axmol/cocos2dx/draw_nodes/CCDrawNode.cpp

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/* Copyright (c) 2012 Scott Lembcke and Howling Moon Software
* Copyright (c) 2012 cocos2d-x.org
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
#include "CCDrawNode.h"
#include "support/CCPointExtension.h"
#include "shaders/CCShaderCache.h"
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#include "CCGL.h"
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NS_CC_BEGIN
// ccVertex2F == CGPoint in 32-bits, but not in 64-bits (OS X)
// that's why the "v2f" functions are needed
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static ccVertex2F v2fzero = {0.0f,0.0f};
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static inline ccVertex2F v2f(float x, float y)
{
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ccVertex2F ret = {x, y};
return ret;
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}
static inline ccVertex2F v2fadd(const ccVertex2F &v0, const ccVertex2F &v1)
{
return v2f(v0.x+v1.x, v0.y+v1.y);
}
static inline ccVertex2F v2fsub(const ccVertex2F &v0, const ccVertex2F &v1)
{
return v2f(v0.x-v1.x, v0.y-v1.y);
}
static inline ccVertex2F v2fmult(const ccVertex2F &v, float s)
{
return v2f(v.x * s, v.y * s);
}
static inline ccVertex2F v2fperp(const ccVertex2F &p0)
{
return v2f(-p0.y, p0.x);
}
static inline ccVertex2F v2fneg(const ccVertex2F &p0)
{
return v2f(-p0.x, - p0.y);
}
static inline float v2fdot(const ccVertex2F &p0, const ccVertex2F &p1)
{
return p0.x * p1.x + p0.y * p1.y;
}
static inline ccVertex2F v2fforangle(float _a_)
{
return v2f(cosf(_a_), sinf(_a_));
}
static inline ccVertex2F v2fnormalize(const ccVertex2F &p)
{
CCPoint r = ccpNormalize(ccp(p.x, p.y));
return v2f(r.x, r.y);
}
static inline ccVertex2F __v2f(const CCPoint &v)
{
#ifdef __LP64__
return v2f(v.x, v.y);
#else
return * ((ccVertex2F*) &v);
#endif
}
static inline ccTex2F __t(const ccVertex2F &v)
{
return *(ccTex2F*)&v;
}
// implementation of CCDrawNode
CCDrawNode::CCDrawNode()
: m_uVao(0)
, m_uVbo(0)
, m_uBufferCapacity(0)
, m_nBufferCount(0)
, m_pBuffer(NULL)
, m_bDirty(false)
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{
m_sBlendFunc.src = CC_BLEND_SRC;
m_sBlendFunc.dst = CC_BLEND_DST;
}
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CCDrawNode::~CCDrawNode()
{
free(m_pBuffer);
m_pBuffer = NULL;
glDeleteBuffers(1, &m_uVbo);
m_uVbo = 0;
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#if CC_TEXTURE_ATLAS_USE_VAO
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glDeleteVertexArrays(1, &m_uVao);
m_uVao = 0;
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#endif
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}
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CCDrawNode* CCDrawNode::create()
{
CCDrawNode* pRet = new CCDrawNode();
if (pRet && pRet->init())
{
pRet->autorelease();
}
else
{
CC_SAFE_DELETE(pRet);
}
return pRet;
}
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void CCDrawNode::ensureCapacity(unsigned int count)
{
if(m_nBufferCount + count > m_uBufferCapacity)
{
m_uBufferCapacity += MAX(m_uBufferCapacity, count);
m_pBuffer = (ccV2F_C4B_T2F*)realloc(m_pBuffer, m_uBufferCapacity*sizeof(ccV2F_C4B_T2F));
}
}
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bool CCDrawNode::init()
{
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ccBlendFunc blendFunc = {CC_BLEND_SRC, CC_BLEND_DST};
