| 527 | } |
| 528 | |
| 529 | void RenderTextureTestDepthStencil::draw(Renderer* renderer, const Mat4& transform, uint32_t flags) |
| 530 | { |
| 531 | _rtx->beginWithClear(0, 0, 0, 0, 0, 0); |
| 532 | |
| 533 | // _renderCmds[0].init(_globalZOrder); |
| 534 | // _renderCmds[0].func = AX_CALLBACK_0(RenderTextureTestDepthStencil::onBeforeClear, this); |
| 535 | renderer->addCallbackCommand(AX_CALLBACK_0(RenderTextureTestDepthStencil::onBeforeClear, this), _globalZOrder); |
| 536 | |
| 537 | // _renderCmds[1].init(_globalZOrder); |
| 538 | // _renderCmds[1].func = AX_CALLBACK_0(RenderTextureTestDepthStencil::onBeforeStencil, this); |
| 539 | renderer->addCallbackCommand(AX_CALLBACK_0(RenderTextureTestDepthStencil::onBeforeStencil, this), _globalZOrder); |
| 540 | |
| 541 | _spriteDS->visit(); |
| 542 | |
| 543 | // _renderCmds[2].init(_globalZOrder); |
| 544 | // _renderCmds[2].func = AX_CALLBACK_0(RenderTextureTestDepthStencil::onBeforeDraw, this); |
| 545 | renderer->addCallbackCommand(AX_CALLBACK_0(RenderTextureTestDepthStencil::onBeforeDraw, this), _globalZOrder); |
| 546 | |
| 547 | _spriteDraw->visit(); |
| 548 | |
| 549 | // _renderCmds[3].init(_globalZOrder); |
| 550 | // _renderCmds[3].func = AX_CALLBACK_0(RenderTextureTestDepthStencil::onAfterDraw, this); |
| 551 | renderer->addCallbackCommand(AX_CALLBACK_0(RenderTextureTestDepthStencil::onAfterDraw, this), _globalZOrder); |
| 552 | |
| 553 | /// !!!end will set current render target to default renderTarget |
| 554 | /// !!!all render target share one depthStencilDesc, TODO: optimize me? |
| 555 | _rtx->end(); |
| 556 | } |
| 557 | |
| 558 | void RenderTextureTestDepthStencil::onBeforeClear() |
| 559 | { |
nothing calls this directly
no test coverage detected