2011-03-19 10:07:16 +08:00
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/****************************************************************************
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Copyright (c) 2008-2010 Ricardo Quesada
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2012-06-08 14:11:48 +08:00
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Copyright (c) 2009 Leonardo Kasperavičius
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2014-01-07 11:25:07 +08:00
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Copyright (c) 2010-2012 cocos2d-x.org
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2011-07-04 19:20:16 +08:00
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Copyright (c) 2011 Zynga Inc.
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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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2011-03-19 10:07:16 +08:00
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2022-01-04 12:36:20 +08:00
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https://adxeproject.github.io/
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2021-12-25 10:04:45 +08:00
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2011-03-19 10:07:16 +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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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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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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2014-04-27 01:11:22 +08:00
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#include "2d/CCParticleSystemQuad.h"
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2014-11-17 01:29:05 +08:00
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#include <algorithm>
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2021-12-25 10:04:45 +08:00
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#include <stddef.h> // offsetof
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2019-11-06 14:24:06 +08:00
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#include "base/ccTypes.h"
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2014-04-27 01:11:22 +08:00
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#include "2d/CCSpriteFrame.h"
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2014-05-10 09:39:25 +08:00
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#include "2d/CCParticleBatchNode.h"
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2014-05-17 05:36:00 +08:00
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#include "renderer/CCTextureAtlas.h"
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2014-08-28 17:03:29 +08:00
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#include "renderer/CCRenderer.h"
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2014-05-10 09:39:25 +08:00
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#include "base/CCDirector.h"
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2014-04-30 08:37:36 +08:00
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#include "base/CCEventType.h"
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2014-05-01 10:09:13 +08:00
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#include "base/CCConfiguration.h"
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2014-04-30 08:37:36 +08:00
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#include "base/CCEventListenerCustom.h"
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#include "base/CCEventDispatcher.h"
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2016-06-15 15:01:26 +08:00
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#include "base/ccUTF8.h"
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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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#include "renderer/ccShaders.h"
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#include "renderer/backend/ProgramState.h"
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2022-05-27 05:29:53 +08:00
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#include "2d/CCTweenFunction.h"
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2014-08-28 17:03:29 +08:00
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2012-04-18 18:43:45 +08:00
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NS_CC_BEGIN
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2010-12-28 11:55:34 +08:00
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2013-06-20 14:13:12 +08:00
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ParticleSystemQuad::ParticleSystemQuad()
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2012-04-19 14:35:52 +08:00
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{
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2020-10-26 14:49:14 +08:00
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auto& pipelinePS = _quadCommand.getPipelineDescriptor().programState;
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2021-12-25 10:04:45 +08:00
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auto* program = backend::Program::getBuiltinProgram(backend::ProgramType::POSITION_TEXTURE_COLOR);
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2020-10-26 14:49:14 +08:00
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//!!! support etc1 with alpha?
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2021-12-08 00:11:53 +08:00
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pipelinePS = (new backend::ProgramState(program));
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2020-10-26 14:49:14 +08:00
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_mvpMatrixLocaiton = pipelinePS->getUniformLocation("u_MVPMatrix");
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2022-07-04 21:26:48 +08:00
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_textureLocation = pipelinePS->getUniformLocation("u_tex0");
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2021-12-25 10:04:45 +08:00
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auto vertexLayout = pipelinePS->getVertexLayout();
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2020-10-26 14:49:14 +08:00
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const auto& attributeInfo = pipelinePS->getProgram()->getActiveAttributes();
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2021-12-25 10:04:45 +08:00
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auto iter = attributeInfo.find("a_position");
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if (iter != attributeInfo.end())
|
