| 27 | } |
| 28 | |
| 29 | void RenderItem::renderToTarget(IRenderTarget* _target, bool _update) |
| 30 | { |
| 31 | if (mTexture == nullptr) |
| 32 | return; |
| 33 | |
| 34 | mRenderTarget = _target; |
| 35 | |
| 36 | mCurrentUpdate = _update; |
| 37 | |
| 38 | if (mOutOfDate || _update) |
| 39 | { |
| 40 | mCountVertex = 0; |
| 41 | Vertex* buffer = mVertexBuffer->lock(); |
| 42 | if (buffer != nullptr) |
| 43 | { |
| 44 | for (auto& item : mDrawItems) |
| 45 | { |
| 46 | mCurrentVertex = buffer; |
| 47 | mLastVertexCount = 0; |
| 48 | |
| 49 | item.first->doRender(); |
| 50 | |
| 51 | MYGUI_DEBUG_ASSERT(mLastVertexCount <= item.second, "It is too much vertexes"); |
| 52 | buffer += mLastVertexCount; |
| 53 | mCountVertex += mLastVertexCount; |
| 54 | } |
| 55 | |
| 56 | mVertexBuffer->unlock(); |
| 57 | } |
| 58 | |
| 59 | mOutOfDate = false; |
| 60 | } |
| 61 | |
| 62 | // хоть с 0 не выводиться батч, но все равно не будем дергать стейт и операцию |
| 63 | if (0 != mCountVertex) |
| 64 | { |
| 65 | #if MYGUI_DEBUG_MODE == 1 |
| 66 | if (!RenderManager::getInstance().checkTexture(mTexture)) |
| 67 | { |
| 68 | auto textureName = mTexture->getName(); |
| 69 | mTexture = nullptr; |
| 70 | MYGUI_EXCEPT("texture pointer is not valid, texture name '" << textureName << "'"); |
| 71 | return; |
| 72 | } |
| 73 | #endif |
| 74 | // непосредственный рендринг |
| 75 | if (mManualRender) |
| 76 | { |
| 77 | for (auto& item : mDrawItems) |
| 78 | item.first->doManualRender(mVertexBuffer, mTexture, mCountVertex); |
| 79 | } |
| 80 | else |
| 81 | { |
| 82 | _target->doRender(mVertexBuffer, mTexture, mCountVertex); |
| 83 | } |
| 84 | } |
| 85 | } |
| 86 |
nothing calls this directly
no test coverage detected