . _needDraw = true ;
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+ } ;
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+
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+ cc . SpriteBatchNode . WebGLRenderCmd . prototype = Object . create ( cc . Node . WebGLRenderCmd . prototype ) ;
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+ cc . SpriteBatchNode . WebGLRenderCmd . prototype . constructor = cc . SpriteBatchNode . WebGLRenderCmd ;
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+
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+ cc . SpriteBatchNode . WebGLRenderCmd . prototype . rendering = function ( ctx ) {
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+ var node = this . _node ;
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+ if ( node . textureAtlas . totalQuads === 0 )
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+ return ;
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+
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+ //cc.nodeDrawSetup(this);
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+ node . _shaderProgram . use ( ) ;
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+ node . _shaderProgram . _setUniformForMVPMatrixWithMat4 ( node . _stackMatrix ) ;
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+ node . _arrayMakeObjectsPerformSelector ( node . _children , cc . Node . _stateCallbackType . updateTransform ) ;
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+ cc . glBlendFunc ( node . _blendFunc . src , node . _blendFunc . dst ) ;
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+
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+ node . textureAtlas . drawQuads ( ) ;
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+ } ;
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