2019-03-12 19:40:13 +08:00
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{
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2019-08-15 16:51:49 +08:00
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vertexLayout->setAttribute("a_position", iter->second.location, backend::VertexFormat::FLOAT3, 0, false);
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2019-03-12 19:40:13 +08:00
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}
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iter = attributeInfo.find("a_texCoord");
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2021-12-25 10:04:45 +08:00
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if (iter != attributeInfo.end())
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2019-03-12 19:40:13 +08:00
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{
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2021-12-25 10:04:45 +08:00
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vertexLayout->setAttribute("a_texCoord", iter->second.location, backend::VertexFormat::FLOAT2,
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offsetof(V3F_C4B_T2F, texCoords), false);
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2019-03-12 19:40:13 +08:00
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}
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iter = attributeInfo.find("a_color");
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2021-12-25 10:04:45 +08:00
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if (iter != attributeInfo.end())
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2019-03-12 19:40:13 +08:00
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{
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2021-12-25 10:04:45 +08:00
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vertexLayout->setAttribute("a_color", iter->second.location, backend::VertexFormat::UBYTE4,
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offsetof(V3F_C4B_T2F, colors), true);
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2019-03-12 19:40:13 +08:00
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}
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2019-08-15 16:51:49 +08:00
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vertexLayout->setLayout(sizeof(V3F_C4B_T2F));
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2012-03-14 14:55:17 +08:00
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}
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2013-06-20 14:13:12 +08:00
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ParticleSystemQuad::~ParticleSystemQuad()
|
2010-12-28 11:55:34 +08:00
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{
|
2013-12-18 17:47:20 +08:00
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if (nullptr == _batchNode)
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2012-04-13 11:40:56 +08:00
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{
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2013-06-15 14:03:30 +08:00
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CC_SAFE_FREE(_quads);
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CC_SAFE_FREE(_indices);
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2012-04-13 11:40:56 +08:00
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}
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2020-10-26 14:49:14 +08:00
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CC_SAFE_RELEASE_NULL(_quadCommand.getPipelineDescriptor().programState);
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2010-12-28 11:55:34 +08:00
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}
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2013-06-20 14:13:12 +08:00
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// implementation ParticleSystemQuad
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2012-06-14 15:13:16 +08:00
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2021-12-26 23:26:34 +08:00
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ParticleSystemQuad* ParticleSystemQuad::create(std::string_view filename)
|
2011-06-14 16:27:47 +08:00
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{
|
2021-12-25 10:04:45 +08:00
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ParticleSystemQuad* ret = new ParticleSystemQuad();
|
2021-12-08 00:11:53 +08:00
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if (ret->initWithFile(filename))
|
2011-06-14 16:27:47 +08:00
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{
|
2013-11-15 08:21:49 +08:00
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ret->autorelease();
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return ret;
|
2011-06-14 16:27:47 +08:00
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}
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2013-11-15 08:21:49 +08:00
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CC_SAFE_DELETE(ret);
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return ret;
|
2011-06-14 16:27:47 +08:00
|
|
|
}
|
|
|
|
|
2021-12-25 10:04:45 +08:00
|
|
|
ParticleSystemQuad* ParticleSystemQuad::createWithTotalParticles(int numberOfParticles)
|
|
|
|
{
|
2022-06-07 00:23:11 +08:00
|
|
|
CCASSERT(numberOfParticles <= 10000,
|
|
|
|
"Adding more than 10000 particles will crash the renderer, the mesh generated has an index format of "
|
|
|
|
"U_SHORT (uint16_t)");
|
2022-05-22 20:58:36 +08:00
|
|
|
|
2021-12-25 10:04:45 +08:00
|
|
|
ParticleSystemQuad* ret = new ParticleSystemQuad();
|
2021-12-08 00:11:53 +08:00
|
|
|
if (ret->initWithTotalParticles(numberOfParticles))
|
2012-09-21 08:24:18 +08:00
|
|
|
{
|
2013-11-15 08:21:49 +08:00
|
|
|
ret->autorelease();
|
|
|
|
return ret;
|
2012-09-21 08:24:18 +08:00
|
|
|
}
|
2013-11-15 08:21:49 +08:00
|
|
|
CC_SAFE_DELETE(ret);
|
|
|
|
return ret;
|
2012-09-21 08:24:18 +08:00
|
|
|
}
|
|
|
|
|
2021-12-25 10:04:45 +08:00
|
|
|
ParticleSystemQuad* ParticleSystemQuad::create(ValueMap& dictionary)
|
2014-05-06 06:50:08 +08:00
|
|
|
{
|
2021-12-25 10:04:45 +08:00
|
|
|
ParticleSystemQuad* ret = new ParticleSystemQuad();
|
2021-12-08 00:11:53 +08:00
|
|
|
if (ret->initWithDictionary(dictionary))
|
2014-05-06 06:50:08 +08:00
|
|
|
{
|
|
|
|
ret->autorelease();
|
|
|
|
return ret;
|
|
|
|
}
|
|
|
|
CC_SAFE_DELETE(ret);
|
|
|
|
return ret;
|
|
|
|
}
|
|
|
|
|
2021-12-25 10:04:45 +08:00
|
|
|
// implementation ParticleSystemQuad
|
|
|
|
// overriding the init method
|
2014-05-06 06:50:08 +08:00
|
|
|
bool ParticleSystemQuad::initWithTotalParticles(int numberOfParticles)
|
|
|
|
{
|
|
|
|
// base initialization
|
2021-12-25 10:04:45 +08:00
|
|
|
