2012-11-09 12:08:18 +08:00
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/* Copyright (c) 2012 Scott Lembcke and Howling Moon Software
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* Copyright (c) 2012 cocos2d-x.org
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2018-01-29 16:25:32 +08:00
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* Copyright (c) 2013-2016 Chukong Technologies Inc.
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* Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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2021-12-06 21:09:15 +08:00
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* Copyright (c) 2021 Bytedance Inc.
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2012-11-09 12:08:18 +08:00
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*
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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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*
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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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*
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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 THE
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* SOFTWARE.
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*/
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/*
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* Code copied & pasted from SpacePatrol game https://github.com/slembcke/SpacePatrol
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*
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* Renamed and added some changes for cocos2d
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*
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*/
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#ifndef __CCDRAWNODES_CCDRAW_NODE_H__
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#define __CCDRAWNODES_CCDRAW_NODE_H__
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2014-04-27 01:11:22 +08:00
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#include "2d/CCNode.h"
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2014-04-30 08:37:36 +08:00
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#include "base/ccTypes.h"
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#include "renderer/CCCustomCommand.h"
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2014-09-11 15:39:56 +08:00
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#include "math/CCMath.h"
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2021-12-08 15:16:19 +08:00
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#include "base/any_buffer.h"
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2012-11-09 12:08:18 +08:00
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2022-07-11 17:50:21 +08:00
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NS_AX_BEGIN
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2012-11-09 12:08:18 +08:00
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2015-11-25 23:26:57 +08:00
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static const int DEFAULT_LINE_WIDTH = 2;
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2014-09-11 15:39:56 +08:00
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class PointArray;
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2015-03-21 17:06:26 +08:00
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/**
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* @addtogroup _2d
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* @{
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*/
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2014-09-11 15:39:56 +08:00
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2015-03-21 17:06:26 +08:00
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/** @class DrawNode
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* @brief Node that draws dots, segments and polygons.
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* Faster than the "drawing primitives" since they draws everything in one single batch.
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* @since v2.1
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*/
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2022-07-15 19:17:01 +08:00
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class AX_DLL DrawNode : public Node
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2012-11-09 12:08:18 +08:00
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{
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public:
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2015-03-21 17:06:26 +08:00
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/** creates and initialize a DrawNode node.
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*
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* @return Return an autorelease object.
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*/
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2019-06-05 17:58:33 +08:00
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static DrawNode* create(float defaultLineWidth = DEFAULT_LINE_WIDTH);
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2021-12-25 10:04:45 +08:00
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2015-03-21 17:06:26 +08:00
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/** Draw a point.
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*
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* @param point A Vec2 used to point.
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* @param pointSize The point size.
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* @param color The point color.
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2015-03-28 14:28:16 +08:00
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* @js NA
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2015-03-21 17:06:26 +08:00
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*/
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2021-12-25 10:04:45 +08:00
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void drawPoint(const Vec2& point, const float pointSize, const Color4B& color);
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2015-03-21 17:06:26 +08:00
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/** Draw a group point.
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*
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* @param position A Vec2 pointer.
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* @param numberOfPoints The number of points.
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* @param color The point color.
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2015-03-28 14:28:16 +08:00
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* @js NA
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2015-03-21 17:06:26 +08:00
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*/
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2021-12-25 10:04:45 +08:00
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void drawPoints(const Vec2* position, unsigned int numberOfPoints, const Color4B& color);
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2015-03-21 17:06:26 +08:00
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/** Draw a group point.
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*
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* @param position A Vec2 pointer.
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* @param numberOfPoints The number of points.
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* @param pointSize The point size.
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* @param color The point color.
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2015-03-28 14:28:16 +08:00
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* @js NA
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2015-03-21 17:06:26 +08:00
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*/
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2021-12-25 10:04:45 +08:00
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void drawPoints(const Vec2* position, unsigned int numberOfPoints, const float pointSize, const Color4B& color);
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/** Draw an line from origin to destination with color.
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*
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2015-03-21 17:06:26 +08:00
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* @param origin The line origin.
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* @param destination The line destination.
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* @param color The line color.
