2015-04-16 18:07:35 +08:00
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/****************************************************************************
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2018-01-29 16:25:32 +08:00
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Copyright (c) 2014-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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2016-04-18 15:09:21 +08:00
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2015-04-16 18:07:35 +08:00
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http://www.cocos2d-x.org
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2016-04-18 15:09:21 +08:00
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2015-04-16 18:07:35 +08:00
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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 documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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2016-04-18 15:09:21 +08:00
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2015-04-16 18:07:35 +08:00
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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2016-04-18 15:09:21 +08:00
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2015-04-16 18:07:35 +08:00
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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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#include "js_Effect3D_bindings.h"
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2016-04-18 15:09:21 +08:00
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#include "3d/CCMesh.h"
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#include "3d/CCMeshSkin.h"
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#include "3d/CCSprite3D.h"
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#include "base/CCDirector.h"
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#include "base/CCEventType.h"
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#include "base/CCEventDispatcher.h"
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#include "base/CCEventCustom.h"
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#include "base/CCEventListenerCustom.h"
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#include "renderer/CCGLProgramCache.h"
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#include "renderer/CCRenderer.h"
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#include "renderer/CCVertexAttribBinding.h"
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2016-03-21 21:04:06 +08:00
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#include "scripting/js-bindings/manual/cocos2d_specifics.hpp"
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2015-04-16 18:07:35 +08:00
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using namespace cocos2d;
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class EffectSprite3D;
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class Effect3D : public Ref
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{
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public:
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virtual void draw(const Mat4 &transform) = 0;
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virtual void setTarget(EffectSprite3D *sprite) = 0;
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protected:
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Effect3D() : _glProgramState(nullptr) {}
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virtual ~Effect3D()
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{
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CC_SAFE_RELEASE(_glProgramState);
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}
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protected:
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GLProgramState* _glProgramState;
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};
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class Effect3DOutline: public Effect3D
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{
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public:
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static Effect3DOutline* create();
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void setOutlineColor(const Vec3& color);
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void setOutlineWidth(float width);
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virtual void draw(const Mat4 &transform) override;
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virtual void setTarget(EffectSprite3D *sprite) override;
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Effect3DOutline();
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virtual ~Effect3DOutline();
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bool init();
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protected:
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Vec3 _outlineColor;
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float _outlineWidth;
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//weak reference
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EffectSprite3D* _sprite;
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metal support for cocos2d-x (#19305)
* remove deprecated files
* remove some deprecated codes
* remove more deprecated codes
* remove ui deprecated codes
* remove more deprecated codes
* remove deprecated codes in ccmenuitem
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes
* remove more deprecated codes
* remove more deprecated codes
* remove vr related codes and ignore some modules
* remove allocator
* remove some config
* 【Feature】add back-end project file
* [Feature] add back-end file
* add pipeline descriptor and shader cache
* [Feature] support sprite for backend
* [Feature] remove unneeded code
* [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture
* [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture
* [Feature] remove macro define to .cpp file
* [Feature] add log info
* [Feature] add PipelineDescriptor for TriangleCommand
* [Feature] add PipelineDescriptor object as member of TriangleCommand
* [Feature] add getPipelineDescriptor method
* add renderbackend
* complete pipeline descriptor
* [Feature] add viewport in RenderCommand
* set viewport when rendrering
* [Feature] occur error when using RendererBackend, to be fixed.
* a workaround to fix black screen on macOS 10.14 (#19090)
* add rendererbackend init function
* fix typo
* [Feature] modify testFile
* [BugFix] modify shader path
* [Feature] set default viewport
* fix projection
* [Feature] modify log info
* [BugFix] change viewport data type to int
* [BugFix] add BindGroup to PipelienDescriptor
* [BugFix] change a_position to vec3 in sprite.vert
* [BugFix] set vertexLayout according to V3F_C4B_T2F structure
* [Feature] revert a_position to vec4
* [Feature] renderer should not use gl codes directly
* [Feature] it's better not use default value parameter
* fix depth test setting
* rendererbackend -> renderer
* clear color and depth at begin
* add metal backend
* metal support normalized attribute
* simplify codes
* update external
* add render pass desctriptor in pipeline descriptor
* fix warnings
* fix crash and memeory leak
* refactor Texture2D
* put pipeline descriptor into render command
* simplify codes
* [Feature] update Sprite
* fix crash when closing app
* [Feature] update SpriteBatchNode and TextureAtlas
* support render texture(not finish)
* [Feature] remove unused code
* make tests work on mac
* fix download-deps path error
* make tests work on iOS
* [Feature] support ttf under normal label effect
* refactor triangle command processing
* let renderer handle more common commands
* refactor backend
* make render texture work
* [Feature] refactor backend for GL
* [Feature]Renaming to make it easy to understand
* [Feature] change warp mode to CLAMP_TO_EDGE
* fix ghost
* simplify visit render queue logic
* support progress timer without rial mode
* support partcile system
* Feature/update label (#149)
* [BugFix] fix compile error
* [Feature] support outline effect in ios
* [Feature] add shader file
* [BugFix] fix begin and end RenderPass
* [Feature] update CustomCommand
* [Feature] revert project.pbxproj
* [Feature] simplify codes
* [BugFix] pack AI88 to RGBA8888 only when outline enable
* [Feature] support shadow effect in Label
* [Feature] support BMFont
* [Feature] support glow effect
* [Feature] simplify shader files
* LabelAtlas work
* handle blend function correctly
* support tile map
* don't share buffer in metal
* alloc buffer size as needed
* support more tilemap
* Merge branch 'minggo/metal-support' into feature/updateLabel
* minggo/metal-support:
support tile map
handle blend function correctly
LabelAtlas work
Feature/update label (#149)
support partcile system
# Conflicts:
# cocos/2d/CCLabel.cpp
# cocos/2d/CCSprite.cpp
# cocos/2d/CCSpriteBatchNode.cpp
# cocos/renderer/CCQuadCommand.cpp
# cocos/renderer/CCQuadCommand.h
* render texture work without saving file
* use global viewport
* grid3d works
* remove grabber
* tiled3d works
* [BugFix] fix label bug
* [Feature] add updateSubData for buffer
* [Feature] remove setVertexCount
* support depth test
* add callback command
* [Feature] add UITest
* [Feature] update UITest
* [Feature] remove unneeded codes
* fix custom command issue
* fix layer color blend issue
* [BugFix] fix iOS compile error
* [Feature] remove unneeded codes
* [Feature] fix updateVertexBuffer
* layerradial works
* add draw test back
* fix batch issue
* fix compiling error
* [BugFix] support ETC1
* [BugFix] get the correct pipelineDescriptor
* [BugFix] skip draw when backendTexture nullptr
* clipping node support
* [Feature] add shader files
* fix stencil issue in metal
* [Feature] update UILayoutTest
* [BugFix] skip drawing when vertexCount is zero
* refactor renderer
* add set global z order for stencil manager commands
* fix warnings caused by type
* remove viewport in render command
* [Feature] fix warnings caused by type
* [BugFix] clear vertexCount and indexCount for CustomComand when needed
* [Feature] update clear for CustomCommand
* ios use metal
* fix viewport issue
* fix LayerColorGradient crash
* [cmake] transport to android and windows (#160)
* save point 1
* compile on windows
* run on android
* revert useless change
* android set CC_ENABLE_CACHE_TEXTURE_DATA to 1
* add initGlew
* fix android crash
* add TODO new-renderer
* review update
* revert onGLFWWindowPosCallback
* fix android compiling error
* Impl progress radial (#162)
* progresstimer add radial impl
* default drawType to element
* dec invoke times of createVertexBuffer (#163)
* support depth/stencil format for gl backend
* simplify progress timer codes
* support motionstreak, effect is wrong
* fix motionstreak issue
* [Feature] update Scissor Test (#161)
* [Feature] update Scissor Test
* [Feature] update ScissorTest
* [Feature] rename function
* [Feature] get constant reference if needed
* [Feature] show render status (#164)
* improve performance
* fix depth state
* fill error that triangle vertex/index number bigger than buffer
* fix compiline error in release mode
* fix buffer conflict between CPU and GPU on iOS/macOS
* Renderer refactor (#165)
* use one vertes/index buffer with opengl