if (ParticleSystem::initWithTotalParticles(numberOfParticles))
|
2014-05-06 06:50:08 +08:00
|
|
|
{
|
|
|
|
// allocating data space
|
2021-12-25 10:04:45 +08:00
|
|
|
if (!this->allocMemory())
|
|
|
|
{
|
2014-05-06 06:50:08 +08:00
|
|
|
this->release();
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
initIndices();
|
2021-12-25 10:04:45 +08:00
|
|
|
// setupVBO();
|
2014-05-06 06:50:08 +08:00
|
|
|
|
|
|
|
#if CC_ENABLE_CACHE_TEXTURE_DATA
|
|
|
|
// Need to listen the event only when not use batchnode, because it will use VBO
|
2021-12-25 10:04:45 +08:00
|
|
|
auto listener = EventListenerCustom::create(EVENT_RENDERER_RECREATED,
|
|
|
|
CC_CALLBACK_1(ParticleSystemQuad::listenRendererRecreated, this));
|
2014-05-06 06:50:08 +08:00
|
|
|
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
|
|
|
|
#endif
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
2012-09-21 08:24:18 +08:00
|
|
|
|
2011-07-04 19:20:16 +08:00
|
|
|
// pointRect should be in Texture coordinates, not pixel coordinates
|
2013-06-20 14:13:12 +08:00
|
|
|
void ParticleSystemQuad::initTexCoordsWithRect(const Rect& pointRect)
|
2010-12-28 11:55:34 +08:00
|
|
|
{
|
2012-03-14 14:55:17 +08:00
|
|
|
// convert to Tex coords
|
2010-12-28 11:55:34 +08:00
|
|
|
|
2021-12-25 10:04:45 +08:00
|
|
|
Rect rect =
|
|
|
|
Rect(pointRect.origin.x * CC_CONTENT_SCALE_FACTOR(), pointRect.origin.y * CC_CONTENT_SCALE_FACTOR(),
|
|
|
|
pointRect.size.width * CC_CONTENT_SCALE_FACTOR(), pointRect.size.height * CC_CONTENT_SCALE_FACTOR());
|
2010-12-28 11:55:34 +08:00
|
|
|
|
2021-12-25 10:04:45 +08:00
|
|
|
float wide = (float)pointRect.size.width;
|
|
|
|
float high = (float)pointRect.size.height;
|
2011-01-05 17:01:08 +08:00
|
|
|
|
2013-06-15 14:03:30 +08:00
|
|
|
if (_texture)
|
2011-03-19 10:07:16 +08:00
|
|
|
{
|
2019-06-05 17:58:33 +08:00
|
|
|
wide = (float)_texture->getPixelsWide();
|
|
|
|
high = (float)_texture->getPixelsHigh();
|
2011-01-05 17:01:08 +08:00
|
|
|
}
|
2010-12-28 11:55:34 +08:00
|
|
|
|
2011-03-19 10:07:16 +08:00
|
|
|
#if CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL
|
2021-12-25 10:04:45 +08:00
|
|
|
float left = (rect.origin.x * 2 + 1) / (wide * 2);
|
|
|
|
float bottom = (rect.origin.y * 2 + 1) / (high * 2);
|
|
|
|
float right = left + (rect.size.width * 2 - 2) / (wide * 2);
|
|
|
|
float top = bottom + (rect.size.height * 2 - 2) / (high * 2);
|
2011-03-19 10:07:16 +08:00
|
|
|
#else
|
2021-12-25 10:04:45 +08:00
|
|
|
float left = rect.origin.x / wide;
|
2019-06-05 17:58:33 +08:00
|
|
|
float bottom = rect.origin.y / high;
|
2021-12-25 10:04:45 +08:00
|
|
|
float right = left + rect.size.width / wide;
|
|
|
|
float top = bottom + rect.size.height / high;
|
|
|
|
#endif // ! CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL
|
2010-12-28 11:55:34 +08:00
|
|
|
|
2012-04-19 14:35:52 +08:00
|
|
|
// Important. Texture in cocos2d are inverted, so the Y component should be inverted
|
2014-11-17 01:29:05 +08:00
|
|
|
std::swap(top, bottom);
|
2012-04-19 14:35:52 +08:00
|
|
|
|
2021-12-25 10:04:45 +08:00
|
|
|
V3F_C4B_T2F_Quad* quads = nullptr;
|
2012-04-19 14:35:52 +08:00
|
|
|
unsigned int start = 0, end = 0;
|
2013-06-15 14:03:30 +08:00
|
|
|
if (_batchNode)
|
2012-04-19 14:35:52 +08:00
|
|
|
{
|
2013-06-15 14:03:30 +08:00
|
|
|
quads = _batchNode->getTextureAtlas()->getQuads();
|
|
|
|
start = _atlasIndex;
|
2021-12-25 10:04:45 +08:00
|
|
|
end = _atlasIndex + _totalParticles;
|
2012-04-19 14:35:52 +08:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2013-06-15 14:03:30 +08:00
|
|
|
quads = _quads;
|
2012-04-19 14:35:52 +08:00
|
|
|
start = 0;
|
2021-12-25 10:04:45 +08:00
|
|
|
end = _totalParticles;
|
2012-04-19 14:35:52 +08:00
|
|
|
}
|
|
|
|
|
2021-12-25 10:04:45 +08:00
|
|
|
for (unsigned int i = start; i < end; i++)
|
2012-04-19 14:35:52 +08:00
|
|
|
{
|
|
|
|
// bottom-left vertex:
|
|
|
|
quads[i].bl.texCoords.u = left;
|
|
|
|
quads[i].bl.texCoords.v = bottom;
|
|
|
|
// bottom-right vertex:
|
|
|
|
quads[i].br.texCoords.u = right;
|
|
|
|
quads[i].br.texCoords.v = bottom;
|
|
|
|
// top-left vertex:
|
|
|
|
quads[i].tl.texCoords.u = left;
|
|
|
|
quads[i].tl.texCoords.v = top;
|
|
|
|
// top-right vertex:
|
|
|
|
quads[i].tr.texCoords.u = right;
|
|
|
|
quads[i].tr.texCoords.v = top;
|
|
|
|
}
|
2010-12-28 11:55:34 +08:00
|
|
|
}
|
2014-02-13 10:33:57 +08:00
|
|
|
|
|
|
|
void ParticleSystemQuad::updateTexCoords()
|
|
|
|
{
|
|
|
|
if (_texture)
|
|
|
|
{
|
2021-10-23 23:27:14 +08:00
|
|
|
const Vec2& s = _texture->getContentSize();
|
2014-02-13 10:33:57 +08:00
|
|
|
initTexCoordsWithRect(Rect(0, 0, s.width, s.height));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2021-12-25 10:04:45 +08:00
|
|
|
void ParticleSystemQuad::setTextureWithRect(Texture2D* texture, const Rect& rect)
|
2010-12-28 11:55:34 +08:00
|
|
|
{
|
2012-04-19 14:35:52 +08:00
|
|
|
// Only update the texture if is different from the current one
|
2021-12-25 10:04:45 +08:00
|
|
|
if (!_texture || texture->getBackendTexture() != _texture->getBackendTexture())
|
2012-04-19 14:35:52 +08:00
|
|
|
{
|
2013-06-20 14:13:12 +08:00
|
|
|
ParticleSystem::setTexture(texture);
|
2019-11-20 18:19:24 +08:00
|
|
|
|
|
|
|
auto programState = _quadCommand.getPipelineDescriptor().programState;
|
|
|
|
programState->setTexture(_texture->getBackendTexture());
|
2012-04-19 14:35:52 +08:00
|
|
|
}
|
2010-12-28 11:55:34 +08:00
|
|
|
|
2012-04-19 14:35:52 +08:00
|
|
|
this->initTexCoordsWithRect(rect);
|
2010-12-28 11:55:34 +08:00
|
|
|
}
|
2014-02-13 10:33:57 +08:00
|
|
|
|
2013-06-20 14:13:12 +08:00
|
|
|
void ParticleSystemQuad::setTexture(Texture2D* texture)
|
2010-12-28 11:55:34 +08:00
|
|
|
{
|
2021-10-23 23:27:14 +08:00
|
|
|
const Vec2& s = texture->getContentSize();
|
2013-07-12 14:30:26 +08:00
|
|
|
this->setTextureWithRect(texture, Rect(0, 0, s.width, s.height));
|
2010-12-28 11:55:34 +08:00
|
|
|
}
|
2014-02-13 10:33:57 +08:00
|
|
|
|
2021-12-25 10:04:45 +08:00
|
|
|
void ParticleSystemQuad::setDisplayFrame(SpriteFrame* spriteFrame)
|
2010-12-28 11:55:34 +08:00
|
|
|
{
|
2021-12-25 10:04:45 +08:00
|
|
|
CCASSERT(spriteFrame->getOffsetInPixels().isZero(), "QuadParticle only supports SpriteFrames with no offsets");
|
2010-12-28 11:55:34 +08:00
|
|
|
|
2017-01-12 11:48:30 +08:00
|
|
|
this->setTextureWithRect(spriteFrame->getTexture(), spriteFrame->getRect());
|
2010-12-28 11:55:34 +08:00
|
|
|
}
|
2012-04-13 17:24:50 +08:00
|
|
|
|
2013-06-20 14:13:12 +08:00
|
|
|
void ParticleSystemQuad::initIndices()
|
2010-12-28 11:55:34 +08:00
|
|
|
{
|
2021-12-25 10:04:45 +08:00
|
|
|
for (int i = 0; i < _totalParticles; ++i)
|
2012-04-19 14:35:52 +08:00
|
|
|
{
|
2021-12-25 10:04:45 +08:00
|
|
|
