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cocos2d-x 3.xでglScissorを使う

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// .h

class ScissorLayer : public cocos2d::Layer
{
public:

    virtual void visit(
        cocos2d::Renderer* renderer, const cocos2d::Mat4& transform, uint32_t flags) override;

private:

    cocos2d::CustomCommand _beforeVisitCmdScissor, _afterVisitCmdScissor;
};
// .cpp

void ScissorLayer::visit(cocos2d::Renderer* renderer, const cocos2d::Mat4& transform, uint32_t flags)
{
    // シザー開始
    _beforeVisitCmdScissor.init(_globalZOrder);
    _beforeVisitCmdScissor.func = [this](){
        glEnable(GL_SCISSOR_TEST);

        const cocos2d::Rect clippingRect(
            convertToWorldSpace(cocos2d::Vec2::ZERO), getContentSize());

        _director->getOpenGLView()->setScissorInPoints(
            clippingRect.origin.x, clippingRect.origin.y,
            clippingRect.size.width, clippingRect.size.height
        );
    };
    renderer->addCommand(&_beforeVisitCmdScissor);

    // シーングラフ処理
    cocos2d::Layer::visit(renderer, transform, flags);

    // シザー終了
    _afterVisitCmdScissor.init(_globalZOrder);
    _afterVisitCmdScissor.func = [](){ glDisable(GL_SCISSOR_TEST); };
    renderer->addCommand(&_afterVisitCmdScissor);
}
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