* fix error on windows
* custom command support index format config
* CCLayer: compact vertex data structure
* update comment
* fix doc
* support fast tilemap
* pass index format instead
* fix some wrong effect
* fix render texture error
* fix texture per-element size
* fix texture format error
* BlendFunc type refactor, GLenum -> backend::BlendFactor (#167)
* BlendFunc use backend::BlendFactor as inner field
* update comments
* use int to replace GLenum
* update xcode project fiel
* rename to GLBlendConst
* add ccConstants.h
* update xcode project file
* update copyright
* remove primitive command
* remove CCPrimitive.cpp/.h
* remove deprecated files
* remove unneeded files
* remove multiple view support
* remove multiple view support
* remove the usage of frame buffer in camera
* director don't use frame buffer
* remove FrameBuffer
* remove BatchCommand
* add some api reference
* add physics2d back
* fix crash when close app on mac
* improve render texture
* fix rendertexture issue
* fix rendertexture issue
* simplify codes
* CMake support for mac & ios (#169)
* update cmake
* fix compile error
* update 3rd libs version
* remove CCThread.h/.cpp
* remove ccthread
* use audio engine to implement simple audio engine
* remove unneeded codes
* remove deprecated codes
* remove winrt macro
* remove CC_USE_WIC
* set partcile blend function in more elegant way
* remove unneeded codes
* remove unneeded codes
* cmake works on windows
* update project setting
* improve performance
* GLFloat -> float
* sync v3 cmake improvements into metal-support (#172)
* pick: modern cmake, compile definitions improvement (#19139)
* modern cmake, use target_compile_definitions partly
* simplify macro define, remove USE_*
* modern cmake, macro define
* add physics 2d macro define into ccConfig.h
* remove USE_CHIPMUNK macro in build.gradle
* remove CocosSelectModule.cmake
* shrink useless define
* simplify compile options config, re-add if necessary
* update external for tmp CI test
* un-quote target_compile_options value
* add "-g" parameter only when debug mode
* keep single build type when generator Xcode & VS projecy
* update external for tmp CI tes
* add static_cast<char>(-1), fix -Wc++11-narrowing
* simplify win32 compile define
* not modify code, only improve compile options
# Conflicts:
# .gitignore
# cmake/Modules/CocosConfigDepend.cmake
# cocos/CMakeLists.txt
# external/config.json
# tests/cpp-tests/CMakeLists.txt
* modern cmake, improve cmake_compiler_flags (#19145)
* cmake_compiler_flags
* Fix typo
* Fix typo2
* Remove chanages from Android.mk
* correct lua template cmake build (#19149)
* don't add -Wno-deprecated into jsb target
* correct lua template cmake build
* fix win32 lua template compile error
* prevent cmake in-source-build friendly (#19151)
* pick: Copy resources to "Resources/" on win32 like in linux configuration
* add "/Z7" for cpp-tests on windows
* [cmake] fix iOS xcode property setting failed (#19208)
* fix iOS xcode property setting failed
* use search_depend_libs_recursive at dlls collect
* fix typo
* [cmake] add find_host_library into iOS toolchain file (#19230)
* pick: [lua android] use luajit & template cmake update (#19239)
* increase cmake stability , remove tests/CMakeLists.txt (#19261)
* cmake win32 Precompiled header (#19273)
* Precompiled header
* Fix
* Precompiled header for cocos
* Precompiled header jscocos2d
* Fix for COCOS2D_DEBUG is always 1 on Android (#19291)
Related #19289
* little build fix, tests cpp-tests works on mac
* sync v3 build related codes into metal-support (#173)
* strict initialization for std::array
* remove proj.win32 project configs
* modern cmake, cmake_cleanup_remove_unused_variables (#19146)
* Switch travis CI to xenial (#19207)
* Switch travis CI to xenial
* Remove language: android
* Set language: cpp
* Fix java problem
* Update sdkmanager
* Fix sdkmanger
* next sdkmanager fix
* Remove xenial from android
* revert to sdk-tools-{system}-3859397
* Remove linux cmake install
* Update before-install.sh
* Update .travis.yml
* Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212)
* Simplify install-deps-linux.sh
* Cleanup
* pick: install ninja
* update cocos2d-console submodule
* for metal-support alpha release, we only test cpp
* add HelloCpp into project(Cocos2d-x) for tmp test
* update extenal metal-support-4
* update uniform setting
* [Feature] update BindGroup
* [Feature] empty-test
* [Feature] cpp-test
* [Feature] fix GL compiler error
* [Feature] fix GL crash
* [Feature] empty-test
* [Feature] cpp-tests
* [feature] improve frameRate
* [feature] fix opengl compile error
* [feature] fix opengl compile error
* [BugFix] fix compute maxLocation error
* [Feature] update setting unifrom
* [Feature] fix namespace
* [Feature] remove unneeded code
* [Bugfix] fix project file
* [Feature] update review
* [texture2d] impl texture format support (#175)
* texture update
* update
* update texture
* commit
* compile on windows
* ddd
* rename
* rename methods
* no crash
* save gl
* save
* save
* rename
* move out pixel format convert functions
* metal crash
* update
* update android
* support gles compressed texture format
* support more compress format
* add more conversion methods
* ss
* save
* update conversion methods
* add PVRTC format support
* reformat
* add marco linux
* fix GL marcro
* pvrtc supported only by ios 8.0+
* remove unused cmake
* revert change
* refactor Texture2D::initWithData
* fix conversion log
* refactor Texture2D::initWithData
* remove some OpenGL constants for PVRTC
* add todo
* fix typo
* AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174)
* review cpp-tests, and fix part issues on start auto test
* sync png format fix: Node:Particle3D abnormal texture effects #19204
* fix cpp-tests SpritePolygon crash, wrong png format (#19170)
* fix wrong png convert format from sRGB to Gray
* erase plist index if all frames was erased
* test_A8.png have I8 format, fix it
* [CCSpriteCache] allow re-add plist & add testcase (#19175)
* allow re-add plist & add testcase
* remove comments/rename method/update testcase
* fix isSpriteFramesWithFileLoaded & add testcase
* remove used variable
* remove unused variable
* fix double free issues when js/lua-tests exit on iOS (#19236)
* disable part cases, AutoTest works without crash on mac
* update cocos2dx files json, to test cocos new next
* fix spritecache plist parsing issue (#19269)
* [linux] Fix FileUtils::getContents with folder (#19157)
* fix FileUtils::getContents on linux/mac
* use stat.st_mode
* simplify
* [CCFileUtils] win32 getFileSize (#19176)
* win32 getFileSize
* fix stat
* [cpp test-Android]20:FileUtils/2 change title (#19197)
* sync #19200
* sync #19231
* [android lua] improve performance of lua loader (#19234)
* [lua] improve performance of lua loader
* remove cache fix
* Revert "fix spritecache plist parsing issue (#19269)"
This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf.
* remove win32 project files ref in template.json
* add metal framework lnk ref into cpp template
* test on iOS, and disable part cases
* alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227)
* changes AudioCache to use alBufferData instead of alBufferDataStatic
(also makes test 19 faster to trigger openal bugs faster)
The original problem: CrashIfClientProvidedBogusAudioBufferList
https://github.com/cocos2d/cocos2d-x/issues/18948
is not happening anymore, but there's still a not very frequent issue
that makes OpenAL crash with a call stack like this.
AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList
It happes more frequently when the device is "cold", which means after
half an hour of not using the device (locked).
I could not find the actual source code for iOS OpenAL, so I used the
macOS versions:
https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html
They seem to use CAGuard.h to make sure the dead buffer list
has no threading issues. I'm worried because the CAGuard code I found
has macos and win32 define but no iOS, so I'm not sure. I guess the
iOS version is different and has the guard.
I could not find a place in the code that's unprotected by the locks
except the InitializeBufferMap() which should not be called more than
once from cocos, and there's a workaround in AudioEngine-impl for it.
I reduced the occurence of the CleanUpDeadBufferList crash by moving
the guard in ~AudioCache to cover the alDeleteBuffers call.
* remove hack method "setTimeout" on audio
* AutoTest works on iOS
* support set ios deployment target for root project
* enable all texture2d cases, since Jiang have fixed
* add CCTextureUtils to xcode project file (#176)
* add leak cases for SpriteFrameCache (#177)
* re-add SpriteFrameCache cases
* update template file json
* Update SpriteFrameCacheTest.cpp
* fix compiling error
2019-01-18 15:08:25 +08:00
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
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EventListenerCustom* _backToForegroundListener;
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#endif
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2016-04-18 15:09:21 +08:00
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2015-04-16 18:07:35 +08:00
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protected:
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static const std::string _vertShaderFile;
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static const std::string _fragShaderFile;
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static const std::string _keyInGLProgramCache;
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2016-04-18 15:09:21 +08:00
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2015-04-16 18:07:35 +08:00
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static const std::string _vertSkinnedShaderFile;
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static const std::string _fragSkinnedShaderFile;
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static const std::string _keySkinnedInGLProgramCache;
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2016-04-18 15:09:21 +08:00
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2015-04-16 18:07:35 +08:00
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static GLProgram* getOrCreateProgram(bool isSkinned = false);
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};
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class EffectSprite3D : public Sprite3D
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{
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public:
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static EffectSprite3D* createFromObjFileAndTexture(const std::string& objFilePath, const std::string& textureFilePath);
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static EffectSprite3D* create(const std::string& path);
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2016-04-18 15:09:21 +08:00
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2015-04-16 18:07:35 +08:00
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void setEffect3D(Effect3D* effect);
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void addEffect(Effect3DOutline* effect, ssize_t order);
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virtual void draw(Renderer *renderer, const Mat4 &transform, uint32_t flags) override;