const unsigned int i6 = i * 6;
|
|
|
|
const unsigned int i4 = i * 4;
|
|
|
|
_indices[i6 + 0] = (unsigned short)i4 + 0;
|
|
|
|
_indices[i6 + 1] = (unsigned short)i4 + 1;
|
|
|
|
_indices[i6 + 2] = (unsigned short)i4 + 2;
|
|
|
|
|
|
|
|
_indices[i6 + 5] = (unsigned short)i4 + 1;
|
|
|
|
_indices[i6 + 4] = (unsigned short)i4 + 2;
|
|
|
|
_indices[i6 + 3] = (unsigned short)i4 + 3;
|
2012-04-19 14:35:52 +08:00
|
|
|
}
|
2010-12-28 11:55:34 +08:00
|
|
|
}
|
2012-04-13 17:24:50 +08:00
|
|
|
|
2022-05-21 21:48:46 +08:00
|
|
|
inline void updatePosWithParticle(V3F_C4B_T2F_Quad* quad,
|
|
|
|
const Vec2& newPosition,
|
|
|
|
float size,
|
2022-05-27 03:53:19 +08:00
|
|
|
float scaleInSize,
|
2022-05-21 21:48:46 +08:00
|
|
|
float rotation,
|
|
|
|
float staticRotation)
|
2010-12-28 11:55:34 +08:00
|
|
|
{
|
2015-08-31 17:25:34 +08:00
|
|
|
// vertices
|
2021-12-25 10:04:45 +08:00
|
|
|
float size_2 = size / 2;
|
2022-05-27 03:53:19 +08:00
|
|
|
float x1 = -size_2 * scaleInSize;
|
|
|
|
float y1 = -size_2 * scaleInSize;
|
2021-12-25 10:04:45 +08:00
|
|
|
|
2022-05-27 03:53:19 +08:00
|
|
|
float x2 = size_2 * scaleInSize;
|
|
|
|
float y2 = size_2 * scaleInSize;
|
2021-12-25 10:04:45 +08:00
|
|
|
float x = newPosition.x;
|
|
|
|
float y = newPosition.y;
|
|
|
|
|
2022-06-07 00:23:11 +08:00
|
|
|
float r = (float)-CC_DEGREES_TO_RADIANS(rotation + staticRotation);
|
2019-06-05 17:58:33 +08:00
|
|
|
float cr = cosf(r);
|
|
|
|
float sr = sinf(r);
|
|
|
|
float ax = x1 * cr - y1 * sr + x;
|
|
|
|
float ay = x1 * sr + y1 * cr + y;
|
|
|
|
float bx = x2 * cr - y1 * sr + x;
|
|
|
|
float by = x2 * sr + y1 * cr + y;
|
|
|
|
float cx = x2 * cr - y2 * sr + x;
|
|
|
|
float cy = x2 * sr + y2 * cr + y;
|
|
|
|
float dx = x1 * cr - y2 * sr + x;
|
|
|
|
float dy = x1 * sr + y2 * cr + y;
|
2021-12-25 10:04:45 +08:00
|
|
|
|
2015-08-31 17:25:34 +08:00
|
|
|
// bottom-left
|
|
|
|
quad->bl.vertices.x = ax;
|
|
|
|
quad->bl.vertices.y = ay;
|
2021-12-25 10:04:45 +08:00
|
|
|
|
2015-08-31 17:25:34 +08:00
|
|
|
// bottom-right vertex:
|
|
|
|
quad->br.vertices.x = bx;
|
|
|
|
quad->br.vertices.y = by;
|
2021-12-25 10:04:45 +08:00
|
|
|
|
2015-08-31 17:25:34 +08:00
|
|
|
// top-left vertex:
|
|
|
|
quad->tl.vertices.x = dx;
|
|
|
|
quad->tl.vertices.y = dy;
|
2021-12-25 10:04:45 +08:00
|
|
|
|
2015-08-31 17:25:34 +08:00
|
|
|
// top-right vertex:
|
|
|
|
quad->tr.vertices.x = cx;
|
|
|
|
quad->tr.vertices.y = cy;
|
|
|
|
}
|
2012-04-19 14:35:52 +08:00
|
|
|
|
2015-08-31 17:25:34 +08:00
|
|
|
void ParticleSystemQuad::updateParticleQuads()
|
|
|
|
{
|
2021-12-25 10:04:45 +08:00
|
|
|
if (_particleCount <= 0)
|
|
|
|
{
|
2015-08-31 17:25:34 +08:00
|
|
|
return;
|
|
|
|
}
|
2021-12-25 10:04:45 +08:00
|
|
|
|
2015-08-31 17:25:34 +08:00
|
|
|
Vec2 currentPosition;
|
|
|
|
if (_positionType == PositionType::FREE)
|
|
|
|
{
|
|
|
|
currentPosition = this->convertToWorldSpace(Vec2::ZERO);
|
|
|
|
}
|
|
|
|
else if (_positionType == PositionType::RELATIVE)
|
|
|
|
{
|
|
|
|
currentPosition = _position;
|
|
|
|
}
|
2021-12-25 10:04:45 +08:00
|
|
|
|
|
|
|
V3F_C4B_T2F_Quad* startQuad;
|
2015-08-31 17:25:34 +08:00
|
|
|
Vec2 pos = Vec2::ZERO;
|
2013-06-15 14:03:30 +08:00
|
|
|
if (_batchNode)
|
2012-04-19 14:35:52 +08:00
|
|
|
{
|
2021-12-25 10:04:45 +08:00
|
|
|
V3F_C4B_T2F_Quad* batchQuads = _batchNode->getTextureAtlas()->getQuads();
|
|
|
|
startQuad = &(batchQuads[_atlasIndex]);
|
|
|
|
pos = _position;
|
2012-04-19 14:35:52 +08:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2015-08-31 17:25:34 +08:00
|
|
|
startQuad = &(_quads[0]);
|
2012-04-19 14:35:52 +08:00
|
|
|
}
|
2021-12-25 10:04:45 +08:00
|
|
|
|
|
|
|
if (_positionType == PositionType::FREE)
|
2012-04-19 14:35:52 +08:00
|
|
|
{
|
2015-08-31 17:25:34 +08:00
|
|
|
Vec3 p1(currentPosition.x, currentPosition.y, 0);
|
|
|
|
Mat4 worldToNodeTM = getWorldToNodeTransform();
|
|
|
|
worldToNodeTM.transformPoint(&p1);
|
|
|
|
Vec3 p2;
|
|
|
|
Vec2 newPos;
|
2022-06-07 00:23:11 +08:00
|
|
|
float* startX = _particleData.startPosX;
|
|
|
|
float* startY = _particleData.startPosY;
|
|
|
|
float* x = _particleData.posx;
|
|
|
|
float* y = _particleData.posy;
|
|
|
|
float* s = _particleData.size;
|
|
|
|
float* r = _particleData.rotation;
|
|
|
|
float* sr = _particleData.staticRotation;
|
|
|
|
float* sid = _particleData.scaleInDelta;
|
|
|
|
float* sil = _particleData.scaleInLength;
|
2015-08-31 17:25:34 +08:00
|
|
|
V3F_C4B_T2F_Quad* quadStart = startQuad;
|
2022-05-27 03:53:19 +08:00
|
|
|
if (_isScaleInAllocated)
|
2015-08-31 17:25:34 +08:00
|
|
|
{
|
2022-06-07 00:23:11 +08:00
|
|
|
for (int i = 0; i < _particleCount;
|
|
|
|
++i, ++startX, ++startY, ++x, ++y, ++quadStart, ++s, ++r, ++sr, ++sid, ++sil)
|
2022-05-27 03:53:19 +08:00
|
|
|
{
|
|
|
|
p2.set(*startX, *startY, 0);
|
|
|
|
worldToNodeTM.transformPoint(&p2);
|
|
|
|
newPos.set(*x, *y);
|
|
|
|
p2 = p1 - p2;
|
|
|
|
newPos.x -= p2.x - pos.x;
|
|
|
|
newPos.y -= p2.y - pos.y;
|
2022-05-27 05:29:53 +08:00
|
|
|
updatePosWithParticle(quadStart, newPos, *s, tweenfunc::expoEaseOut(*sid / *sil), *r, *sr);
|
2022-05-27 03:53:19 +08:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
for (int i = 0; i < _particleCount; ++i, ++startX, ++startY, ++x, ++y, ++quadStart, ++s, ++r, ++sr)
|
|
|
|
{
|
|
|
|
p2.set(*startX, *startY, 0);
|
|
|
|
worldToNodeTM.transformPoint(&p2);
|
|
|
|
newPos.set(*x, *y);
|
|
|
|
p2 = p1 - p2;
|
|
|
|
newPos.x -= p2.x - pos.x;
|
|
|
|
newPos.y -= p2.y - pos.y;
|
|
|
|
updatePosWithParticle(quadStart, newPos, *s, 1.0F, *r, *sr);
|
|
|
|
}
|
2015-08-31 17:25:34 +08:00
|
|
|
}
|
|
|
|
}
|
2021-12-25 10:04:45 +08:00
|
|
|
else if (_positionType == PositionType::RELATIVE)
|
2012-04-24 15:02:18 +08:00
|
|
|
{
|
2015-08-31 17:25:34 +08:00
|
|
|
Vec2 newPos;
|
2021-12-25 10:04:45 +08:00
|
|
|
float* startX = _particleData.startPosX;
|
|
|
|
float* startY = _particleData.startPosY;
|
|
|
|
float* x = _particleData.posx;
|
|
|
|
float* y = _particleData.posy;
|
|
|
|
float* s = _particleData.size;
|
|
|
|
float* r = _particleData.rotation;
|
2022-05-21 21:48:46 +08:00
|
|
|
float* sr = _particleData.staticRotation;
|
2022-05-27 03:53:19 +08:00
|
|
|
float* sid = _particleData.scaleInDelta;
|
|
|
|
float* sil = _particleData.scaleInLength;
|
2015-08-31 17:25:34 +08:00
|
|
|
V3F_C4B_T2F_Quad* quadStart = startQuad;
|
2022-05-27 03:53:19 +08:00
|
|
|
if (_isScaleInAllocated)
|
|
|
|
{
|
2022-06-07 00:23:11 +08:00
|
|
|
for (int i = 0; i < _particleCount;
|
|
|
|
++i, ++startX, ++startY, ++x, ++y, ++quadStart, ++s, ++r, ++sr, ++sid, ++sil)
|
2022-05-27 03:53:19 +08:00
|
|
|
{
|
|
|
|
newPos.set(*x, *y);
|
|
|
|
newPos.x = *x - (currentPosition.x - *startX);
|