m_sBlendFunc = blendFunc;
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setShaderProgram(CCShaderCache::sharedShaderCache()->programForKey(kCCShader_PositionLengthTexureColor));
ensureCapacity(512);
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#if CC_TEXTURE_ATLAS_USE_VAO
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glGenVertexArrays(1, &m_uVao);
ccGLBindVAO(m_uVao);
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#endif
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glGenBuffers(1, &m_uVbo);
glBindBuffer(GL_ARRAY_BUFFER, m_uVbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(ccV2F_C4B_T2F)* m_uBufferCapacity, m_pBuffer, GL_STREAM_DRAW);
glEnableVertexAttribArray(kCCVertexAttrib_Position);
glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4B_T2F), (GLvoid *)offsetof(ccV2F_C4B_T2F, vertices));
glEnableVertexAttribArray(kCCVertexAttrib_Color);
glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ccV2F_C4B_T2F), (GLvoid *)offsetof(ccV2F_C4B_T2F, colors));
glEnableVertexAttribArray(kCCVertexAttrib_TexCoords);
glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4B_T2F), (GLvoid *)offsetof(ccV2F_C4B_T2F, texCoords));
glBindBuffer(GL_ARRAY_BUFFER, 0);
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#if CC_TEXTURE_ATLAS_USE_VAO
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ccGLBindVAO(0);
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#endif
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CHECK_GL_ERROR_DEBUG();
m_bDirty = true;
return true;
}
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void CCDrawNode::render()
{
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glBindBuffer(GL_ARRAY_BUFFER, m_uVbo);
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if (m_bDirty)
{
glBufferData(GL_ARRAY_BUFFER, sizeof(ccV2F_C4B_T2F)*m_uBufferCapacity, m_pBuffer, GL_STREAM_DRAW);
m_bDirty = false;
}
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#if CC_TEXTURE_ATLAS_USE_VAO
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ccGLBindVAO(m_uVao);
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#else
ccGLEnableVertexAttribs(kCCVertexAttribFlag_PosColorTex);
// vertex
int diff = offsetof(ccV2F_C4B_T2F, vertices);
glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4B_T2F), (GLvoid *)(m_pBuffer+diff));
// color
diff = offsetof(ccV2F_C4B_T2F, colors);
glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_UNSIGNED_BYTE, GL_FALSE, sizeof(ccV2F_C4B_T2F), (GLvoid *)(m_pBuffer+diff));
// texcood
diff = offsetof(ccV2F_C4B_T2F, texCoords);
glVertexAttribPointer(kCCVertexAttrib_Color, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4B_T2F), (GLvoid *)(m_pBuffer+diff));
#endif
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glDrawArrays(GL_TRIANGLES, 0, m_nBufferCount);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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CC_INCREMENT_GL_DRAWS(1);
CHECK_GL_ERROR_DEBUG();
}
void CCDrawNode::draw()
{
ccGLBlendFunc(m_sBlendFunc.src, m_sBlendFunc.dst);
getShaderProgram()->use();
getShaderProgram()->setUniformsForBuiltins();
render();
}
void CCDrawNode::drawDot(const CCPoint &pos, float radius, const ccColor4F &color)
{
unsigned int vertex_count = 2*3;
ensureCapacity(vertex_count);
ccV2F_C4B_T2F a = {{pos.x - radius, pos.y - radius}, ccc4BFromccc4F(color), {-1.0, -1.0} };
ccV2F_C4B_T2F b = {{pos.x - radius, pos.y + radius}, ccc4BFromccc4F(color), {-1.0, 1.0} };