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EffectSprite3D();
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virtual ~EffectSprite3D();
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protected:
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std::vector<std::tuple<ssize_t,Effect3D*,CustomCommand>> _effects;
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Effect3D* _defaultEffect;
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CustomCommand _command;
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};
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EffectSprite3D* EffectSprite3D::createFromObjFileAndTexture(const std::string &objFilePath, const std::string &textureFilePath)
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{
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auto sprite = new (std::nothrow) EffectSprite3D();
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if (sprite && sprite->initWithFile(objFilePath))
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{
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sprite->autorelease();
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if(textureFilePath.size() > 0)
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sprite->setTexture(textureFilePath);
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return sprite;
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}
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CC_SAFE_DELETE(sprite);
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return nullptr;
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}
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EffectSprite3D* EffectSprite3D::create(const std::string &path)
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{
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if (path.length() < 4)
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CCASSERT(false, "improper name specified when creating Sprite3D");
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2016-04-18 15:09:21 +08:00
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2015-04-16 18:07:35 +08:00
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auto sprite = new (std::nothrow) EffectSprite3D();
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|
|
if (sprite && sprite->initWithFile(path))
|
|
|
|
{
|
|
|
|
sprite->autorelease();
|
|
|
|
return sprite;
|
|
|
|
}
|
|
|
|
CC_SAFE_DELETE(sprite);
|
|
|
|
return nullptr;
|
|
|
|
}
|
|
|
|
|
|
|
|
EffectSprite3D::EffectSprite3D()
|
|
|
|
: _defaultEffect(nullptr)
|
|
|
|
{
|
2016-04-18 15:09:21 +08:00
|
|
|
|
2015-04-16 18:07:35 +08:00
|
|
|
}
|
|
|
|
|
|
|
|
EffectSprite3D::~EffectSprite3D()
|
|
|
|
{
|
|
|
|
for(auto effect : _effects)
|
|
|
|
{
|
|
|
|
CC_SAFE_RELEASE_NULL(std::get<1>(effect));
|
|
|
|
}
|
|
|
|
CC_SAFE_RELEASE(_defaultEffect);
|
|
|
|
}
|
|
|
|
|
|
|
|
void EffectSprite3D::setEffect3D(Effect3D *effect)
|
|
|
|
{
|
|
|
|
if(_defaultEffect == effect) return;
|
|
|
|
CC_SAFE_RETAIN(effect);
|
|
|
|
CC_SAFE_RELEASE(_defaultEffect);
|
|
|
|
_defaultEffect = effect;
|
|
|
|
}
|
|
|
|
|
|
|
|
static int tuple_sort( const std::tuple<ssize_t,Effect3D*,CustomCommand> &tuple1, const std::tuple<ssize_t,Effect3D*,CustomCommand> &tuple2 )
|
|
|
|
{
|
|
|
|
return std::get<0>(tuple1) < std::get<0>(tuple2);
|
|
|
|
}
|
|
|
|
|
|
|
|
void EffectSprite3D::addEffect(Effect3DOutline* effect, ssize_t order)
|
|
|
|
{
|
|
|
|
if(nullptr == effect) return;
|
|
|
|
effect->retain();
|
|
|
|
effect->setTarget(this);
|
2016-04-18 15:09:21 +08:00
|
|
|
|
2015-04-16 18:07:35 +08:00
|
|
|
_effects.push_back(std::make_tuple(order,effect,CustomCommand()));
|
2016-04-18 15:09:21 +08:00
|
|
|
|
2015-04-16 18:07:35 +08:00
|
|
|
std::sort(std::begin(_effects), std::end(_effects), tuple_sort);
|
|
|
|
}
|
|
|
|
|
|
|
|
const std::string Effect3DOutline::_vertShaderFile = "Shaders3D/OutLine.vert";
|
|
|
|
const std::string Effect3DOutline::_fragShaderFile = "Shaders3D/OutLine.frag";
|
|
|
|
const std::string Effect3DOutline::_keyInGLProgramCache = "Effect3DLibrary_Outline";
|
|
|
|
|
|
|
|
const std::string Effect3DOutline::_vertSkinnedShaderFile = "Shaders3D/SkinnedOutline.vert";
|
|
|
|
const std::string Effect3DOutline::_fragSkinnedShaderFile = "Shaders3D/OutLine.frag";
|
|
|
|
const std::string Effect3DOutline::_keySkinnedInGLProgramCache = "Effect3DLibrary_Outline";
|
|
|
|
GLProgram* Effect3DOutline::getOrCreateProgram(bool isSkinned /* = false */ )
|
|
|
|
{
|
|
|
|
if(isSkinned)
|
|
|
|
{
|
|
|
|
auto program = GLProgramCache::getInstance()->getGLProgram(_keySkinnedInGLProgramCache);
|
|
|
|
if(program == nullptr)
|
|
|
|
{
|
|
|
|
program = GLProgram::createWithFilenames(_vertSkinnedShaderFile, _fragSkinnedShaderFile);
|
|
|
|
GLProgramCache::getInstance()->addGLProgram(program, _keySkinnedInGLProgramCache);
|
|
|
|
}
|
|
|
|
return program;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
auto program = GLProgramCache::getInstance()->getGLProgram(_keyInGLProgramCache);
|
|
|
|
if(program == nullptr)
|
|
|
|
{
|
|
|
|
program = GLProgram::createWithFilenames(_vertShaderFile, _fragShaderFile);
|
|
|
|
GLProgramCache::getInstance()->addGLProgram(program, _keyInGLProgramCache);
|
|
|
|
}
|
|
|
|
return program;
|
|
|
|
}
|
2016-04-18 15:09:21 +08:00
|
|
|
|
2015-04-16 18:07:35 +08:00
|
|
|
}
|
|
|
|
|
|
|
|
Effect3DOutline* Effect3DOutline::create()
|
|
|
|
{
|
|
|
|
Effect3DOutline* effect = new (std::nothrow) Effect3DOutline();
|
|
|
|
if(effect && effect->init())
|
|
|
|
{
|
|
|
|
effect->autorelease();
|
|
|
|
return effect;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
CC_SAFE_DELETE(effect);
|
|
|
|
return nullptr;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
bool Effect3DOutline::init()
|
|
|
|
{
|
2016-04-18 15:09:21 +08:00
|
|
|
|
2015-04-16 18:07:35 +08:00
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
Effect3DOutline::Effect3DOutline()
|
|
|
|
: _outlineWidth(1.0f)
|
|
|
|
, _outlineColor(1, 1, 1)
|
|
|
|
, _sprite(nullptr)
|
|
|
|
{
|
metal support for cocos2d-x (#19305)
* remove deprecated files
* remove some deprecated codes
* remove more deprecated codes
* remove ui deprecated codes
* remove more deprecated codes
* remove deprecated codes in ccmenuitem
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes
* remove more deprecated codes
* remove more deprecated codes
* remove vr related codes and ignore some modules
* remove allocator
* remove some config
* 【Feature】add back-end project file
* [Feature] add back-end file
* add pipeline descriptor and shader cache
* [Feature] support sprite for backend
* [Feature] remove unneeded code
* [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture
* [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture
* [Feature] remove macro define to .cpp file
* [Feature] add log info
* [Feature] add PipelineDescriptor for TriangleCommand
* [Feature] add PipelineDescriptor object as member of TriangleCommand
* [Feature] add getPipelineDescriptor method
* add renderbackend
* complete pipeline descriptor
* [Feature] add viewport in RenderCommand
* set viewport when rendrering
* [Feature] occur error when using RendererBackend, to be fixed.
* a workaround to fix black screen on macOS 10.14 (#19090)
* add rendererbackend init function
* fix typo
* [Feature] modify testFile
* [BugFix] modify shader path
* [Feature] set default viewport
* fix projection
* [Feature] modify log info
* [BugFix] change viewport data type to int
* [BugFix] add BindGroup to PipelienDescriptor
* [BugFix] change a_position to vec3 in sprite.vert
* [BugFix] set vertexLayout according to V3F_C4B_T2F structure
* [Feature] revert a_position to vec4
* [Feature] renderer should not use gl codes directly
* [Feature] it's better not use default value parameter
* fix depth test setting
* rendererbackend -> renderer
* clear color and depth at begin
* add metal backend
* metal support normalized attribute
* simplify codes
* update external
* add render pass desctriptor in pipeline descriptor
* fix warnings
* fix crash and memeory leak
* refactor Texture2D
* put pipeline descriptor into render command
* simplify codes
* [Feature] update Sprite
* fix crash when closing app
* [Feature] update SpriteBatchNode and TextureAtlas
* support render texture(not finish)
* [Feature] remove unused code
* make tests work on mac
* fix download-deps path error
* make tests work on iOS
* [Feature] support ttf under normal label effect
* refactor triangle command processing
* let renderer handle more common commands
* refactor backend
* make render texture work
* [Feature] refactor backend for GL
* [Feature]Renaming to make it easy to understand
* [Feature] change warp mode to CLAMP_TO_EDGE
* fix ghost
* simplify visit render queue logic
* support progress timer without rial mode
* support partcile system
* Feature/update label (#149)
* [BugFix] fix compile error
* [Feature] support outline effect in ios
* [Feature] add shader file
* [BugFix] fix begin and end RenderPass
* [Feature] update CustomCommand
* [Feature] revert project.pbxproj
* [Feature] simplify codes
* [BugFix] pack AI88 to RGBA8888 only when outline enable
* [Feature] support shadow effect in Label
* [Feature] support BMFont
* [Feature] support glow effect
* [Feature] simplify shader files
* LabelAtlas work
* handle blend function correctly
* support tile map
* don't share buffer in metal
* alloc buffer size as needed
* support more tilemap
* Merge branch 'minggo/metal-support' into feature/updateLabel
* minggo/metal-support:
support tile map
handle blend function correctly
LabelAtlas work
Feature/update label (#149)
support partcile system
# Conflicts:
# cocos/2d/CCLabel.cpp
# cocos/2d/CCSprite.cpp
# cocos/2d/CCSpriteBatchNode.cpp
# cocos/renderer/CCQuadCommand.cpp
# cocos/renderer/CCQuadCommand.h
* render texture work without saving file
* use global viewport
* grid3d works
* remove grabber
* tiled3d works
* [BugFix] fix label bug
* [Feature] add updateSubData for buffer
* [Feature] remove setVertexCount
* support depth test
* add callback command
* [Feature] add UITest
* [Feature] update UITest
* [Feature] remove unneeded codes
* fix custom command issue
* fix layer color blend issue
* [BugFix] fix iOS compile error
* [Feature] remove unneeded codes
* [Feature] fix updateVertexBuffer
* layerradial works
* add draw test back
* fix batch issue
* fix compiling error
* [BugFix] support ETC1
* [BugFix] get the correct pipelineDescriptor
* [BugFix] skip draw when backendTexture nullptr
* clipping node support
* [Feature] add shader files
* fix stencil issue in metal
* [Feature] update UILayoutTest
* [BugFix] skip drawing when vertexCount is zero
* refactor renderer
* add set global z order for stencil manager commands
* fix warnings caused by type
* remove viewport in render command
* [Feature] fix warnings caused by type
* [BugFix] clear vertexCount and indexCount for CustomComand when needed
* [Feature] update clear for CustomCommand
* ios use metal
* fix viewport issue
* fix LayerColorGradient crash
* [cmake] transport to android and windows (#160)
* save point 1
* compile on windows
* run on android
* revert useless change
* android set CC_ENABLE_CACHE_TEXTURE_DATA to 1
* add initGlew
* fix android crash
* add TODO new-renderer
* review update
* revert onGLFWWindowPosCallback
* fix android compiling error
* Impl progress radial (#162)