|
|
|
newPos.y = *y - (currentPosition.y - *startY);
|
|
|
|
newPos += pos;
|
2022-05-27 05:29:53 +08:00
|
|
|
updatePosWithParticle(quadStart, newPos, *s, tweenfunc::expoEaseOut(*sid / *sil), *r, *sr);
|
2022-05-27 03:53:19 +08:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
2015-08-31 17:25:34 +08:00
|
|
|
{
|
2022-05-27 03:53:19 +08:00
|
|
|
for (int i = 0; i < _particleCount; ++i, ++startX, ++startY, ++x, ++y, ++quadStart, ++s, ++r, ++sr)
|
|
|
|
{
|
|
|
|
newPos.set(*x, *y);
|
|
|
|
newPos.x = *x - (currentPosition.x - *startX);
|
|
|
|
newPos.y = *y - (currentPosition.y - *startY);
|
|
|
|
newPos += pos;
|
|
|
|
updatePosWithParticle(quadStart, newPos, *s, 1.0F, *r, *sr);
|
|
|
|
}
|
2015-08-31 17:25:34 +08:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
Vec2 newPos;
|
2021-12-25 10:04:45 +08:00
|
|
|
float* startX = _particleData.startPosX;
|
|
|
|
float* startY = _particleData.startPosY;
|
|
|
|
float* x = _particleData.posx;
|
|
|
|
float* y = _particleData.posy;
|
|
|
|
float* s = _particleData.size;
|
|
|
|
float* r = _particleData.rotation;
|
2022-05-21 21:48:46 +08:00
|
|
|
float* sr = _particleData.staticRotation;
|
2022-05-27 03:53:19 +08:00
|
|
|
float* sid = _particleData.scaleInDelta;
|
|
|
|
float* sil = _particleData.scaleInLength;
|
2015-08-31 17:25:34 +08:00
|
|
|
V3F_C4B_T2F_Quad* quadStart = startQuad;
|
2022-05-27 03:53:19 +08:00
|
|
|
if (_isScaleInAllocated)
|
|
|
|
{
|
2022-06-07 00:23:11 +08:00
|
|
|
for (int i = 0; i < _particleCount;
|
|
|
|
++i, ++startX, ++startY, ++x, ++y, ++quadStart, ++s, ++r, ++sr, ++sid, ++sil)
|
2022-05-27 03:53:19 +08:00
|
|
|
{
|
|
|
|
newPos.set(*x + pos.x, *y + pos.y);
|
2022-05-27 05:29:53 +08:00
|
|
|
updatePosWithParticle(quadStart, newPos, *s, tweenfunc::expoEaseOut(*sid / *sil), *r, *sr);
|
2022-05-27 03:53:19 +08:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
2015-08-31 17:25:34 +08:00
|
|
|
{
|
2022-05-27 03:53:19 +08:00
|
|
|
for (int i = 0; i < _particleCount; ++i, ++startX, ++startY, ++x, ++y, ++quadStart, ++s, ++r, ++sr)
|
|
|
|
{
|
|
|
|
newPos.set(*x + pos.x, *y + pos.y);
|
|
|
|
updatePosWithParticle(quadStart, newPos, *s, 1.0F, *r, *sr);
|
|
|
|
}
|
2015-08-31 17:25:34 +08:00
|
|
|
}
|
|
|
|
}
|
2021-12-25 10:04:45 +08:00
|
|
|
|
2022-05-26 19:00:33 +08:00
|
|
|
V3F_C4B_T2F_Quad* quad = startQuad;
|
|
|
|
float* r = _particleData.colorR;
|
|
|
|
float* g = _particleData.colorG;
|
|
|
|
float* b = _particleData.colorB;
|
|
|
|
float* a = _particleData.colorA;
|
|
|
|
|
2022-05-27 00:59:48 +08:00
|
|
|
if (_isOpacityFadeInAllocated)
|
2015-08-31 17:25:34 +08:00
|
|
|
{
|
2022-05-27 00:59:48 +08:00
|
|
|
float* fadeDt = _particleData.opacityFadeInDelta;
|
|
|
|
float* fadeLn = _particleData.opacityFadeInLength;
|
2022-05-20 06:15:39 +08:00
|
|
|
|
2022-05-27 00:59:48 +08:00
|
|
|
// HSV calculation is expensive, so we should skip it if it's not enabled.
|
2022-05-27 19:08:25 +08:00
|
|
|
if (_isHSVAllocated)
|
2015-08-31 17:25:34 +08:00
|
|
|
{
|
2022-05-27 00:59:48 +08:00
|
|
|
float* hue = _particleData.hue;
|
|
|
|
float* sat = _particleData.sat;
|
|
|
|
float* val = _particleData.val;
|
|
|
|
|
|
|
|
if (_opacityModifyRGB)
|
|
|
|
{
|
|
|
|
auto hsv = HSV();
|
|
|
|
for (int i = 0; i < _particleCount;
|
|
|
|
++i, ++quad, ++r, ++g, ++b, ++a, ++hue, ++sat, ++val, ++fadeDt, ++fadeLn)
|
|
|
|
{
|
2022-05-29 01:34:19 +08:00
|
|
|
float colorR = *r;
|
|
|
|
float colorG = *g;
|
|
|
|
float colorB = *b;
|
2022-05-27 00:59:48 +08:00
|
|
|
float colorA = *a * (*fadeDt / *fadeLn);
|
|
|
|
hsv.set(colorR, colorG, colorB, colorA);
|
|
|
|
hsv.h += *hue;
|
2022-05-29 01:34:19 +08:00
|
|
|
hsv.s = abs(*sat);
|
|
|
|
hsv.v = abs(*val);
|
|
|
|
auto colF = hsv.toColor4F();
|
2022-05-29 13:13:22 +08:00
|
|
|
quad->bl.colors.set(colF.r * colF.a * 255.0F, colF.g * colF.a * 255.0F, colF.b * colF.a * 255.0F,
|
|
|
|
colF.a * 255.0F);
|
|
|
|
quad->br.colors.set(colF.r * colF.a * 255.0F, colF.g * colF.a * 255.0F, colF.b * colF.a * 255.0F,
|
|
|
|
colF.a * 255.0F);
|
|
|
|
quad->tl.colors.set(colF.r * colF.a * 255.0F, colF.g * colF.a * 255.0F, colF.b * colF.a * 255.0F,
|
|
|
|
colF.a * 255.0F);
|
|
|
|
quad->tr.colors.set(colF.r * colF.a * 255.0F, colF.g * colF.a * 255.0F, colF.b * colF.a * 255.0F,
|
|
|
|
colF.a * 255.0F);
|
2022-05-27 00:59:48 +08:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
2022-05-26 19:00:33 +08:00
|
|
|
{
|
2022-05-27 00:59:48 +08:00
|
|
|
auto hsv = HSV();
|
|
|
|
for (int i = 0; i < _particleCount;
|
|
|
|
++i, ++quad, ++r, ++g, ++b, ++a, ++hue, ++sat, ++val, ++fadeDt, ++fadeLn)
|
|
|
|
{
|
|
|
|
float colorR = *r;
|
|
|
|
float colorG = *g;
|
|
|
|
float colorB = *b;
|
|
|
|
float colorA = *a * (*fadeDt / *fadeLn);
|
|
|
|
hsv.set(colorR, colorG, colorB, colorA);
|
|
|
|
hsv.h += *hue;
|
|
|
|
hsv.s = abs(*sat);
|
|
|
|
hsv.v = abs(*val);
|
|
|
|
auto col = hsv.toColor4B();
|
|
|
|
quad->bl.colors.set(col.r, col.g, col.b, col.a);
|
|
|
|
quad->br.colors.set(col.r, col.g, col.b, col.a);
|
|
|
|
quad->tl.colors.set(col.r, col.g, col.b, col.a);
|
|
|
|
quad->tr.colors.set(col.r, col.g, col.b, col.a);
|
|
|
|
}
|
2022-05-26 19:00:33 +08:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2022-05-27 00:59:48 +08:00
|
|
|
// set color
|
|
|
|
if (_opacityModifyRGB)
|
|
|
|
{
|
|
|
|
for (int i = 0; i < _particleCount; ++i, ++quad, ++r, ++g, ++b, ++a, ++fadeDt, ++fadeLn)
|
|
|
|
{
|
|
|
|
uint8_t colorR = *r * *a * 255;
|
|
|
|
uint8_t colorG = *g * *a * 255;
|
|
|
|
uint8_t colorB = *b * *a * 255;
|
|
|
|
uint8_t colorA = *a * (*fadeDt / *fadeLn) * 255;
|
|
|
|
quad->bl.colors.set(colorR, colorG, colorB, colorA);
|
|
|
|
quad->br.colors.set(colorR, colorG, colorB, colorA);
|
|
|
|
quad->tl.colors.set(colorR, colorG, colorB, colorA);
|
|
|
|
quad->tr.colors.set(colorR, colorG, colorB, colorA);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
2022-05-26 19:00:33 +08:00
|
|
|
{
|
2022-05-27 00:59:48 +08:00
|
|
|
for (int i = 0; i < _particleCount; ++i, ++quad, ++r, ++g, ++b, ++a, ++fadeDt, ++fadeLn)
|
|
|
|
{
|
|
|
|
uint8_t colorR = *r * 255;
|
|
|
|
uint8_t colorG = *g * 255;
|
|
|
|
uint8_t colorB = *b * 255;
|
|
|
|
uint8_t colorA = *a * (*fadeDt / *fadeLn) * 255;
|
|
|
|
quad->bl.colors.set(colorR, colorG, colorB, colorA);
|
|
|
|
quad->br.colors.set(colorR, colorG, colorB, colorA);
|
|
|
|
quad->tl.colors.set(colorR, colorG, colorB, colorA);
|
|
|
|
quad->tr.colors.set(colorR, colorG, colorB, colorA);
|
|
|
|
}
|
2022-05-26 19:00:33 +08:00
|
|
|
}
|
2015-08-31 17:25:34 +08:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2022-05-27 00:59:48 +08:00
|
|
|
// HSV calculation is expensive, so we should skip it if it's not enabled.
