/****************************************************************************** * Spine Runtimes Software License v2.5 * * Copyright (c) 2013-2016, Esoteric Software * All rights reserved. * * You are granted a perpetual, non-exclusive, non-sublicensable, and * non-transferable license to use, install, execute, and perform the Spine * Runtimes software and derivative works solely for personal or internal * use. Without the written permission of Esoteric Software (see Section 2 of * the Spine Software License Agreement), you may not (a) modify, translate, * adapt, or develop new applications using the Spine Runtimes or otherwise * create derivative works or improvements of the Spine Runtimes or (b) remove, * delete, alter, or obscure any trademarks or any copyright, trademark, patent, * or other intellectual property or proprietary rights notices on or in the * Software, including any copy thereof. Redistributions in binary or source * form must include this license and terms. * * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ #include "SimpleCommand.h" USING_NS_CC; using namespace std; Scene* SimpleCommand::scene () { Scene *scene = Scene::create(); scene->addChild(SimpleCommand::create()); return scene; } bool SimpleCommand::init () { if (!Node::init()) return false; setGLProgramState(GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR_NO_MVP)); _texture = _director->getTextureCache()->addImage("sprite.png"); setPosition(100, 100); return true; } void SimpleCommand::draw (Renderer* renderer, const Mat4& transform, uint32_t transformFlags) { TrianglesCommand::Triangles* triangles = new TrianglesCommand::Triangles(); float x = 0, y = 0; float w = 80, h = 80; triangles->vertCount = 4; triangles->verts = new V3F_C4B_T2F[4]; triangles->verts[0].colors = Color4B::WHITE; triangles->verts[0].texCoords.u = 0; triangles->verts[0].texCoords.v = 1; triangles->verts[0].vertices.x = 0; triangles->verts[0].vertices.y = 0; triangles->verts[0].vertices.z = 0; triangles->verts[1].colors = Color4B::WHITE; triangles->verts[1].texCoords.u = 0; triangles->verts[1].texCoords.v = 0; triangles->verts[1].vertices.x = 0; triangles->verts[1].vertices.y = h; triangles->verts[1].vertices.z = 0; triangles->verts[2].colors = Color4B::WHITE; triangles->verts[2].texCoords.u = 1; triangles->verts[2].texCoords.v = 1; triangles->verts[2].vertices.x = w; triangles->verts[2].vertices.y = 0; triangles->verts[2].vertices.z = 0; triangles->verts[3].colors = Color4B::WHITE; triangles->verts[3].texCoords.u = 1; triangles->verts[3].texCoords.v = 0; triangles->verts[3].vertices.x = w; triangles->verts[3].vertices.y = h; triangles->verts[3].vertices.z = 0; triangles->indexCount = 6; triangles->indices = new GLushort[6]; triangles->indices[0] = 0; triangles->indices[1] = 1; triangles->indices[2] = 2; triangles->indices[3] = 3; triangles->indices[4] = 2; triangles->indices[5] = 1; TrianglesCommand* trianglesCommand = new TrianglesCommand(); trianglesCommand->init(_globalZOrder, _texture->getName(), getGLProgramState(), BlendFunc::ALPHA_PREMULTIPLIED, *triangles, transform, transformFlags); renderer->addCommand(trianglesCommand); }