* progresstimer add radial impl
* default drawType to element
* dec invoke times of createVertexBuffer (#163)
* support depth/stencil format for gl backend
* simplify progress timer codes
* support motionstreak, effect is wrong
* fix motionstreak issue
* [Feature] update Scissor Test (#161)
* [Feature] update Scissor Test
* [Feature] update ScissorTest
* [Feature] rename function
* [Feature] get constant reference if needed
* [Feature] show render status (#164)
* improve performance
* fix depth state
* fill error that triangle vertex/index number bigger than buffer
* fix compiline error in release mode
* fix buffer conflict between CPU and GPU on iOS/macOS
* Renderer refactor (#165)
* use one vertes/index buffer with opengl
* fix error on windows
* custom command support index format config
* CCLayer: compact vertex data structure
* update comment
* fix doc
* support fast tilemap
* pass index format instead
* fix some wrong effect
* fix render texture error
* fix texture per-element size
* fix texture format error
* BlendFunc type refactor, GLenum -> backend::BlendFactor (#167)
* BlendFunc use backend::BlendFactor as inner field
* update comments
* use int to replace GLenum
* update xcode project fiel
* rename to GLBlendConst
* add ccConstants.h
* update xcode project file
* update copyright
* remove primitive command
* remove CCPrimitive.cpp/.h
* remove deprecated files
* remove unneeded files
* remove multiple view support
* remove multiple view support
* remove the usage of frame buffer in camera
* director don't use frame buffer
* remove FrameBuffer
* remove BatchCommand
* add some api reference
* add physics2d back
* fix crash when close app on mac
* improve render texture
* fix rendertexture issue
* fix rendertexture issue
* simplify codes
* CMake support for mac & ios (#169)
* update cmake
* fix compile error
* update 3rd libs version
* remove CCThread.h/.cpp
* remove ccthread
* use audio engine to implement simple audio engine
* remove unneeded codes
* remove deprecated codes
* remove winrt macro
* remove CC_USE_WIC
* set partcile blend function in more elegant way
* remove unneeded codes
* remove unneeded codes
* cmake works on windows
* update project setting
* improve performance
* GLFloat -> float
* sync v3 cmake improvements into metal-support (#172)
* pick: modern cmake, compile definitions improvement (#19139)
* modern cmake, use target_compile_definitions partly
* simplify macro define, remove USE_*
* modern cmake, macro define
* add physics 2d macro define into ccConfig.h
* remove USE_CHIPMUNK macro in build.gradle
* remove CocosSelectModule.cmake
* shrink useless define
* simplify compile options config, re-add if necessary
* update external for tmp CI test
* un-quote target_compile_options value
* add "-g" parameter only when debug mode
* keep single build type when generator Xcode & VS projecy
* update external for tmp CI tes
* add static_cast<char>(-1), fix -Wc++11-narrowing
* simplify win32 compile define
* not modify code, only improve compile options
# Conflicts:
# .gitignore
# cmake/Modules/CocosConfigDepend.cmake
# cocos/CMakeLists.txt
# external/config.json
# tests/cpp-tests/CMakeLists.txt
* modern cmake, improve cmake_compiler_flags (#19145)
* cmake_compiler_flags
* Fix typo
* Fix typo2
* Remove chanages from Android.mk
* correct lua template cmake build (#19149)
* don't add -Wno-deprecated into jsb target
* correct lua template cmake build
* fix win32 lua template compile error
* prevent cmake in-source-build friendly (#19151)
* pick: Copy resources to "Resources/" on win32 like in linux configuration
* add "/Z7" for cpp-tests on windows
* [cmake] fix iOS xcode property setting failed (#19208)
* fix iOS xcode property setting failed
* use search_depend_libs_recursive at dlls collect
* fix typo
* [cmake] add find_host_library into iOS toolchain file (#19230)
* pick: [lua android] use luajit & template cmake update (#19239)
* increase cmake stability , remove tests/CMakeLists.txt (#19261)
* cmake win32 Precompiled header (#19273)
* Precompiled header
* Fix
* Precompiled header for cocos
* Precompiled header jscocos2d
* Fix for COCOS2D_DEBUG is always 1 on Android (#19291)
Related #19289
* little build fix, tests cpp-tests works on mac
* sync v3 build related codes into metal-support (#173)
* strict initialization for std::array
* remove proj.win32 project configs
* modern cmake, cmake_cleanup_remove_unused_variables (#19146)
* Switch travis CI to xenial (#19207)
* Switch travis CI to xenial
* Remove language: android
* Set language: cpp
* Fix java problem
* Update sdkmanager
* Fix sdkmanger
* next sdkmanager fix
* Remove xenial from android
* revert to sdk-tools-{system}-3859397
* Remove linux cmake install
* Update before-install.sh
* Update .travis.yml
* Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212)
* Simplify install-deps-linux.sh
* Cleanup
* pick: install ninja
* update cocos2d-console submodule
* for metal-support alpha release, we only test cpp
* add HelloCpp into project(Cocos2d-x) for tmp test
* update extenal metal-support-4
* update uniform setting
* [Feature] update BindGroup
* [Feature] empty-test
* [Feature] cpp-test
* [Feature] fix GL compiler error
* [Feature] fix GL crash
* [Feature] empty-test
* [Feature] cpp-tests
* [feature] improve frameRate
* [feature] fix opengl compile error
* [feature] fix opengl compile error
* [BugFix] fix compute maxLocation error
* [Feature] update setting unifrom
* [Feature] fix namespace
* [Feature] remove unneeded code
* [Bugfix] fix project file
* [Feature] update review
* [texture2d] impl texture format support (#175)
* texture update
* update
* update texture
* commit
* compile on windows
* ddd
* rename
* rename methods
* no crash
* save gl
* save
* save
* rename
* move out pixel format convert functions
* metal crash
* update
* update android
* support gles compressed texture format
* support more compress format
* add more conversion methods
* ss
* save
* update conversion methods
* add PVRTC format support
* reformat
* add marco linux
* fix GL marcro
* pvrtc supported only by ios 8.0+
* remove unused cmake
* revert change
* refactor Texture2D::initWithData
* fix conversion log
* refactor Texture2D::initWithData
* remove some OpenGL constants for PVRTC
* add todo
* fix typo
* AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174)
* review cpp-tests, and fix part issues on start auto test
* sync png format fix: Node:Particle3D abnormal texture effects #19204
* fix cpp-tests SpritePolygon crash, wrong png format (#19170)
* fix wrong png convert format from sRGB to Gray
* erase plist index if all frames was erased
* test_A8.png have I8 format, fix it
* [CCSpriteCache] allow re-add plist & add testcase (#19175)
* allow re-add plist & add testcase
* remove comments/rename method/update testcase
* fix isSpriteFramesWithFileLoaded & add testcase
* remove used variable
* remove unused variable
* fix double free issues when js/lua-tests exit on iOS (#19236)
* disable part cases, AutoTest works without crash on mac
* update cocos2dx files json, to test cocos new next
* fix spritecache plist parsing issue (#19269)
* [linux] Fix FileUtils::getContents with folder (#19157)
* fix FileUtils::getContents on linux/mac
* use stat.st_mode
* simplify
* [CCFileUtils] win32 getFileSize (#19176)
* win32 getFileSize
* fix stat
* [cpp test-Android]20:FileUtils/2 change title (#19197)
* sync #19200
* sync #19231
* [android lua] improve performance of lua loader (#19234)
* [lua] improve performance of lua loader
* remove cache fix
* Revert "fix spritecache plist parsing issue (#19269)"
This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf.
* remove win32 project files ref in template.json
* add metal framework lnk ref into cpp template
* test on iOS, and disable part cases
* alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227)
* changes AudioCache to use alBufferData instead of alBufferDataStatic
(also makes test 19 faster to trigger openal bugs faster)
The original problem: CrashIfClientProvidedBogusAudioBufferList
https://github.com/cocos2d/cocos2d-x/issues/18948
is not happening anymore, but there's still a not very frequent issue
that makes OpenAL crash with a call stack like this.
AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList
It happes more frequently when the device is "cold", which means after
half an hour of not using the device (locked).
I could not find the actual source code for iOS OpenAL, so I used the
macOS versions:
https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html
They seem to use CAGuard.h to make sure the dead buffer list
has no threading issues. I'm worried because the CAGuard code I found
has macos and win32 define but no iOS, so I'm not sure. I guess the
iOS version is different and has the guard.
I could not find a place in the code that's unprotected by the locks
except the InitializeBufferMap() which should not be called more than
once from cocos, and there's a workaround in AudioEngine-impl for it.
I reduced the occurence of the CleanUpDeadBufferList crash by moving
the guard in ~AudioCache to cover the alDeleteBuffers call.
* remove hack method "setTimeout" on audio
* AutoTest works on iOS
* support set ios deployment target for root project
* enable all texture2d cases, since Jiang have fixed
* add CCTextureUtils to xcode project file (#176)
* add leak cases for SpriteFrameCache (#177)
* re-add SpriteFrameCache cases
* update template file json
* Update SpriteFrameCacheTest.cpp
* fix compiling error
2019-01-18 15:08:25 +08:00
|
|
|
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
|
2015-04-16 18:07:35 +08:00
|
|
|
_backToForegroundListener = EventListenerCustom::create(EVENT_RENDERER_RECREATED,
|
|
|
|
[this](EventCustom*)
|
|
|
|
{
|
|
|
|
auto glProgram = _glProgramState->getGLProgram();
|
|
|
|
glProgram->reset();
|
|
|
|
glProgram->initWithFilenames(_vertShaderFile, _fragShaderFile);
|
|
|
|
glProgram->link();
|
|
|
|
glProgram->updateUniforms();
|
|
|
|
}
|
|
|
|
);
|
|
|
|
Director::getInstance()->getEventDispatcher()->addEventListenerWithFixedPriority(_backToForegroundListener, -1);
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
Effect3DOutline::~Effect3DOutline()
|
|
|
|
{
|
metal support for cocos2d-x (#19305)
* remove deprecated files
* remove some deprecated codes
* remove more deprecated codes
* remove ui deprecated codes
* remove more deprecated codes
* remove deprecated codes in ccmenuitem
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes
* remove more deprecated codes
* remove more deprecated codes
* remove vr related codes and ignore some modules
* remove allocator
* remove some config
* 【Feature】add back-end project file
* [Feature] add back-end file
* add pipeline descriptor and shader cache
* [Feature] support sprite for backend
* [Feature] remove unneeded code
* [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture
* [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture
* [Feature] remove macro define to .cpp file
* [Feature] add log info
* [Feature] add PipelineDescriptor for TriangleCommand
* [Feature] add PipelineDescriptor object as member of TriangleCommand
* [Feature] add getPipelineDescriptor method
* add renderbackend
* complete pipeline descriptor
* [Feature] add viewport in RenderCommand
* set viewport when rendrering
* [Feature] occur error when using RendererBackend, to be fixed.