ccV2F_C4B_T2F c = {{pos.x + radius, pos.y + radius}, ccc4BFromccc4F(color), { 1.0, 1.0} };
ccV2F_C4B_T2F d = {{pos.x + radius, pos.y - radius}, ccc4BFromccc4F(color), { 1.0, -1.0} };
ccV2F_C4B_T2F_Triangle *triangles = (ccV2F_C4B_T2F_Triangle *)(m_pBuffer + m_nBufferCount);
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ccV2F_C4B_T2F_Triangle triangle0 = {a, b, c};
ccV2F_C4B_T2F_Triangle triangle1 = {a, c, d};
triangles[0] = triangle0;
triangles[1] = triangle1;
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m_nBufferCount += vertex_count;
m_bDirty = true;
}
void CCDrawNode::drawSegment(const CCPoint &from, const CCPoint &to, float radius, const ccColor4F &color)
{
unsigned int vertex_count = 6*3;
ensureCapacity(vertex_count);
ccVertex2F a = __v2f(from);
ccVertex2F b = __v2f(to);
ccVertex2F n = v2fnormalize(v2fperp(v2fsub(b, a)));
ccVertex2F t = v2fperp(n);
ccVertex2F nw = v2fmult(n, radius);
ccVertex2F tw = v2fmult(t, radius);
ccVertex2F v0 = v2fsub(b, v2fadd(nw, tw));
ccVertex2F v1 = v2fadd(b, v2fsub(nw, tw));
ccVertex2F v2 = v2fsub(b, nw);
ccVertex2F v3 = v2fadd(b, nw);
ccVertex2F v4 = v2fsub(a, nw);
ccVertex2F v5 = v2fadd(a, nw);
ccVertex2F v6 = v2fsub(a, v2fsub(nw, tw));
ccVertex2F v7 = v2fadd(a, v2fadd(nw, tw));
ccV2F_C4B_T2F_Triangle *triangles = (ccV2F_C4B_T2F_Triangle *)(m_pBuffer + m_nBufferCount);
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ccV2F_C4B_T2F_Triangle triangles0 = {
{v0, ccc4BFromccc4F(color), __t(v2fneg(v2fadd(n, t)))},
{v1, ccc4BFromccc4F(color), __t(v2fsub(n, t))},
{v2, ccc4BFromccc4F(color), __t(v2fneg(n))},
};
triangles[0] = triangles0;
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ccV2F_C4B_T2F_Triangle triangles1 = {
{v3, ccc4BFromccc4F(color), __t(n)},
{v1, ccc4BFromccc4F(color), __t(v2fsub(n, t))},
{v2, ccc4BFromccc4F(color), __t(v2fneg(n))},
};
triangles[1] = triangles1;
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ccV2F_C4B_T2F_Triangle triangles2 = {
{v3, ccc4BFromccc4F(color), __t(n)},
{v4, ccc4BFromccc4F(color), __t(v2fneg(n))},
{v2, ccc4BFromccc4F(color), __t(v2fneg(n))},
};
triangles[2] = triangles2;
ccV2F_C4B_T2F_Triangle triangles3 = {
{v3, ccc4BFromccc4F(color), __t(n)},
{v4, ccc4BFromccc4F(color), __t(v2fneg(n))},
{v5, ccc4BFromccc4F(color), __t(n) },
};
triangles[3] = triangles3;
ccV2F_C4B_T2F_Triangle triangles4 = {
{v6, ccc4BFromccc4F(color), __t(v2fsub(t, n))},
{v4, ccc4BFromccc4F(color), __t(v2fneg(n)) },
{v5, ccc4BFromccc4F(color), __t(n)},
};
triangles[4] = triangles4;
ccV2F_C4B_T2F_Triangle triangles5 = {
{v6, ccc4BFromccc4F(color), __t(v2fsub(t, n))},
{v7, ccc4BFromccc4F(color), __t(v2fadd(n, t))},
{v5, ccc4BFromccc4F(color), __t(n)},
};
triangles[5] = triangles5;
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m_nBufferCount += vertex_count;
m_bDirty = true;
}
void CCDrawNode::drawPolygon(CCPoint *verts, unsigned int count, const ccColor4F &fillColor, float borderWidth, const ccColor4F &borderColor)
{
struct ExtrudeVerts {ccVertex2F offset, n;};
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struct ExtrudeVerts* extrude = (struct ExtrudeVerts*)malloc(sizeof(struct ExtrudeVerts)*count);
memset(extrude, 0, sizeof(struct ExtrudeVerts)*count);
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for(int i = 0; i < count; i++)
{
ccVertex2F v0 = __v2f(verts[(i-1+count)%count]);
ccVertex2F v1 = __v2f(verts[i]);