|
2022-05-27 19:08:25 +08:00
|
|
|
if (_isHSVAllocated)
|
2015-08-31 17:25:34 +08:00
|
|
|
{
|
2022-05-27 00:59:48 +08:00
|
|
|
float* hue = _particleData.hue;
|
|
|
|
float* sat = _particleData.sat;
|
|
|
|
float* val = _particleData.val;
|
|
|
|
|
|
|
|
if (_opacityModifyRGB)
|
|
|
|
{
|
|
|
|
auto hsv = HSV();
|
2022-06-07 00:23:11 +08:00
|
|
|
for (int i = 0; i < _particleCount; ++i, ++quad, ++r, ++g, ++b, ++a, ++hue, ++sat, ++val)
|
2022-05-27 00:59:48 +08:00
|
|
|
{
|
2022-05-29 01:34:19 +08:00
|
|
|
float colorR = *r;
|
|
|
|
float colorG = *g;
|
|
|
|
float colorB = *b;
|
2022-05-27 00:59:48 +08:00
|
|
|
float colorA = *a;
|
|
|
|
hsv.set(colorR, colorG, colorB, colorA);
|
|
|
|
hsv.h += *hue;
|
2022-06-07 00:23:11 +08:00
|
|
|
hsv.s = abs(*sat);
|
|
|
|
hsv.v = abs(*val);
|
2022-05-29 01:34:19 +08:00
|
|
|
auto colF = hsv.toColor4F();
|
2022-05-29 13:13:22 +08:00
|
|
|
quad->bl.colors.set(colF.r * colF.a * 255.0F, colF.g * colF.a * 255.0F, colF.b * colF.a * 255.0F,
|
|
|
|
colF.a * 255.0F);
|
|
|
|
quad->br.colors.set(colF.r * colF.a * 255.0F, colF.g * colF.a * 255.0F, colF.b * colF.a * 255.0F,
|
|
|
|
colF.a * 255.0F);
|
|
|
|
quad->tl.colors.set(colF.r * colF.a * 255.0F, colF.g * colF.a * 255.0F, colF.b * colF.a * 255.0F,
|
|
|
|
colF.a * 255.0F);
|
|
|
|
quad->tr.colors.set(colF.r * colF.a * 255.0F, colF.g * colF.a * 255.0F, colF.b * colF.a * 255.0F,
|
|
|
|
colF.a * 255.0F);
|
2022-05-27 00:59:48 +08:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
2022-05-26 19:00:33 +08:00
|
|
|
{
|
2022-05-27 00:59:48 +08:00
|
|
|
auto hsv = HSV();
|
2022-06-07 00:23:11 +08:00
|
|
|
for (int i = 0; i < _particleCount; ++i, ++quad, ++r, ++g, ++b, ++a, ++hue, ++sat, ++val)
|
2022-05-27 00:59:48 +08:00
|
|
|
{
|
|
|
|
float colorR = *r;
|
|
|
|
float colorG = *g;
|
|
|
|
float colorB = *b;
|
|
|
|
float colorA = *a;
|
|
|
|
hsv.set(colorR, colorG, colorB, colorA);
|
|
|
|
hsv.h += *hue;
|
|
|
|
hsv.s = abs(*sat);
|
|
|
|
hsv.v = abs(*val);
|
|
|
|
auto col = hsv.toColor4B();
|
|
|
|
quad->bl.colors.set(col.r, col.g, col.b, col.a);
|
|
|
|
quad->br.colors.set(col.r, col.g, col.b, col.a);
|
|
|
|
quad->tl.colors.set(col.r, col.g, col.b, col.a);
|
|
|
|
quad->tr.colors.set(col.r, col.g, col.b, col.a);
|
|
|
|
}
|
2022-05-26 19:00:33 +08:00
|
|
|
}
|
2015-08-31 17:25:34 +08:00
|
|
|
}
|
2022-05-24 16:26:53 +08:00
|
|
|
else
|
2022-05-26 19:00:33 +08:00
|
|
|
{
|
2022-05-27 00:59:48 +08:00
|
|
|
// set color
|
|
|
|
if (_opacityModifyRGB)
|
|
|
|
{
|
|
|
|
for (int i = 0; i < _particleCount; ++i, ++quad, ++r, ++g, ++b, ++a)
|
|
|
|
{
|
|
|
|
uint8_t colorR = *r * *a * 255;
|
|
|
|
uint8_t colorG = *g * *a * 255;
|
|
|
|
uint8_t colorB = *b * *a * 255;
|
|
|
|
uint8_t colorA = *a * 255;
|
|
|
|
quad->bl.colors.set(colorR, colorG, colorB, colorA);
|
|
|
|
quad->br.colors.set(colorR, colorG, colorB, colorA);
|
|
|
|
quad->tl.colors.set(colorR, colorG, colorB, colorA);
|
|
|
|
quad->tr.colors.set(colorR, colorG, colorB, colorA);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
2022-05-26 19:00:33 +08:00
|
|
|
{
|
2022-05-27 00:59:48 +08:00
|
|
|
for (int i = 0; i < _particleCount; ++i, ++quad, ++r, ++g, ++b, ++a)
|
|
|
|
{
|
|
|
|
uint8_t colorR = *r * 255;
|
|
|
|
uint8_t colorG = *g * 255;
|
|
|
|
uint8_t colorB = *b * 255;
|
|
|
|
uint8_t colorA = *a * 255;
|
|
|
|
quad->bl.colors.set(colorR, colorG, colorB, colorA);
|
|
|
|
quad->br.colors.set(colorR, colorG, colorB, colorA);
|
|
|
|
quad->tl.colors.set(colorR, colorG, colorB, colorA);
|
|
|
|
quad->tr.colors.set(colorR, colorG, colorB, colorA);
|
|
|
|
}
|
2022-05-26 19:00:33 +08:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2022-05-24 16:26:53 +08:00
|
|
|
|
2022-05-23 16:32:54 +08:00
|
|
|
// The reason for using for-loops separately for every property is because
|
|
|
|
// When the processor needs to read from or write to a location in memory,
|
|
|
|
// it first checks whether a copy of that data is in the cpu's cache.
|
|
|
|
// And wether if every property's memory of the particle system is continuous,
|
|
|
|
// for the purpose of improving cache hit rate, we should process only one property in one for-loop.
|
|
|
|
// It was proved to be effective especially for low-end devices.