* a workaround to fix black screen on macOS 10.14 (#19090)
* add rendererbackend init function
* fix typo
* [Feature] modify testFile
* [BugFix] modify shader path
* [Feature] set default viewport
* fix projection
* [Feature] modify log info
* [BugFix] change viewport data type to int
* [BugFix] add BindGroup to PipelienDescriptor
* [BugFix] change a_position to vec3 in sprite.vert
* [BugFix] set vertexLayout according to V3F_C4B_T2F structure
* [Feature] revert a_position to vec4
* [Feature] renderer should not use gl codes directly
* [Feature] it's better not use default value parameter
* fix depth test setting
* rendererbackend -> renderer
* clear color and depth at begin
* add metal backend
* metal support normalized attribute
* simplify codes
* update external
* add render pass desctriptor in pipeline descriptor
* fix warnings
* fix crash and memeory leak
* refactor Texture2D
* put pipeline descriptor into render command
* simplify codes
* [Feature] update Sprite
* fix crash when closing app
* [Feature] update SpriteBatchNode and TextureAtlas
* support render texture(not finish)
* [Feature] remove unused code
* make tests work on mac
* fix download-deps path error
* make tests work on iOS
* [Feature] support ttf under normal label effect
* refactor triangle command processing
* let renderer handle more common commands
* refactor backend
* make render texture work
* [Feature] refactor backend for GL
* [Feature]Renaming to make it easy to understand
* [Feature] change warp mode to CLAMP_TO_EDGE
* fix ghost
* simplify visit render queue logic
* support progress timer without rial mode
* support partcile system
* Feature/update label (#149)
* [BugFix] fix compile error
* [Feature] support outline effect in ios
* [Feature] add shader file
* [BugFix] fix begin and end RenderPass
* [Feature] update CustomCommand
* [Feature] revert project.pbxproj
* [Feature] simplify codes
* [BugFix] pack AI88 to RGBA8888 only when outline enable
* [Feature] support shadow effect in Label
* [Feature] support BMFont
* [Feature] support glow effect
* [Feature] simplify shader files
* LabelAtlas work
* handle blend function correctly
* support tile map
* don't share buffer in metal
* alloc buffer size as needed
* support more tilemap
* Merge branch 'minggo/metal-support' into feature/updateLabel
* minggo/metal-support:
support tile map
handle blend function correctly
LabelAtlas work
Feature/update label (#149)
support partcile system
# Conflicts:
# cocos/2d/CCLabel.cpp
# cocos/2d/CCSprite.cpp
# cocos/2d/CCSpriteBatchNode.cpp
# cocos/renderer/CCQuadCommand.cpp
# cocos/renderer/CCQuadCommand.h
* render texture work without saving file
* use global viewport
* grid3d works
* remove grabber
* tiled3d works
* [BugFix] fix label bug
* [Feature] add updateSubData for buffer
* [Feature] remove setVertexCount
* support depth test
* add callback command
* [Feature] add UITest
* [Feature] update UITest
* [Feature] remove unneeded codes
* fix custom command issue
* fix layer color blend issue
* [BugFix] fix iOS compile error
* [Feature] remove unneeded codes
* [Feature] fix updateVertexBuffer
* layerradial works
* add draw test back
* fix batch issue
* fix compiling error
* [BugFix] support ETC1
* [BugFix] get the correct pipelineDescriptor
* [BugFix] skip draw when backendTexture nullptr
* clipping node support
* [Feature] add shader files
* fix stencil issue in metal
* [Feature] update UILayoutTest
* [BugFix] skip drawing when vertexCount is zero
* refactor renderer
* add set global z order for stencil manager commands
* fix warnings caused by type
* remove viewport in render command
* [Feature] fix warnings caused by type
* [BugFix] clear vertexCount and indexCount for CustomComand when needed
* [Feature] update clear for CustomCommand
* ios use metal
* fix viewport issue
* fix LayerColorGradient crash
* [cmake] transport to android and windows (#160)
* save point 1
* compile on windows
* run on android
* revert useless change
* android set CC_ENABLE_CACHE_TEXTURE_DATA to 1
* add initGlew
* fix android crash
* add TODO new-renderer
* review update
* revert onGLFWWindowPosCallback
* fix android compiling error
* Impl progress radial (#162)
* progresstimer add radial impl
* default drawType to element
* dec invoke times of createVertexBuffer (#163)
* support depth/stencil format for gl backend
* simplify progress timer codes
* support motionstreak, effect is wrong
* fix motionstreak issue
* [Feature] update Scissor Test (#161)
* [Feature] update Scissor Test
* [Feature] update ScissorTest
* [Feature] rename function
* [Feature] get constant reference if needed
* [Feature] show render status (#164)
* improve performance
* fix depth state
* fill error that triangle vertex/index number bigger than buffer
* fix compiline error in release mode
* fix buffer conflict between CPU and GPU on iOS/macOS
* Renderer refactor (#165)
* use one vertes/index buffer with opengl
* fix error on windows
* custom command support index format config
* CCLayer: compact vertex data structure
* update comment
* fix doc
* support fast tilemap
* pass index format instead
* fix some wrong effect
* fix render texture error
* fix texture per-element size
* fix texture format error
* BlendFunc type refactor, GLenum -> backend::BlendFactor (#167)
* BlendFunc use backend::BlendFactor as inner field
* update comments
* use int to replace GLenum
* update xcode project fiel
* rename to GLBlendConst
* add ccConstants.h
* update xcode project file
* update copyright
* remove primitive command
* remove CCPrimitive.cpp/.h
* remove deprecated files
* remove unneeded files
* remove multiple view support
* remove multiple view support
* remove the usage of frame buffer in camera
* director don't use frame buffer
* remove FrameBuffer
* remove BatchCommand
* add some api reference
* add physics2d back
* fix crash when close app on mac
* improve render texture
* fix rendertexture issue
* fix rendertexture issue
* simplify codes
* CMake support for mac & ios (#169)
* update cmake
* fix compile error
* update 3rd libs version
* remove CCThread.h/.cpp
* remove ccthread
* use audio engine to implement simple audio engine
* remove unneeded codes
* remove deprecated codes
* remove winrt macro
* remove CC_USE_WIC
* set partcile blend function in more elegant way
* remove unneeded codes
* remove unneeded codes
* cmake works on windows
* update project setting
* improve performance
* GLFloat -> float
* sync v3 cmake improvements into metal-support (#172)
* pick: modern cmake, compile definitions improvement (#19139)
* modern cmake, use target_compile_definitions partly
* simplify macro define, remove USE_*
* modern cmake, macro define
* add physics 2d macro define into ccConfig.h
* remove USE_CHIPMUNK macro in build.gradle
* remove CocosSelectModule.cmake
* shrink useless define
* simplify compile options config, re-add if necessary
* update external for tmp CI test
* un-quote target_compile_options value
* add "-g" parameter only when debug mode
* keep single build type when generator Xcode & VS projecy
* update external for tmp CI tes
* add static_cast<char>(-1), fix -Wc++11-narrowing
* simplify win32 compile define
* not modify code, only improve compile options
# Conflicts:
# .gitignore
# cmake/Modules/CocosConfigDepend.cmake
# cocos/CMakeLists.txt
# external/config.json
# tests/cpp-tests/CMakeLists.txt
* modern cmake, improve cmake_compiler_flags (#19145)
* cmake_compiler_flags
* Fix typo
* Fix typo2
* Remove chanages from Android.mk
* correct lua template cmake build (#19149)
* don't add -Wno-deprecated into jsb target
* correct lua template cmake build
* fix win32 lua template compile error
* prevent cmake in-source-build friendly (#19151)
* pick: Copy resources to "Resources/" on win32 like in linux configuration
* add "/Z7" for cpp-tests on windows
* [cmake] fix iOS xcode property setting failed (#19208)
* fix iOS xcode property setting failed
* use search_depend_libs_recursive at dlls collect
* fix typo
* [cmake] add find_host_library into iOS toolchain file (#19230)
* pick: [lua android] use luajit & template cmake update (#19239)
* increase cmake stability , remove tests/CMakeLists.txt (#19261)
* cmake win32 Precompiled header (#19273)
* Precompiled header
* Fix
* Precompiled header for cocos
* Precompiled header jscocos2d
* Fix for COCOS2D_DEBUG is always 1 on Android (#19291)
Related #19289
* little build fix, tests cpp-tests works on mac
* sync v3 build related codes into metal-support (#173)
* strict initialization for std::array
* remove proj.win32 project configs
* modern cmake, cmake_cleanup_remove_unused_variables (#19146)
* Switch travis CI to xenial (#19207)
* Switch travis CI to xenial
* Remove language: android
* Set language: cpp
* Fix java problem
* Update sdkmanager
* Fix sdkmanger
* next sdkmanager fix
* Remove xenial from android
* revert to sdk-tools-{system}-3859397
* Remove linux cmake install
* Update before-install.sh
* Update .travis.yml
* Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212)
* Simplify install-deps-linux.sh
* Cleanup
* pick: install ninja
* update cocos2d-console submodule
* for metal-support alpha release, we only test cpp
* add HelloCpp into project(Cocos2d-x) for tmp test
* update extenal metal-support-4
* update uniform setting
* [Feature] update BindGroup
* [Feature] empty-test
* [Feature] cpp-test
* [Feature] fix GL compiler error
* [Feature] fix GL crash
* [Feature] empty-test
* [Feature] cpp-tests
* [feature] improve frameRate
* [feature] fix opengl compile error
* [feature] fix opengl compile error
* [BugFix] fix compute maxLocation error
* [Feature] update setting unifrom
* [Feature] fix namespace
* [Feature] remove unneeded code
* [Bugfix] fix project file
* [Feature] update review
* [texture2d] impl texture format support (#175)
* texture update
* update
* update texture
* commit
* compile on windows
* ddd
* rename
* rename methods
* no crash
* save gl
* save
* save
* rename
* move out pixel format convert functions
* metal crash
* update
* update android
* support gles compressed texture format
* support more compress format
* add more conversion methods
* ss
* save
* update conversion methods
* add PVRTC format support
* reformat
* add marco linux
* fix GL marcro
* pvrtc supported only by ios 8.0+
* remove unused cmake
* revert change
* refactor Texture2D::initWithData
* fix conversion log
* refactor Texture2D::initWithData
* remove some OpenGL constants for PVRTC
* add todo
* fix typo
* AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174)
* review cpp-tests, and fix part issues on start auto test
* sync png format fix: Node:Particle3D abnormal texture effects #19204
* fix cpp-tests SpritePolygon crash, wrong png format (#19170)
* fix wrong png convert format from sRGB to Gray
* erase plist index if all frames was erased
* test_A8.png have I8 format, fix it
* [CCSpriteCache] allow re-add plist & add testcase (#19175)
* allow re-add plist & add testcase
* remove comments/rename method/update testcase
* fix isSpriteFramesWithFileLoaded & add testcase
* remove used variable
* remove unused variable
* fix double free issues when js/lua-tests exit on iOS (#19236)
* disable part cases, AutoTest works without crash on mac
* update cocos2dx files json, to test cocos new next
* fix spritecache plist parsing issue (#19269)
* [linux] Fix FileUtils::getContents with folder (#19157)
* fix FileUtils::getContents on linux/mac
* use stat.st_mode
* simplify
* [CCFileUtils] win32 getFileSize (#19176)
* win32 getFileSize
* fix stat
* [cpp test-Android]20:FileUtils/2 change title (#19197)
* sync #19200
* sync #19231
* [android lua] improve performance of lua loader (#19234)
* [lua] improve performance of lua loader
* remove cache fix
* Revert "fix spritecache plist parsing issue (#19269)"
This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf.
* remove win32 project files ref in template.json
* add metal framework lnk ref into cpp template
* test on iOS, and disable part cases
* alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227)
* changes AudioCache to use alBufferData instead of alBufferDataStatic
(also makes test 19 faster to trigger openal bugs faster)
The original problem: CrashIfClientProvidedBogusAudioBufferList
https://github.com/cocos2d/cocos2d-x/issues/18948
is not happening anymore, but there's still a not very frequent issue
that makes OpenAL crash with a call stack like this.
AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList
It happes more frequently when the device is "cold", which means after
half an hour of not using the device (locked).
I could not find the actual source code for iOS OpenAL, so I used the
macOS versions:
https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html
They seem to use CAGuard.h to make sure the dead buffer list
has no threading issues. I'm worried because the CAGuard code I found
has macos and win32 define but no iOS, so I'm not sure. I guess the
iOS version is different and has the guard.
I could not find a place in the code that's unprotected by the locks
except the InitializeBufferMap() which should not be called more than
once from cocos, and there's a workaround in AudioEngine-impl for it.
I reduced the occurence of the CleanUpDeadBufferList crash by moving
the guard in ~AudioCache to cover the alDeleteBuffers call.