ccVertex2F v2 = __v2f(verts[(i+1)%count]);
ccVertex2F n1 = v2fnormalize(v2fperp(v2fsub(v1, v0)));
ccVertex2F n2 = v2fnormalize(v2fperp(v2fsub(v2, v1)));
ccVertex2F offset = v2fmult(v2fadd(n1, n2), 1.0/(v2fdot(n1, n2) + 1.0));
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struct ExtrudeVerts tmp = {offset, n2};
extrude[i] = tmp;
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}
bool outline = (fillColor.a > 0.0 && borderWidth > 0.0);
unsigned int triangle_count = 3*count - 2;
unsigned int vertex_count = 3*triangle_count;
ensureCapacity(vertex_count);
ccV2F_C4B_T2F_Triangle *triangles = (ccV2F_C4B_T2F_Triangle *)(m_pBuffer + m_nBufferCount);
ccV2F_C4B_T2F_Triangle *cursor = triangles;
float inset = (outline == 0.0 ? 0.5 : 0.0);
for(int i = 0; i < count-2; i++)
{
ccVertex2F v0 = v2fsub(__v2f(verts[0 ]), v2fmult(extrude[0 ].offset, inset));
ccVertex2F v1 = v2fsub(__v2f(verts[i+1]), v2fmult(extrude[i+1].offset, inset));
ccVertex2F v2 = v2fsub(__v2f(verts[i+2]), v2fmult(extrude[i+2].offset, inset));
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ccV2F_C4B_T2F_Triangle tmp = {
{v0, ccc4BFromccc4F(fillColor), __t(v2fzero)},
{v1, ccc4BFromccc4F(fillColor), __t(v2fzero)},
{v2, ccc4BFromccc4F(fillColor), __t(v2fzero)},
};
*cursor++ = tmp;
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}
for(int i = 0; i < count; i++)
{
int j = (i+1)%count;
ccVertex2F v0 = __v2f(verts[i]);
ccVertex2F v1 = __v2f(verts[j]);
ccVertex2F n0 = extrude[i].n;
ccVertex2F offset0 = extrude[i].offset;
ccVertex2F offset1 = extrude[j].offset;
if(outline)
{
ccVertex2F inner0 = v2fsub(v0, v2fmult(offset0, borderWidth));
ccVertex2F inner1 = v2fsub(v1, v2fmult(offset1, borderWidth));
ccVertex2F outer0 = v2fadd(v0, v2fmult(offset0, borderWidth));
ccVertex2F outer1 = v2fadd(v1, v2fmult(offset1, borderWidth));
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ccV2F_C4B_T2F_Triangle tmp1 = {
{inner0, ccc4BFromccc4F(borderColor), __t(v2fneg(n0))},
{inner1, ccc4BFromccc4F(borderColor), __t(v2fneg(n0))},
{outer1, ccc4BFromccc4F(borderColor), __t(n0)}
};
*cursor++ = tmp1;
ccV2F_C4B_T2F_Triangle tmp2 = {
{inner0, ccc4BFromccc4F(borderColor), __t(v2fneg(n0))},
{outer0, ccc4BFromccc4F(borderColor), __t(n0)},
{outer1, ccc4BFromccc4F(borderColor), __t(n0)}
};
*cursor++ = tmp2;
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}
else {
ccVertex2F inner0 = v2fsub(v0, v2fmult(offset0, 0.5));
ccVertex2F inner1 = v2fsub(v1, v2fmult(offset1, 0.5));
ccVertex2F outer0 = v2fadd(v0, v2fmult(offset0, 0.5));
ccVertex2F outer1 = v2fadd(v1, v2fmult(offset1, 0.5));
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ccV2F_C4B_T2F_Triangle tmp1 = {
{inner0, ccc4BFromccc4F(fillColor), __t(v2fzero)},
{inner1, ccc4BFromccc4F(fillColor), __t(v2fzero)},
{outer1, ccc4BFromccc4F(fillColor), __t(n0)}
};
*cursor++ = tmp1;
ccV2F_C4B_T2F_Triangle tmp2 = {
{inner0, ccc4BFromccc4F(fillColor), __t(v2fzero)},
{outer0, ccc4BFromccc4F(fillColor), __t(n0)},
{outer1, ccc4BFromccc4F(fillColor), __t(n0)}
};
*cursor++ = tmp2;
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}
}
m_nBufferCount += vertex_count;
m_bDirty = true;
}
void CCDrawNode::clear()
{
m_nBufferCount = 0;
m_bDirty = true;
}
ccBlendFunc CCDrawNode::getBlendFunc() const
{
return m_sBlendFunc;
}
void CCDrawNode::setBlendFunc(const ccBlendFunc &blendFunc)
{
m_sBlendFunc = blendFunc;
}
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NS_CC_END