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2015-03-28 14:28:16 +08:00
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* @js NA
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2015-03-21 17:06:26 +08:00
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*/
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2021-12-25 10:04:45 +08:00
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void drawLine(const Vec2& origin, const Vec2& destination, const Color4B& color);
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2015-03-21 17:06:26 +08:00
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/** Draws a rectangle given the origin and destination point measured in points.
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* The origin and the destination can not have the same x and y coordinate.
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*
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* @param origin The rectangle origin.
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* @param destination The rectangle destination.
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* @param color The rectangle color.
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*/
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2021-12-25 10:04:45 +08:00
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void drawRect(const Vec2& origin, const Vec2& destination, const Color4B& color);
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2015-03-21 17:06:26 +08:00
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/** Draws a polygon given a pointer to point coordinates and the number of vertices measured in points.
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* The polygon can be closed or open.
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*
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* @param poli A pointer to point coordinates.
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* @param numberOfPoints The number of vertices measured in points.
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* @param closePolygon The polygon can be closed or open.
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* @param color The polygon color.
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*/
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2021-12-25 10:04:45 +08:00
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void drawPoly(const Vec2* poli, unsigned int numberOfPoints, bool closePolygon, const Color4B& color);
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2015-03-21 17:06:26 +08:00
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/** Draws a circle given the center, radius and number of segments.
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*
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* @param center The circle center point.
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* @param radius The circle rotate of radius.
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2015-05-21 08:22:59 +08:00
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* @param angle The circle angle.
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2015-03-21 17:06:26 +08:00
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* @param segments The number of segments.
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* @param drawLineToCenter Whether or not draw the line from the origin to center.
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* @param scaleX The scale value in x.
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* @param scaleY The scale value in y.
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* @param color Set the circle color.
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*/
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2021-12-25 10:04:45 +08:00
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void drawCircle(const Vec2& center,
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float radius,
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float angle,
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unsigned int segments,
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bool drawLineToCenter,
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float scaleX,
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float scaleY,
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const Color4B& color);
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2015-03-21 17:06:26 +08:00
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/** Draws a circle given the center, radius and number of segments.
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*
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* @param center The circle center point.
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* @param radius The circle rotate of radius.
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2015-05-21 08:22:59 +08:00
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* @param angle The circle angle.
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2015-03-21 17:06:26 +08:00
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* @param segments The number of segments.
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* @param drawLineToCenter Whether or not draw the line from the origin to center.
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* @param color Set the circle color.
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*/
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2021-12-25 10:04:45 +08:00
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void drawCircle(const Vec2& center,
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float radius,
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float angle,
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unsigned int segments,
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bool drawLineToCenter,
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const Color4B& color);
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2015-03-21 17:06:26 +08:00
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/** Draws a quad bezier path.
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*
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* @param origin The origin of the bezier path.
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* @param control The control of the bezier path.
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* @param destination The destination of the bezier path.
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2015-11-04 16:09:58 +08:00
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* @param segments The number of segments.
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2015-03-21 17:06:26 +08:00
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* @param color Set the quad bezier color.
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*/
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2021-12-25 10:04:45 +08:00
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void drawQuadBezier(const Vec2& origin,
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const Vec2& control,
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const Vec2& destination,
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unsigned int segments,
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const Color4B& color);
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2014-09-12 07:33:34 +08:00
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2015-03-21 17:06:26 +08:00
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/** Draw a cubic bezier curve with color and number of segments
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*
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* @param origin The origin of the bezier path.
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* @param control1 The first control of the bezier path.
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* @param control2 The second control of the bezier path.
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* @param destination The destination of the bezier path.
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2015-11-04 16:09:58 +08:00
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* @param segments The number of segments.
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2015-03-21 17:06:26 +08:00
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* @param color Set the cubic bezier color.
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*/
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2021-12-25 10:04:45 +08:00
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void drawCubicBezier(const Vec2& origin,
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const Vec2& control1,
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const Vec2& control2,
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const Vec2& destination,
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unsigned int segments,
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const Color4B& color);
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2015-03-21 17:06:26 +08:00
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/** Draws a Cardinal Spline path.
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*
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* @param config A array point.
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* @param tension The tension of the spline.
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2015-11-04 16:09:58 +08:00
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* @param segments The number of segments.
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2015-03-21 17:06:26 +08:00
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* @param color Set the Spline color.