* remove hack method "setTimeout" on audio
* AutoTest works on iOS
* support set ios deployment target for root project
* enable all texture2d cases, since Jiang have fixed
* add CCTextureUtils to xcode project file (#176)
* add leak cases for SpriteFrameCache (#177)
* re-add SpriteFrameCache cases
* update template file json
* Update SpriteFrameCacheTest.cpp
* fix compiling error
2019-01-18 15:08:25 +08:00
|
|
|
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
|
2015-04-16 18:07:35 +08:00
|
|
|
Director::getInstance()->getEventDispatcher()->removeEventListener(_backToForegroundListener);
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
void Effect3DOutline::setOutlineColor(const Vec3& color)
|
|
|
|
{
|
|
|
|
if(_outlineColor != color)
|
|
|
|
{
|
|
|
|
_outlineColor = color;
|
|
|
|
if(_glProgramState)
|
|
|
|
_glProgramState->setUniformVec3("OutLineColor", _outlineColor);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Effect3DOutline::setOutlineWidth(float width)
|
|
|
|
{
|
|
|
|
if(_outlineWidth != width)
|
|
|
|
{
|
|
|
|
_outlineWidth = width;
|
|
|
|
if(_glProgramState)
|
|
|
|
_glProgramState->setUniformFloat("OutlineWidth", _outlineWidth);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Effect3DOutline::setTarget(EffectSprite3D *sprite)
|
|
|
|
{
|
|
|
|
CCASSERT(nullptr != sprite && nullptr != sprite->getMesh(),"Error: Setting a null pointer or a null mesh EffectSprite3D to Effect3D");
|
2016-04-18 15:09:21 +08:00
|
|
|
|
2015-04-16 18:07:35 +08:00
|
|
|
if(sprite != _sprite)
|
|
|
|
{
|
|
|
|
GLProgram* glprogram;
|
|
|
|
if(!sprite->getMesh()->getSkin())
|
|
|
|
glprogram = GLProgram::createWithFilenames(_vertShaderFile, _fragShaderFile);
|
|
|
|
else
|
|
|
|
glprogram = GLProgram::createWithFilenames(_vertSkinnedShaderFile, _fragSkinnedShaderFile);
|
2016-04-18 15:09:21 +08:00
|
|
|
|
2015-04-16 18:07:35 +08:00
|
|
|
_glProgramState = GLProgramState::create(glprogram);
|
2016-04-18 15:09:21 +08:00
|
|
|
|
2015-04-16 18:07:35 +08:00
|
|
|
_glProgramState->retain();
|
|
|
|
_glProgramState->setUniformVec3("OutLineColor", _outlineColor);
|
|
|
|
_glProgramState->setUniformFloat("OutlineWidth", _outlineWidth);
|
2016-04-18 15:09:21 +08:00
|
|
|
|
|
|
|
|
2015-04-16 18:07:35 +08:00
|
|
|
_sprite = sprite;
|
2016-04-18 15:09:21 +08:00
|
|
|
|
2015-04-16 18:07:35 +08:00
|
|
|
auto mesh = sprite->getMesh();
|
|
|
|
long offset = 0;
|
|
|
|
for (auto i = 0; i < mesh->getMeshVertexAttribCount(); i++)
|
|
|
|
{
|
|
|
|
auto meshvertexattrib = mesh->getMeshVertexAttribute(i);
|
2016-04-18 15:09:21 +08:00
|
|
|
|
2015-04-16 18:07:35 +08:00
|
|
|
_glProgramState->setVertexAttribPointer(s_attributeNames[meshvertexattrib.vertexAttrib],
|
|
|
|
meshvertexattrib.size,
|
|
|
|
meshvertexattrib.type,
|
|
|
|
GL_FALSE,
|
|
|
|
mesh->getVertexSizeInBytes(),
|
|
|
|
(void*)offset);
|
|
|
|
offset += meshvertexattrib.attribSizeBytes;
|
|
|
|
}
|
2016-04-18 15:09:21 +08:00
|
|
|
|
2015-04-16 18:07:35 +08:00
|
|
|
Color4F color(_sprite->getDisplayedColor());
|
|
|
|
color.a = _sprite->getDisplayedOpacity() / 255.0f;
|
|
|
|
_glProgramState->setUniformVec4("u_color", Vec4(color.r, color.g, color.b, color.a));
|
|
|
|
}
|
2016-04-18 15:09:21 +08:00
|
|
|
|
2015-04-16 18:07:35 +08:00
|
|
|
}
|
|
|
|
|
|
|
|
static void MatrixPalleteCallBack( GLProgram* glProgram, Uniform* uniform, int paletteSize, const float* palette)
|
|
|
|
{
|
|
|
|
glUniform4fv( uniform->location, (GLsizei)paletteSize, (const float*)palette );
|
|
|
|
}
|
|
|
|
|
|
|
|
void Effect3DOutline::draw(const Mat4 &transform)
|
|
|
|
{
|
|
|
|
//draw
|
|
|
|
Color4F color(_sprite->getDisplayedColor());
|
|
|
|
color.a = _sprite->getDisplayedOpacity() / 255.0f;
|
|
|
|
_glProgramState->setUniformVec4("u_color", Vec4(color.r, color.g, color.b, color.a));
|
|
|
|
if(_sprite && _sprite->getMesh())
|
|
|
|
{
|
|
|
|
glEnable(GL_CULL_FACE);
|
|
|
|
glCullFace(GL_FRONT);
|
|
|
|
glEnable(GL_DEPTH_TEST);
|
2016-04-18 15:09:21 +08:00
|
|
|
|
2015-04-16 18:07:35 +08:00
|
|
|
auto mesh = _sprite->getMesh();
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, mesh->getVertexBuffer());
|
2016-04-18 15:09:21 +08:00
|
|
|
|
2015-04-16 18:07:35 +08:00
|
|
|
auto skin = _sprite->getMesh()->getSkin();
|
|
|
|
if(_sprite && skin)
|
|
|
|
{
|
|
|
|
auto function = std::bind(MatrixPalleteCallBack, std::placeholders::_1, std::placeholders::_2,
|
|
|
|
skin->getMatrixPaletteSize(), (float*)skin->getMatrixPalette());
|
|
|
|
_glProgramState->setUniformCallback("u_matrixPalette", function);
|
|
|
|
}
|
2016-04-18 15:09:21 +08:00
|
|
|
|
2015-04-16 18:07:35 +08:00
|
|
|
if(_sprite)
|
|
|
|
_glProgramState->apply(transform);
|
2016-04-18 15:09:21 +08:00
|
|
|
|
2015-04-16 18:07:35 +08:00
|
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh->getIndexBuffer());
|
|
|
|
glDrawElements(mesh->getPrimitiveType(), (GLsizei)mesh->getIndexCount(), mesh->getIndexFormat(), 0);
|
|
|
|
CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1, mesh->getIndexCount());
|
2016-04-18 15:09:21 +08:00
|
|
|
|
2015-04-16 18:07:35 +08:00
|
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
|
glDisable(GL_DEPTH_TEST);
|
|
|
|
glCullFace(GL_BACK);
|
|
|
|
glDisable(GL_CULL_FACE);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void EffectSprite3D::draw(cocos2d::Renderer *renderer, const cocos2d::Mat4 &transform, uint32_t flags)
|
|
|
|
{
|
|
|
|
for(auto &effect : _effects)
|
|
|
|
{
|
|
|
|
if(std::get<0>(effect) >=0)
|
|
|
|
break;
|
|
|
|
CustomCommand &cc = std::get<2>(effect);
|
|
|
|
cc.func = CC_CALLBACK_0(Effect3D::draw,std::get<1>(effect),transform);
|
|
|
|
renderer->addCommand(&cc);
|
2016-04-18 15:09:21 +08:00
|
|
|
|
2015-04-16 18:07:35 +08:00
|
|
|
}
|
2016-04-18 15:09:21 +08:00
|
|
|
|
2015-04-16 18:07:35 +08:00
|
|
|
if(!_defaultEffect)
|
|
|
|
{
|
|
|
|
Sprite3D::draw(renderer, transform, flags);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
_command.init(_globalZOrder, transform, flags);
|
|
|
|
_command.func = CC_CALLBACK_0(Effect3D::draw, _defaultEffect, transform);
|
|
|
|
renderer->addCommand(&_command);
|
|
|
|
}
|
2016-04-18 15:09:21 +08:00
|
|
|
|
2015-04-16 18:07:35 +08:00
|
|
|
for(auto &effect : _effects)
|
|
|
|
{
|
|
|
|
if(std::get<0>(effect) <=0)
|
|
|
|
continue;
|
|
|
|
CustomCommand &cc = std::get<2>(effect);
|
|
|
|
cc.func = CC_CALLBACK_0(Effect3D::draw,std::get<1>(effect),transform);
|
|
|
|
renderer->addCommand(&cc);
|
2016-04-18 15:09:21 +08:00
|
|
|
|
2015-04-16 18:07:35 +08:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// js bindings
|
|
|
|
|
|
|
|
static bool js_is_native_obj(JSContext *cx, uint32_t argc, jsval *vp)
|
|
|
|
{
|
|
|
|
JS::CallArgs args = JS::CallArgsFromVp(argc, vp);
|
|
|
|
args.rval().setBoolean(true);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
JSClass *jsb_Effect3DOutline_class;
|
|
|
|
JSObject *jsb_Effect3DOutline_prototype;
|
|
|
|
|
|
|
|
bool js_cocos2dx_Effect3DOutline_setOutlineWidth(JSContext *cx, uint32_t argc, jsval *vp)
|
|
|
|
{
|
|
|
|
JS::CallArgs args = JS::CallArgsFromVp(argc, vp);
|
|
|
|
bool ok = true;
|
|
|
|
JS::RootedObject obj(cx, args.thisv().toObjectOrNull());
|
|
|
|
js_proxy_t *proxy = jsb_get_js_proxy(obj);
|
|
|
|
Effect3DOutline* cobj = (Effect3DOutline *)(proxy ? proxy->ptr : NULL);
|
|
|
|
JSB_PRECONDITION2( cobj, cx, false, "js_cocos2dx_Effect3DOutline_setOutlineWidth : Invalid Native Object");
|
|
|
|
if (argc == 1) {
|
|
|
|
double arg0;
|
2016-05-30 18:10:48 +08:00
|
|
|
ok &= JS::ToNumber( cx, args.get(0), &arg0) && !std::isnan(arg0);