|
2022-07-04 08:28:55 +08:00
|
|
|
if ((_isLifeAnimated || _isEmitterAnimated || _isLoopAnimated) && _isAnimAllocated)
|
2022-05-23 16:32:54 +08:00
|
|
|
{
|
|
|
|
V3F_C4B_T2F_Quad* quad = startQuad;
|
|
|
|
unsigned short* cellIndex = _particleData.animCellIndex;
|
|
|
|
|
2022-05-26 19:00:33 +08:00
|
|
|
ParticleFrameDescriptor index;
|
2022-05-23 16:32:54 +08:00
|
|
|
for (int i = 0; i < _particleCount; ++i, ++quad, ++cellIndex)
|
2022-05-26 19:00:33 +08:00
|
|
|
{
|
|
|
|
float left = 0.0F, bottom = 0.0F, top = 1.0F, right = 1.0F;
|
|
|
|
|
|
|
|
// TODO: index.isRotated should be treated accordingly
|
|
|
|
|
|
|
|
auto iter = _animationIndices.find(*cellIndex);
|
|
|
|
if (iter == _animationIndices.end())
|
2022-05-26 20:56:56 +08:00
|
|
|
index.rect = {0, 0, float(_texture->getPixelsWide()), float(_texture->getPixelsHigh())};
|
2022-05-26 19:00:33 +08:00
|
|
|
else
|
|
|
|
index = iter->second;
|
|
|
|
|
|
|
|
auto texWidth = _texture->getPixelsWide();
|
|
|
|
auto texHeight = _texture->getPixelsHigh();
|
|
|
|
|
|
|
|
left = index.rect.origin.x / texWidth;
|
|
|
|
right = (index.rect.origin.x + index.rect.size.x) / texWidth;
|
|
|
|
|
|
|
|
top = index.rect.origin.y / texHeight;
|
|
|
|
bottom = (index.rect.origin.y + index.rect.size.y) / texHeight;
|
|
|
|
|
|
|
|
quad->bl.texCoords.u = left;
|
|
|
|
quad->bl.texCoords.v = bottom;
|
|
|
|
|
|
|
|
quad->br.texCoords.u = right;
|
|
|
|
quad->br.texCoords.v = bottom;
|
|
|
|
|
|
|
|
quad->tl.texCoords.u = left;
|
|
|
|
quad->tl.texCoords.v = top;
|
|
|
|
|
|
|
|
quad->tr.texCoords.u = right;
|
|
|
|
quad->tr.texCoords.v = top;
|
|
|
|
}
|
2022-05-23 16:32:54 +08:00
|
|
|
}
|
2010-12-28 11:55:34 +08:00
|
|
|
}
|
2015-08-31 17:25:34 +08:00
|
|
|
|
2010-12-28 11:55:34 +08:00
|
|
|
// overriding draw method
|
2021-12-25 10:04:45 +08:00
|
|
|
void ParticleSystemQuad::draw(Renderer* renderer, const Mat4& transform, uint32_t flags)
|
2013-12-03 04:13:05 +08:00
|
|
|
{
|
2021-12-25 10:04:45 +08:00
|
|
|
// quad command
|
|
|
|
if (_particleCount > 0)
|
2013-12-05 10:20:22 +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
|
|
|
auto programState = _quadCommand.getPipelineDescriptor().programState;
|
2019-11-20 18:44:45 +08:00
|
|
|
|
2021-02-05 23:09:14 +08:00
|
|
|
cocos2d::Mat4 projectionMat = _director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
|
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
|
|
|
programState->setUniform(_mvpMatrixLocaiton, projectionMat.m, sizeof(projectionMat.m));
|
2021-12-25 10:04:45 +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
|
|
|
_quadCommand.init(_globalZOrder, _texture, _blendFunc, _quads, _particleCount, transform, flags);
|
2015-01-16 06:00:49 +08:00
|
|
|
renderer->addCommand(&_quadCommand);
|
2013-12-05 10:20:22 +08:00
|
|
|
}
|
2013-12-03 04:13:05 +08:00
|
|
|
}
|
|
|
|
|
2013-09-08 11:26:38 +08:00
|
|
|
void ParticleSystemQuad::setTotalParticles(int tp)
|
2012-04-19 14:35:52 +08:00
|
|
|
{
|
2012-09-17 15:02:24 +08:00
|
|
|
// If we are setting the total number of particles to a number higher
|
2012-04-19 14:35:52 +08:00
|
|
|
// than what is allocated, we need to allocate new arrays
|
2021-12-25 10:04:45 +08:00
|
|
|
if (tp > _allocatedParticles)
|
2012-04-19 14:35:52 +08:00
|
|
|
{
|
|
|
|
// Allocate new memory
|
2021-12-25 10:04:45 +08:00
|
|
|
size_t quadsSize = sizeof(_quads[0]) * tp * 1;
|
2013-06-15 14:03:30 +08:00
|
|
|
size_t indicesSize = sizeof(_indices[0]) * tp * 6 * 1;
|
2012-04-19 14:35:52 +08:00
|
|
|
|
2015-08-31 17:25:34 +08:00
|
|
|
_particleData.release();
|
2015-10-10 17:55:05 +08:00
|
|
|
if (!_particleData.init(tp))
|
2015-08-31 17:25:34 +08:00
|
|
|
{
|
|
|
|
CCLOG("Particle system: not enough memory");
|
|
|
|
return;
|
|
|
|
}
|
2013-07-05 16:49:22 +08:00
|
|
|
V3F_C4B_T2F_Quad* quadsNew = (V3F_C4B_T2F_Quad*)realloc(_quads, quadsSize);
|
2019-06-05 17:58:33 +08:00
|
|
|
unsigned short* indicesNew = (unsigned short*)realloc(_indices, indicesSize);
|
2012-04-19 14:35:52 +08:00
|
|
|
|
2015-08-31 17:25:34 +08:00
|
|
|
if (quadsNew && indicesNew)
|
2012-04-19 14:35:52 +08:00
|
|
|
{
|
|
|
|
// Assign pointers
|
2021-12-25 10:04:45 +08:00
|
|
|
_quads = quadsNew;
|
2013-06-15 14:03:30 +08:00
|
|
|
_indices = indicesNew;
|
2012-04-19 14:35:52 +08:00
|
|
|
|
|
|
|
// Clear the memory
|
2013-06-15 14:03:30 +08:00
|
|
|
memset(_quads, 0, quadsSize);
|
|
|
|
memset(_indices, 0, indicesSize);
|
2021-12-25 10:04:45 +08:00
|
|
|
|
2013-06-15 14:03:30 +08:00
|
|
|
_allocatedParticles = tp;
|
2012-04-19 14:35:52 +08:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// Out of memory, failed to resize some array
|
2021-12-25 10:04:45 +08:00
|
|
|
if (quadsNew)
|
|
|
|
_quads = quadsNew;
|
|
|
|
if (indicesNew)
|
|
|
|
_indices = indicesNew;
|
2012-04-19 14:35:52 +08:00
|
|
|
|
|
|
|
CCLOG("Particle system: out of memory");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2013-06-15 14:03:30 +08:00
|
|
|
_totalParticles = tp;
|
2012-04-19 14:35:52 +08:00
|
|
|
|
|
|
|
// Init particles
|
2013-06-15 14:03:30 +08:00
|
|
|
if (_batchNode)
|
2012-04-19 14:35:52 +08:00
|
|
|
{
|
2013-09-08 11:26:38 +08:00
|
|
|
for (int i = 0; i < _totalParticles; i++)
|
2012-04-19 14:35:52 +08:00
|
|
|
{
|
2015-08-31 17:25:34 +08:00
|
|
|
_particleData.atlasIndex[i] = i;
|
2012-04-19 14:35:52 +08:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2013-02-27 16:24:33 +08:00
|
|
|
initIndices();
|
2021-12-25 10:04:45 +08:00
|
|
|
// setupVBO();
|
|
|
|
|
2022-01-04 12:36:20 +08:00
|
|
|
// fixed https://adxeproject.github.io//issues/3990
|
2014-02-11 18:25:57 +08:00
|
|
|
// Updates texture coords.