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*/
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2021-12-25 10:04:45 +08:00
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void drawCardinalSpline(PointArray* config, float tension, unsigned int segments, const Color4B& color);
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2015-03-21 17:06:26 +08:00
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/** Draws a Catmull Rom path.
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*
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* @param points A point array of control point.
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2015-11-04 16:09:58 +08:00
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* @param segments The number of segments.
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2015-03-21 17:06:26 +08:00
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* @param color The Catmull Rom color.
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*/
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2021-12-25 10:04:45 +08:00
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void drawCatmullRom(PointArray* points, unsigned int segments, const Color4B& color);
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/** draw a dot at a position, with a given radius and color.
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2015-03-21 17:06:26 +08:00
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*
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* @param pos The dot center.
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* @param radius The dot radius.
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* @param color The dot color.
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*/
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2021-12-25 10:04:45 +08:00
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void drawDot(const Vec2& pos, float radius, const Color4B& color);
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2015-03-21 17:06:26 +08:00
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/** Draws a rectangle with 4 points.
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*
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* @param p1 The rectangle vertex point.
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* @param p2 The rectangle vertex point.
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* @param p3 The rectangle vertex point.
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* @param p4 The rectangle vertex point.
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* @param color The rectangle color.
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*/
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2021-12-25 10:04:45 +08:00
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void drawRect(const Vec2& p1, const Vec2& p2, const Vec2& p3, const Vec2& p4, const Color4B& color);
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2015-03-21 17:06:26 +08:00
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/** Draws a solid rectangle given the origin and destination point measured in points.
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* The origin and the destination can not have the same x and y coordinate.
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*
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* @param origin The rectangle origin.
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* @param destination The rectangle destination.
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* @param color The rectangle color.
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2015-03-28 14:28:16 +08:00
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* @js NA
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2015-03-21 17:06:26 +08:00
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*/
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2021-12-25 10:04:45 +08:00
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void drawSolidRect(const Vec2& origin, const Vec2& destination, const Color4B& color);
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/** Draws a solid polygon given a pointer to CGPoint coordinates, the number of vertices measured in points, and a
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* color.
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2015-03-21 17:06:26 +08:00
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*
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* @param poli A solid polygon given a pointer to CGPoint coordinates.
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* @param numberOfPoints The number of vertices measured in points.
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* @param color The solid polygon color.
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2015-03-28 14:28:16 +08:00
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* @js NA
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2015-03-21 17:06:26 +08:00
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*/
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2021-12-25 10:04:45 +08:00
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void drawSolidPoly(const Vec2* poli, unsigned int numberOfPoints, const Color4B& color);
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2021-08-18 10:16:21 +08:00
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/** Draws a solid circle given the center, radius and number of segments.
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* @param center The circle center point.
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* @param radius The circle rotate of radius.
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* @param angle The circle angle.
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* @param segments The number of segments.
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* @param scaleX The scale value in x.
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* @param scaleY The scale value in y.
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* @param fillColor The color will fill in polygon.
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* @param borderWidth The border of line width.
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* @param borderColor The border of line color.
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* @js NA
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*/
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2021-12-25 10:04:45 +08:00
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void drawSolidCircle(const Vec2& center,
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float radius,
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float angle,
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unsigned int segments,
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float scaleX,
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float scaleY,
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const Color4B& fillColor,
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float borderWidth,
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const Color4B& borderColor);
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2015-03-21 17:06:26 +08:00
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/** Draws a solid circle given the center, radius and number of segments.
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* @param center The circle center point.
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* @param radius The circle rotate of radius.
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2015-05-21 08:22:59 +08:00
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* @param angle The circle angle.
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2015-03-21 17:06:26 +08:00
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* @param segments The number of segments.
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* @param scaleX The scale value in x.
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* @param scaleY The scale value in y.
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* @param color The solid circle color.
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2015-03-28 14:28:16 +08:00
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* @js NA
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2015-03-21 17:06:26 +08:00
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*/
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2021-12-25 10:04:45 +08:00
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void drawSolidCircle(const Vec2& center,
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float radius,
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float angle,
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unsigned int segments,
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float scaleX,
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float scaleY,
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const Color4B& color);
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2015-03-21 17:06:26 +08:00
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/** Draws a solid circle given the center, radius and number of segments.