|
2015-04-16 18:07:35 +08:00
|
|
|
JSB_PRECONDITION2(ok, cx, false, "js_cocos2dx_Effect3DOutline_setOutlineWidth : Error processing arguments");
|
|
|
|
cobj->setOutlineWidth(arg0);
|
|
|
|
args.rval().setUndefined();
|
|
|
|
return true;
|
|
|
|
}
|
2016-04-18 15:09:21 +08:00
|
|
|
|
2015-04-16 18:07:35 +08:00
|
|
|
JS_ReportError(cx, "js_cocos2dx_Effect3DOutline_setOutlineWidth : wrong number of arguments: %d, was expecting %d", argc, 1);
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
bool js_cocos2dx_Effect3DOutline_setOutlineColor(JSContext *cx, uint32_t argc, jsval *vp)
|
|
|
|
{
|
|
|
|
JS::CallArgs args = JS::CallArgsFromVp(argc, vp);
|
|
|
|
bool ok = true;
|
|
|
|
JS::RootedObject obj(cx, args.thisv().toObjectOrNull());
|
|
|
|
js_proxy_t *proxy = jsb_get_js_proxy(obj);
|
|
|
|
Effect3DOutline* cobj = (Effect3DOutline *)(proxy ? proxy->ptr : NULL);
|
|
|
|
JSB_PRECONDITION2( cobj, cx, false, "js_cocos2dx_Effect3DOutline_setOutlineColor : Invalid Native Object");
|
|
|
|
if (argc == 1) {
|
|
|
|
cocos2d::Vec3 arg0;
|
|
|
|
ok &= jsval_to_vector3(cx, args.get(0), &arg0);
|
|
|
|
JSB_PRECONDITION2(ok, cx, false, "js_cocos2dx_Effect3DOutline_setOutlineColor : Error processing arguments");
|
|
|
|
cobj->setOutlineColor(arg0);
|
|
|
|
args.rval().setUndefined();
|
|
|
|
return true;
|
|
|
|
}
|
2016-04-18 15:09:21 +08:00
|
|
|
|
2015-04-16 18:07:35 +08:00
|
|
|
JS_ReportError(cx, "js_cocos2dx_Effect3DOutline_setOutlineColor : wrong number of arguments: %d, was expecting %d", argc, 1);
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
bool js_cocos2dx_Effect3DOutline_create(JSContext *cx, uint32_t argc, jsval *vp)
|
|
|
|
{
|
|
|
|
JS::CallArgs args = JS::CallArgsFromVp(argc, vp);
|
|
|
|
if (argc == 0) {
|
|
|
|
Effect3DOutline* ret = Effect3DOutline::create();
|
|
|
|
jsval jsret = JSVAL_NULL;
|
|
|
|
do {
|
|
|
|
if (ret) {
|
2015-12-17 21:55:10 +08:00
|
|
|
JS::RootedObject jsobj(cx, js_get_or_create_jsobject<Effect3DOutline>(cx, ret));
|
|
|
|
jsret = OBJECT_TO_JSVAL(jsobj);
|
2015-04-16 18:07:35 +08:00
|
|
|
} else {
|
|
|
|
jsret = JSVAL_NULL;
|
|
|
|
}
|
|
|
|
} while (0);
|
|
|
|
args.rval().set(jsret);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
JS_ReportError(cx, "js_cocos2dx_Effect3DOutline_create : wrong number of arguments");
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
JSObject *jsb_Effect3D_prototype;
|
|
|
|
|
|
|
|
bool jsb_Effect3DOutline_constructor(JSContext *cx, uint32_t argc, jsval *vp)
|
|
|
|
{
|
|
|
|
JS::CallArgs args = JS::CallArgsFromVp(argc, vp);
|
|
|
|
bool ok = true;
|
|
|
|
Effect3DOutline* cobj = new (std::nothrow) Effect3DOutline();
|
|
|
|
cobj->init();
|
2016-04-18 15:09:21 +08:00
|
|
|
|
2015-12-17 21:55:10 +08:00
|
|
|
js_type_class_t *typeClass = js_get_type_from_native<Effect3DOutline>(cobj);
|
|
|
|
JS::RootedObject jsobj(cx, jsb_ref_create_jsobject(cx, cobj, typeClass, "Effect3DOutline"));
|
|
|
|
args.rval().set(OBJECT_TO_JSVAL(jsobj));
|
2016-04-18 15:09:21 +08:00
|
|
|
|
2015-12-17 21:55:10 +08:00
|
|
|
if (JS_HasProperty(cx, jsobj, "_ctor", &ok) && ok)
|
|
|
|
ScriptingCore::getInstance()->executeFunctionWithOwner(OBJECT_TO_JSVAL(jsobj), "_ctor", args);
|
2015-04-16 18:07:35 +08:00
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
void js_register_cocos2dx_Effect3DOutline(JSContext *cx, JS::HandleObject global) {
|
|
|
|
jsb_Effect3DOutline_class = (JSClass *)calloc(1, sizeof(JSClass));
|
|
|
|
jsb_Effect3DOutline_class->name = "Effect3DOutline";
|
|
|
|
jsb_Effect3DOutline_class->addProperty = JS_PropertyStub;
|
|
|
|
jsb_Effect3DOutline_class->delProperty = JS_DeletePropertyStub;
|
|
|
|
jsb_Effect3DOutline_class->getProperty = JS_PropertyStub;
|
|
|
|
jsb_Effect3DOutline_class->setProperty = JS_StrictPropertyStub;
|
|
|
|
jsb_Effect3DOutline_class->enumerate = JS_EnumerateStub;
|
|
|
|
jsb_Effect3DOutline_class->resolve = JS_ResolveStub;
|
|
|
|
jsb_Effect3DOutline_class->convert = JS_ConvertStub;
|
|
|
|
jsb_Effect3DOutline_class->flags = JSCLASS_HAS_RESERVED_SLOTS(2);
|
2016-04-18 15:09:21 +08:00
|
|
|
|
2015-04-16 18:07:35 +08:00
|
|
|
static JSPropertySpec properties[] = {
|
|
|
|
JS_PSG("__nativeObj", js_is_native_obj, JSPROP_PERMANENT | JSPROP_ENUMERATE),
|
|
|
|
JS_PS_END
|
|
|
|
};
|
2016-04-18 15:09:21 +08:00
|
|
|
|
2015-04-16 18:07:35 +08:00
|
|
|
static JSFunctionSpec funcs[] = {
|
|
|
|
JS_FN("setOutlineWidth", js_cocos2dx_Effect3DOutline_setOutlineWidth, 1, JSPROP_PERMANENT | JSPROP_ENUMERATE),
|
|
|
|
JS_FN("setOutlineColor", js_cocos2dx_Effect3DOutline_setOutlineColor, 1, JSPROP_PERMANENT | JSPROP_ENUMERATE),
|
|
|
|
JS_FS_END
|
|
|
|
};
|
2016-04-18 15:09:21 +08:00
|
|
|
|
2015-04-16 18:07:35 +08:00
|
|
|
static JSFunctionSpec st_funcs[] = {
|
|
|
|
JS_FN("create", js_cocos2dx_Effect3DOutline_create, 0, JSPROP_PERMANENT | JSPROP_ENUMERATE),
|
|
|
|
JS_FS_END
|
|
|
|
};
|
2016-04-18 15:09:21 +08:00
|
|
|
|
2015-11-27 01:26:54 +08:00
|
|
|
JS::RootedObject parentProto(cx, jsb_Effect3D_prototype);
|
2015-04-16 18:07:35 +08:00
|
|
|
jsb_Effect3DOutline_prototype = JS_InitClass(
|
|
|
|
cx, global,
|
2015-11-27 01:26:54 +08:00
|
|
|
parentProto,
|
2015-04-16 18:07:35 +08:00
|
|
|
jsb_Effect3DOutline_class,
|
2016-04-18 15:09:21 +08:00
|
|
|
jsb_Effect3DOutline_constructor, 0,
|
2015-04-16 18:07:35 +08:00
|
|
|
properties,
|
|
|
|
funcs,
|
|
|
|
NULL, // no static properties
|
|
|
|
st_funcs);
|
2016-04-18 15:09:21 +08:00
|
|
|
|
2015-04-16 18:07:35 +08:00
|
|
|
// add the proto and JSClass to the type->js info hash table
|
2015-11-27 01:26:54 +08:00
|
|
|
JS::RootedObject proto(cx, jsb_Effect3DOutline_prototype);
|
|
|
|
jsb_register_class<Effect3DOutline>(cx, jsb_Effect3DOutline_class, proto, parentProto);
|
2015-04-16 18:07:35 +08:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
JSClass *jsb_EffectSprite3D_class;
|
|
|
|
JSObject *jsb_EffectSprite3D_prototype;
|
|
|
|
|
|
|
|
bool js_cocos2dx_EffectSprite3D_setEffect3D(JSContext *cx, uint32_t argc, jsval *vp)
|
|
|
|
{
|
|
|
|
JS::CallArgs args = JS::CallArgsFromVp(argc, vp);
|
|
|
|
bool ok = true;
|
|
|
|
JS::RootedObject obj(cx, args.thisv().toObjectOrNull());
|
|
|
|
js_proxy_t *proxy = jsb_get_js_proxy(obj);
|
|
|
|
EffectSprite3D* cobj = (EffectSprite3D *)(proxy ? proxy->ptr : NULL);
|
|
|
|
JSB_PRECONDITION2( cobj, cx, false, "js_cocos2dx_EffectSprite3D_setEffect3D : Invalid Native Object");
|
|
|
|
if (argc == 1) {
|
|
|
|
Effect3D* arg0;
|
|
|
|
do {
|
|
|
|
if (!args.get(0).isObject()) { ok = false; break; }
|
|
|
|
js_proxy_t *jsProxy;
|
2015-11-27 10:20:04 +08:00
|
|
|
JS::RootedObject tmpObj(cx, args.get(0).toObjectOrNull());
|
2015-04-16 18:07:35 +08:00
|
|
|
jsProxy = jsb_get_js_proxy(tmpObj);
|
|
|
|
arg0 = (Effect3D*)(jsProxy ? jsProxy->ptr : NULL);
|
|
|
|
JSB_PRECONDITION2( arg0, cx, false, "Invalid Native Object");
|
|
|
|
} while (0);
|
|
|
|
JSB_PRECONDITION2(ok, cx, false, "js_cocos2dx_EffectSprite3D_setEffect3D : Error processing arguments");
|
|
|
|
cobj->setEffect3D(arg0);
|
|
|
|
args.rval().setUndefined();
|
|
|
|
return true;
|
|
|
|
}
|
2016-04-18 15:09:21 +08:00
|
|
|
|
2015-04-16 18:07:35 +08:00
|
|
|
JS_ReportError(cx, "js_cocos2dx_EffectSprite3D_setEffect3D : wrong number of arguments: %d, was expecting %d", argc, 1);
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
bool js_cocos2dx_EffectSprite3D_addEffect(JSContext *cx, uint32_t argc, jsval *vp)
|
|
|
|
{
|
|
|
|
JS::CallArgs args = JS::CallArgsFromVp(argc, vp);
|
|
|
|
bool ok = true;
|
|
|
|
JS::RootedObject obj(cx, args.thisv().toObjectOrNull());
