/****************************************************************************
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Copyright (c) 2017-2018 Chukong Technologies Inc.
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https://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 engine source code (the "Software"), a limited,
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worldwide, royalty-free, non-assignable, revocable and non-exclusive license
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to use Cocos Creator solely to develop games on your target platforms. You shall
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not use Cocos Creator software for developing other software or tools that's
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used for developing games. You are not granted to publish, distribute,
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sublicense, and/or sell copies of Cocos Creator.
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The software or tools in this License Agreement are licensed, not sold.
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Chukong Aipu reserves all rights not expressly granted to you.
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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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const ParticleSystem = require('./CCParticleSystem');
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const renderer = require('../core/renderer/');
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const renderEngine = require('../core/renderer/render-engine');
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const vfmtPosUvColor = require('../core/renderer/webgl/vertex-format').vfmtPosUvColor;
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const QuadBuffer = require('../core/renderer/webgl/quad-buffer');
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var particleSystemAssembler = {
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useModel: true,
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createIA (comp) {
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let device = renderer.device;
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// Vertex format defines vertex buffer layout: x, y, u, v color
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comp._vertexFormat = vfmtPosUvColor;
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// Create quad buffer for vertex and index
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comp._buffer = new QuadBuffer(renderer._handle, vfmtPosUvColor);
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comp._ia = new renderEngine.InputAssembler();
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comp._ia._vertexBuffer = comp._buffer._vb;
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comp._ia._indexBuffer = comp._buffer._ib;
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comp._ia._start = 0;
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comp._ia._count = 0;
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},
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updateRenderData (comp) {
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if (!comp._renderData) {
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comp._renderData = new renderEngine.IARenderData();
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comp._renderData.ia = comp._ia;
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}
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comp._renderData.material = comp._material;
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},
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renderIA (comp, renderer) {
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renderer._flushIA(comp._renderData);
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}
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};
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ParticleSystem._assembler = particleSystemAssembler;
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module.exports = particleSystemAssembler;
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