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* @param center The circle center point.
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* @param radius The circle rotate of radius.
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2015-05-21 08:22:59 +08:00
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* @param angle The circle angle.
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2015-03-21 17:06:26 +08:00
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* @param segments The number of segments.
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* @param color The solid circle color.
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2015-03-28 14:28:16 +08:00
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* @js NA
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2015-03-21 17:06:26 +08:00
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*/
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2021-12-06 21:09:15 +08:00
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void drawSolidCircle(const Vec2& center, float radius, float angle, unsigned int segments, const Color4B& color);
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2021-12-25 10:04:45 +08:00
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/** draw a segment with a radius and color.
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2015-03-21 17:06:26 +08:00
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*
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* @param from The segment origin.
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* @param to The segment destination.
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* @param radius The segment radius.
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* @param color The segment color.
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*/
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2021-12-25 10:04:45 +08:00
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void drawSegment(const Vec2& from, const Vec2& to, float radius, const Color4B& color);
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2013-09-13 11:41:20 +08:00
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/** draw a polygon with a fill color and line color
|
2021-12-25 10:04:45 +08:00
|
|
|
* @code
|
|
|
|
* When this function bound into js or lua,the parameter will be changed
|
|
|
|
* In js: var drawPolygon(var Arrayofpoints, var fillColor, var width, var borderColor)
|
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|
|
* In lua:local drawPolygon(local pointTable,local tableCount,local fillColor,local width,local borderColor)
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* @endcode
|
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* @param verts A pointer to point coordinates.
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* @param count The number of verts measured in points.
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* @param fillColor The color will fill in polygon.
|
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* @param borderWidth The border of line width.
|
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* @param borderColor The border of line color.
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* @js NA
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|
|
*/
|
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void drawPolygon(const Vec2* verts,
|
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|
|
int count,
|
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|
const Color4B& fillColor,
|
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|
float borderWidth,
|
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|
|
const Color4B& borderColor);
|
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|
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|
|
|
|
/** draw a triangle with color.
|
2015-03-21 17:06:26 +08:00
|
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|
*
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* @param p1 The triangle vertex point.
|
|
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* @param p2 The triangle vertex point.
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* @param p3 The triangle vertex point.
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|
|
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* @param color The triangle color.
|
2015-03-28 14:28:16 +08:00
|
|
|
* @js NA
|
2015-03-21 17:06:26 +08:00
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|
|
*/
|
2021-12-06 21:09:15 +08:00
|
|
|
|
2021-12-25 10:04:45 +08:00
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|
void drawTriangle(const Vec2& p1, const Vec2& p2, const Vec2& p3, const Color4B& color);
|
2013-10-14 11:41:55 +08:00
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|
|
2012-11-09 12:08:18 +08:00
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|
/** Clear the geometry in the node's buffer. */
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void clear();
|
2015-03-21 17:06:26 +08:00
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|
|
/** Get the color mixed mode.
|
2021-12-25 10:04:45 +08:00
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|
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* @lua NA
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|
*/
|
2013-07-05 16:49:22 +08:00
|
|
|
const BlendFunc& getBlendFunc() const;
|
2015-03-21 17:06:26 +08:00
|
|
|
/** Set the color mixed mode.
|
2021-12-25 10:04:45 +08:00
|
|
|
* @code
|
|
|
|
* When this function bound into js or lua,the parameter will be changed
|
|
|
|
* In js: var setBlendFunc(var src, var dst)
|
|
|
|
* @endcode
|
|
|
|
* @lua NA
|
|
|
|
*/
|
|
|
|
void setBlendFunc(const BlendFunc& blendFunc);
|
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|
|
|
2013-07-18 07:56:19 +08:00
|
|
|
// Overrides
|
2021-12-25 10:04:45 +08:00
|
|
|
virtual void draw(Renderer* renderer, const Mat4& transform, uint32_t flags) override;
|
|
|
|
|
|
|
|
virtual void visit(Renderer* renderer, const Mat4& parentTransform, uint32_t parentFlags) override;
|
2018-09-20 15:18:03 +08:00
|
|
|
|
2019-06-05 17:58:33 +08:00
|
|
|
void setLineWidth(float lineWidth);
|
2015-11-12 09:49:49 +08:00
|
|
|
|
2015-11-12 18:23:56 +08:00
|
|
|
// Get CocosStudio guide lines width.