|
|
|
|
js_proxy_t *proxy = jsb_get_js_proxy(obj);
|
|
|
|
EffectSprite3D* cobj = (EffectSprite3D *)(proxy ? proxy->ptr : NULL);
|
|
|
|
JSB_PRECONDITION2( cobj, cx, false, "js_cocos2dx_EffectSprite3D_addEffect : Invalid Native Object");
|
|
|
|
if (argc == 2) {
|
|
|
|
Effect3DOutline* arg0;
|
|
|
|
ssize_t arg1;
|
|
|
|
do {
|
|
|
|
if (!args.get(0).isObject()) { ok = false; break; }
|
|
|
|
js_proxy_t *jsProxy;
|
2015-11-27 10:20:04 +08:00
|
|
|
JS::RootedObject tmpObj(cx, args.get(0).toObjectOrNull());
|
2015-04-16 18:07:35 +08:00
|
|
|
jsProxy = jsb_get_js_proxy(tmpObj);
|
|
|
|
arg0 = (Effect3DOutline*)(jsProxy ? jsProxy->ptr : NULL);
|
|
|
|
JSB_PRECONDITION2( arg0, cx, false, "Invalid Native Object");
|
|
|
|
} while (0);
|
|
|
|
ok &= jsval_to_ssize(cx, args.get(1), &arg1);
|
|
|
|
JSB_PRECONDITION2(ok, cx, false, "js_cocos2dx_EffectSprite3D_addEffect : Error processing arguments");
|
|
|
|
cobj->addEffect(arg0, arg1);
|
|
|
|
args.rval().setUndefined();
|
|
|
|
return true;
|
|
|
|
}
|
2016-04-18 15:09:21 +08:00
|
|
|
|
2015-04-16 18:07:35 +08:00
|
|
|
JS_ReportError(cx, "js_cocos2dx_EffectSprite3D_addEffect : wrong number of arguments: %d, was expecting %d", argc, 2);
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
bool js_cocos2dx_EffectSprite3D_createFromObjFileAndTexture(JSContext *cx, uint32_t argc, jsval *vp)
|
|
|
|
{
|
|
|
|
JS::CallArgs args = JS::CallArgsFromVp(argc, vp);
|
|
|
|
bool ok = true;
|
|
|
|
if (argc == 2) {
|
|
|
|
std::string arg0;
|
|
|
|
std::string arg1;
|
|
|
|
ok &= jsval_to_std_string(cx, args.get(0), &arg0);
|
|
|
|
ok &= jsval_to_std_string(cx, args.get(1), &arg1);
|
|
|
|
JSB_PRECONDITION2(ok, cx, false, "js_cocos2dx_EffectSprite3D_createFromObjFileAndTexture : Error processing arguments");
|
|
|
|
EffectSprite3D* ret = EffectSprite3D::createFromObjFileAndTexture(arg0, arg1);
|
|
|
|
jsval jsret = JSVAL_NULL;
|
|
|
|
do {
|
|
|
|
if (ret) {
|
2015-12-17 21:55:10 +08:00
|
|
|
JS::RootedObject jsobj(cx, js_get_or_create_jsobject<EffectSprite3D>(cx, ret));
|
|
|
|
jsret = OBJECT_TO_JSVAL(jsobj);
|
2015-04-16 18:07:35 +08:00
|
|
|
} else {
|
|
|
|
jsret = JSVAL_NULL;
|
|
|
|
}
|
|
|
|
} while (0);
|
|
|
|
args.rval().set(jsret);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
JS_ReportError(cx, "js_cocos2dx_EffectSprite3D_createFromObjFileAndTexture : wrong number of arguments");
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool js_cocos2dx_EffectSprite3D_create(JSContext *cx, uint32_t argc, jsval *vp)
|
|
|
|
{
|
|
|
|
JS::CallArgs args = JS::CallArgsFromVp(argc, vp);
|
|
|
|
bool ok = true;
|
|
|
|
if (argc == 1) {
|
|
|
|
std::string arg0;
|
|
|
|
ok &= jsval_to_std_string(cx, args.get(0), &arg0);
|
|
|
|
JSB_PRECONDITION2(ok, cx, false, "js_cocos2dx_EffectSprite3D_create : Error processing arguments");
|
|
|
|
EffectSprite3D* ret = EffectSprite3D::create(arg0);
|
|
|
|
jsval jsret = JSVAL_NULL;
|
|
|
|
do {
|
|
|
|
if (ret) {
|
2015-12-17 21:55:10 +08:00
|
|
|
JS::RootedObject jsobj(cx, js_get_or_create_jsobject<EffectSprite3D>(cx, ret));
|
|
|
|
jsret = OBJECT_TO_JSVAL(jsobj);
|
2015-04-16 18:07:35 +08:00
|
|
|
} else {
|
|
|
|
jsret = JSVAL_NULL;
|
|
|
|
}
|
|
|
|
} while (0);
|
|
|
|
args.rval().set(jsret);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
JS_ReportError(cx, "js_cocos2dx_EffectSprite3D_create : wrong number of arguments");
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
extern JSObject *jsb_cocos2d_Sprite3D_prototype;
|
|
|
|
|
|
|
|
bool jsb_EffectSprite3D_constructor(JSContext *cx, uint32_t argc, jsval *vp)
|
|
|
|
{
|
|
|
|
JS::CallArgs args = JS::CallArgsFromVp(argc, vp);
|
|
|
|
bool ok = true;
|
|
|
|
EffectSprite3D* cobj = new (std::nothrow) EffectSprite3D();
|
|
|
|
if(argc == 1 || argc == 2)
|
|
|
|
{
|
|
|
|
std::string path;
|
|
|
|
jsval_to_std_string(cx, args.get(0), &path);
|
|
|
|
cobj->initWithFile(path);
|
|
|
|
if(argc == 2)
|
|
|
|
{
|
|
|
|
std::string texture;
|
|
|
|
jsval_to_std_string(cx, args.get(1), &texture);
|
|
|
|
cobj->setTexture(texture);
|
|
|
|
}
|
|
|
|
}
|
2016-04-18 15:09:21 +08:00
|
|
|
|
2015-12-17 21:55:10 +08:00
|
|
|
js_type_class_t *typeClass = js_get_type_from_native<EffectSprite3D>(cobj);
|
|
|
|
JS::RootedObject jsobj(cx, jsb_ref_create_jsobject(cx, cobj, typeClass, "EffectSprite3D"));
|
|
|
|
args.rval().set(OBJECT_TO_JSVAL(jsobj));
|
2016-04-18 15:09:21 +08:00
|
|
|
|
2015-12-17 21:55:10 +08:00
|
|
|
if (JS_HasProperty(cx, jsobj, "_ctor", &ok) && ok)
|
|
|
|
ScriptingCore::getInstance()->executeFunctionWithOwner(OBJECT_TO_JSVAL(jsobj), "_ctor", args);
|
2015-04-16 18:07:35 +08:00
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
void js_register_cocos2dx_EffectSprite3D(JSContext *cx, JS::HandleObject global) {
|
|
|
|
jsb_EffectSprite3D_class = (JSClass *)calloc(1, sizeof(JSClass));
|
|
|
|
jsb_EffectSprite3D_class->name = "EffectSprite3D";
|
|
|
|
jsb_EffectSprite3D_class->addProperty = JS_PropertyStub;
|
|
|
|
jsb_EffectSprite3D_class->delProperty = JS_DeletePropertyStub;
|
|
|
|
jsb_EffectSprite3D_class->getProperty = JS_PropertyStub;
|
|
|
|
jsb_EffectSprite3D_class->setProperty = JS_StrictPropertyStub;
|
|
|
|
jsb_EffectSprite3D_class->enumerate = JS_EnumerateStub;
|
|
|
|
jsb_EffectSprite3D_class->resolve = JS_ResolveStub;
|
|
|
|
jsb_EffectSprite3D_class->convert = JS_ConvertStub;
|
|
|
|
jsb_EffectSprite3D_class->flags = JSCLASS_HAS_RESERVED_SLOTS(2);
|
2016-04-18 15:09:21 +08:00
|
|
|
|
2015-04-16 18:07:35 +08:00
|
|
|
static JSPropertySpec properties[] = {
|
|
|
|
JS_PSG("__nativeObj", js_is_native_obj, JSPROP_PERMANENT | JSPROP_ENUMERATE),
|
|
|
|
JS_PS_END
|
|
|
|
};
|
2016-04-18 15:09:21 +08:00
|
|
|
|
2015-04-16 18:07:35 +08:00
|
|
|
static JSFunctionSpec funcs[] = {
|
|
|
|
JS_FN("setEffect3D", js_cocos2dx_EffectSprite3D_setEffect3D, 1, JSPROP_PERMANENT | JSPROP_ENUMERATE),
|
|
|
|
JS_FN("addEffect", js_cocos2dx_EffectSprite3D_addEffect, 2, JSPROP_PERMANENT | JSPROP_ENUMERATE),
|
|
|
|
JS_FS_END
|
|
|
|
};
|
2016-04-18 15:09:21 +08:00
|
|
|
|
2015-04-16 18:07:35 +08:00
|
|
|
static JSFunctionSpec st_funcs[] = {
|
|
|
|
JS_FN("createFromObjFileAndTexture", js_cocos2dx_EffectSprite3D_createFromObjFileAndTexture, 2, JSPROP_PERMANENT | JSPROP_ENUMERATE),
|
|
|
|
JS_FN("create", js_cocos2dx_EffectSprite3D_create, 1, JSPROP_PERMANENT | JSPROP_ENUMERATE),
|
|
|
|
JS_FS_END
|
|
|
|
};
|
2016-04-18 15:09:21 +08:00
|
|
|
|
2015-11-27 01:26:54 +08:00
|
|
|
JS::RootedObject parentProto(cx, jsb_cocos2d_Sprite3D_prototype);
|
2015-04-16 18:07:35 +08:00
|
|
|
jsb_EffectSprite3D_prototype = JS_InitClass(
|
|
|
|
cx, global,
|
2015-11-27 01:26:54 +08:00
|
|
|
parentProto,
|
2015-04-16 18:07:35 +08:00
|
|
|
jsb_EffectSprite3D_class,
|
|
|
|
jsb_EffectSprite3D_constructor, 1,
|
|
|
|
properties,
|
|
|
|
funcs,
|
|
|
|
NULL, // no static properties
|
|
|
|
st_funcs);
|
2016-04-18 15:09:21 +08:00
|
|
|
|
2015-04-16 18:07:35 +08:00
|
|
|
// add the proto and JSClass to the type->js info hash table
|
2015-11-27 01:26:54 +08:00
|
|
|
JS::RootedObject proto(cx, jsb_EffectSprite3D_prototype);
|
|
|
|
jsb_register_class<EffectSprite3D>(cx, jsb_EffectSprite3D_class, proto, parentProto);
|
2015-04-16 18:07:35 +08:00
|
|
|
}
|
|
|
|
|
|
|
|
void register_Effect3D_bindings(JSContext *cx, JS::HandleObject global)
|
|
|
|
{
|
|
|
|
JS::RootedObject ccobj(cx);
|
|
|
|
get_or_create_js_obj(cx, global, "cc", &ccobj);
|
|
|
|
js_register_cocos2dx_Effect3DOutline(cx, ccobj);
|
|
|
|
js_register_cocos2dx_EffectSprite3D(cx, ccobj);
|
2016-04-18 15:09:21 +08:00
|
|
|
}
|