1
+ /****************************************************************************
2
+ Copyright (c) 2013-2014 Chukong Technologies Inc.
3
+
4
+ http://www.cocos2d-x.org
5
+
6
+ Permission is hereby granted, free of charge, to any person obtaining a copy
7
+ of this software and associated documentation files (the "Software"), to deal
8
+ in the Software without restriction, including without limitation the rights
9
+ to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
10
+ copies of the Software, and to permit persons to whom the Software is
11
+ furnished to do so, subject to the following conditions:
12
+
13
+ The above copyright notice and this permission notice shall be included in
14
+ all copies or substantial portions of the Software.
15
+
16
+ THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
17
+ IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18
+ FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
19
+ AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
20
+ LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
21
+ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
22
+ THE SOFTWARE.
23
+ ****************************************************************************/
24
+
25
+ cc . AtlasNode . WebGLRenderCmd = function ( renderableObject ) {
26
+ cc . Node . WebGLRenderCmd . call ( this , renderableObject ) ;
27
+ this . _needDraw = true ;
28
+ } ;
29
+
30
+ cc . AtlasNode . WebGLRenderCmd . prototype = Object . create ( cc . Node . WebGLRenderCmd . prototype ) ;
31
+ cc . AtlasNode . WebGLRenderCmd . prototype . constructor = cc . AtlasNode . WebGLRenderCmd ;
32
+
33
+ cc . AtlasNode . WebGLRenderCmd . prototype . rendering = function ( ctx ) {
34
+ var context = ctx || cc . _renderContext , node = this . _node ;
35
+
36
+ node . _shaderProgram . use ( ) ;
37
+ node . _shaderProgram . _setUniformForMVPMatrixWithMat4 ( node . _stackMatrix ) ;
38
+
39
+ cc . glBlendFunc ( node . _blendFunc . src , node . _blendFunc . dst ) ;
40
+ if ( node . _uniformColor && node . _colorF32Array ) {
41
+ context . uniform4fv ( node . _uniformColor , node . _colorF32Array ) ;
42
+ node . textureAtlas . drawNumberOfQuads ( node . quadsToDraw , 0 ) ;
43
+ }
44
+ } ;
0 commit comments