|
2014-02-13 10:33:57 +08:00
|
|
|
updateTexCoords();
|
2012-04-19 14:35:52 +08:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2013-06-15 14:03:30 +08:00
|
|
|
_totalParticles = tp;
|
2012-04-19 14:35:52 +08:00
|
|
|
}
|
2021-12-25 10:04:45 +08:00
|
|
|
|
2014-07-29 10:48:20 +08:00
|
|
|
// fixed issue #5762
|
|
|
|
// reset the emission rate
|
|
|
|
setEmissionRate(_totalParticles / _life);
|
2021-12-25 10:04:45 +08:00
|
|
|
|
2013-02-27 16:24:33 +08:00
|
|
|
resetSystem();
|
2012-03-14 14:55:17 +08:00
|
|
|
}
|
2011-03-19 10:07:16 +08:00
|
|
|
|
2016-11-09 10:34:50 +08:00
|
|
|
void ParticleSystemQuad::listenRendererRecreated(EventCustom* /*event*/)
|
2012-04-24 15:02:18 +08:00
|
|
|
{
|
2021-12-25 10:04:45 +08:00
|
|
|
// when comes to foreground in android, _buffersVBO and _VAOname is a wild handle
|
|
|
|
// before recreating, we need to reset them to 0
|
|
|
|
// memset(_buffersVBO, 0, sizeof(_buffersVBO));
|
|
|
|
// if (Configuration::getInstance()->supportsShareableVAO())
|
|
|
|
// {
|
|
|
|
// _VAOname = 0;
|
|
|
|
// setupVBOandVAO();
|
|
|
|
// }
|
|
|
|
// else
|
|
|
|
// {
|
|
|
|
// setupVBO();
|
|
|
|
// }
|
2012-04-24 15:02:18 +08:00
|
|
|
}
|
|
|
|
|
2013-06-20 14:13:12 +08:00
|
|
|
bool ParticleSystemQuad::allocMemory()
|
2012-03-14 14:55:17 +08:00
|
|
|
{
|
2021-12-25 10:04:45 +08:00
|
|
|
CCASSERT(!_batchNode, "Memory should not be alloced when not using batchNode");
|
2011-03-19 10:07:16 +08:00
|
|
|
|
2013-06-15 14:03:30 +08:00
|
|
|
CC_SAFE_FREE(_quads);
|
|
|
|
CC_SAFE_FREE(_indices);
|
2012-04-13 17:24:50 +08:00
|
|
|
|
2021-12-25 10:04:45 +08:00
|
|
|
_quads = (V3F_C4B_T2F_Quad*)malloc(_totalParticles * sizeof(V3F_C4B_T2F_Quad));
|
2019-06-05 17:58:33 +08:00
|
|
|
_indices = (unsigned short*)malloc(_totalParticles * 6 * sizeof(unsigned short));
|
2021-12-25 10:04:45 +08:00
|
|
|
|
|
|
|
if (!_quads || !_indices)
|
2012-04-19 14:35:52 +08:00
|
|
|
{
|
|
|
|
CCLOG("cocos2d: Particle system: not enough memory");
|
2013-06-15 14:03:30 +08:00
|
|
|
CC_SAFE_FREE(_quads);
|
|
|
|
CC_SAFE_FREE(_indices);
|
2012-03-21 21:53:03 +08:00
|
|
|
|
2012-04-19 14:35:52 +08:00
|
|
|
return false;
|
|
|
|
}
|
2012-04-07 12:02:40 +08:00
|
|
|
|
2013-07-05 16:49:22 +08:00
|
|
|
memset(_quads, 0, _totalParticles * sizeof(V3F_C4B_T2F_Quad));
|
2019-06-05 17:58:33 +08:00
|
|
|
memset(_indices, 0, _totalParticles * 6 * sizeof(unsigned short));
|
2012-04-07 12:02:40 +08:00
|
|
|
|
2012-04-19 14:35:52 +08:00
|
|
|
return true;
|
2012-03-14 14:55:17 +08:00
|
|
|
}
|
2010-12-28 11:55:34 +08:00
|
|
|
|
2021-12-25 10:04:45 +08:00
|
|
|
void ParticleSystemQuad::setBatchNode(ParticleBatchNode* batchNode)
|
2012-04-19 14:35:52 +08:00
|
|
|
{
|
2021-12-25 10:04:45 +08:00
|
|
|
if (_batchNode != batchNode)
|
2012-04-19 14:35:52 +08:00
|
|
|
{
|
2013-06-20 14:13:12 +08:00
|
|
|
ParticleBatchNode* oldBatch = _batchNode;
|
2012-04-19 14:35:52 +08:00
|
|
|
|
2013-06-20 14:13:12 +08:00
|
|
|
ParticleSystem::setBatchNode(batchNode);
|
2012-04-19 14:35:52 +08:00
|
|
|
|
|
|
|
// NEW: is self render ?
|
2021-12-25 10:04:45 +08:00
|
|
|
if (!batchNode)
|
2012-04-19 14:35:52 +08:00
|
|
|
{
|
|
|
|
allocMemory();
|
2013-02-27 16:24:33 +08:00
|
|
|
initIndices();
|
2012-04-19 14:35:52 +08:00
|
|
|
setTexture(oldBatch->getTexture());
|
2021-12-25 10:04:45 +08:00
|
|
|
// setupVBO();
|
2012-04-19 14:35:52 +08:00
|
|
|
}
|
|
|
|
// OLD: was it self render ? cleanup
|
2021-12-25 10:04:45 +08:00
|
|
|
else if (!oldBatch)
|
2012-04-19 14:35:52 +08:00
|
|
|
{
|
|
|
|
// copy current state to batch
|
2021-12-25 10:04:45 +08:00
|
|
|
V3F_C4B_T2F_Quad* batchQuads = _batchNode->getTextureAtlas()->getQuads();
|
|
|
|
V3F_C4B_T2F_Quad* quad = &(batchQuads[_atlasIndex]);
|
|
|
|
memcpy(quad, _quads, _totalParticles * sizeof(_quads[0]));
|
2012-04-19 14:35:52 +08:00
|
|
|
|
2013-06-15 14:03:30 +08:00
|
|
|
CC_SAFE_FREE(_quads);
|
|
|
|
CC_SAFE_FREE(_indices);
|
2012-04-19 14:35:52 +08:00
|
|
|
}
|
|
|
|
}
|
2010-12-28 11:55:34 +08:00
|
|
|
}
|
2011-03-19 10:07:16 +08:00
|
|
|
|
2021-12-25 10:04:45 +08:00
|
|
|
ParticleSystemQuad* ParticleSystemQuad::create()
|
|
|
|
{
|
|
|
|
ParticleSystemQuad* particleSystemQuad = new ParticleSystemQuad();
|
2021-12-08 00:11:53 +08:00
|
|
|
if (particleSystemQuad->init())
|
2012-06-02 07:38:43 +08:00
|
|
|
{
|
2013-12-18 17:47:20 +08:00
|
|
|
particleSystemQuad->autorelease();
|
|
|
|
return particleSystemQuad;
|
2012-06-02 07:38:43 +08:00
|
|
|
}
|
2013-12-18 17:47:20 +08:00
|
|
|
CC_SAFE_DELETE(particleSystemQuad);
|
|
|
|
return nullptr;
|
2012-06-02 07:38:43 +08:00
|
|
|
}
|
|
|
|
|
2013-12-13 06:30:22 +08:00
|
|
|
std::string ParticleSystemQuad::getDescription() const
|
|
|
|
{
|
|
|
|
return StringUtils::format("<ParticleSystemQuad | Tag = %d, Total Particles = %d>", _tag, _totalParticles);
|
|
|
|
}
|
2012-04-18 18:43:45 +08:00
|
|
|
NS_CC_END
|