|
2019-06-05 17:58:33 +08:00
|
|
|
float getLineWidth();
|
2015-11-12 09:49:49 +08:00
|
|
|
|
2018-09-20 15:18:03 +08:00
|
|
|
/**
|
2021-12-25 10:04:45 +08:00
|
|
|
* When isolated is set, the position of the node is no longer affected by parent nodes.
|
|
|
|
* Which means it will be drawn just like a root node.
|
|
|
|
*/
|
2018-09-20 15:18:03 +08:00
|
|
|
void setIsolated(bool isolated) { _isolated = isolated; }
|
|
|
|
|
|
|
|
bool isIsolated() const { return _isolated; }
|
|
|
|
|
2022-03-18 21:46:07 +08:00
|
|
|
DrawNode(float lineWidth = DEFAULT_LINE_WIDTH);
|
2013-11-15 08:21:49 +08:00
|
|
|
virtual ~DrawNode();
|
2015-03-15 02:33:15 +08:00
|
|
|
virtual bool init() override;
|
2013-11-15 08:21:49 +08:00
|
|
|
|
2014-03-24 17:44:01 +08:00
|
|
|
protected:
|
2013-12-05 17:19:01 +08:00
|
|
|
void ensureCapacity(int count);
|
2014-09-11 15:39:56 +08:00
|
|
|
void ensureCapacityGLPoint(int count);
|
|
|
|
void ensureCapacityGLLine(int count);
|
2013-07-18 07:56:19 +08:00
|
|
|
|
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
|
|
|
void updateShader();
|
2021-12-25 10:04:45 +08:00
|
|
|
void updateShaderInternal(CustomCommand& cmd,
|
|
|
|
uint32_t programType,
|
|
|
|
CustomCommand::DrawType drawType,
|
|
|
|
CustomCommand::PrimitiveType primitiveType);
|
2020-10-26 14:49:14 +08:00
|
|
|
void freeShaderInternal(CustomCommand& cmd);
|
|
|
|
|
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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void setVertexLayout(CustomCommand& cmd);
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void updateBlendState(CustomCommand& cmd);
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2021-12-25 10:04:45 +08:00
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void updateUniforms(const Mat4& transform, CustomCommand& cmd);
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int _bufferCapacityTriangle = 0;
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int _bufferCountTriangle = 0;
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V2F_C4B_T2F* _bufferTriangle = nullptr;
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int _bufferCapacityPoint = 0;
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int _bufferCountPoint = 0;
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V2F_C4B_T2F* _bufferPoint = nullptr;
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Color4F _pointColor;
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int _pointSize = 0;
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int _bufferCapacityLine = 0;
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int _bufferCountLine = 0;
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V2F_C4B_T2F* _bufferLine = nullptr;
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BlendFunc _blendFunc;
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2020-10-26 14:49:14 +08:00
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CustomCommand _customCommandTriangle;
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CustomCommand _customCommandPoint;
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CustomCommand _customCommandLine;
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2013-07-18 07:56:19 +08:00
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2021-12-25 10:04:45 +08:00
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bool _dirtyTriangle = false;
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bool _dirtyPoint = false;
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bool _dirtyLine = false;
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bool _isolated = false;
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|
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float _lineWidth = 0.0f;
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float _defaultLineWidth = 0.0f;
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2021-12-08 15:16:19 +08:00
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|
2022-08-08 18:02:17 +08:00
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ax::any_buffer _abuf;
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2021-12-08 15:16:19 +08:00
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2013-11-15 08:21:49 +08:00
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private:
|
2022-07-15 19:17:01 +08:00
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AX_DISALLOW_COPY_AND_ASSIGN(DrawNode);
|
2012-11-09 12:08:18 +08:00
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};
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2015-03-21 17:06:26 +08:00
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/** @} */
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2022-07-11 17:50:21 +08:00
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NS_AX_END
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2012-11-09 12:08:18 +08:00
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2021-12-25 10:04:45 +08:00
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#endif // __CCDRAWNODES_CCDRAW_NODE_H__
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