axmol/cocos/2d/CCParticleBatchNode.cpp

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/*
* Copyright (C) 2009 Matt Oswald
* Copyright (c) 2009-2010 Ricardo Quesada
* Copyright (c) 2010-2012 cocos2d-x.org
* Copyright (c) 2011 Zynga Inc.
* Copyright (c) 2011 Marco Tillemans
* Copyright (c) 2013-2016 Chukong Technologies Inc.
* Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
* Copyright (c) 2020-2021 C4games.com.
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* Copyright (c) 2021 Bytedance Inc.
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*
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* https://adxe.org
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*
* 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 "2d/CCParticleBatchNode.h"
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#include <stddef.h> // offsetof
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#include "base/ccTypes.h"
#include "2d/CCGrid.h"
#include "2d/CCParticleSystem.h"
#include "renderer/CCTextureCache.h"
#include "renderer/CCQuadCommand.h"
#include "renderer/CCRenderer.h"
#include "renderer/CCTextureAtlas.h"
#include "base/CCProfiling.h"
#include "base/ccUTF8.h"
#include "base/ccUtils.h"
#include "renderer/ccShaders.h"
#include "renderer/backend/ProgramState.h"
NS_CC_BEGIN
ParticleBatchNode::ParticleBatchNode()
{
auto& pipelinePS = _customCommand.getPipelineDescriptor().programState;
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auto* program = backend::Program::getBuiltinProgram(backend::ProgramType::POSITION_TEXTURE_COLOR);
//!!! ParticleBatchNode private programState don't want affect by Node::_programState, so store at _customCommand
//!!! support etc1 with alpha?
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pipelinePS = new backend::ProgramState(program);
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_mvpMatrixLocaiton = pipelinePS->getUniformLocation("u_MVPMatrix");
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_textureLocation = pipelinePS->getUniformLocation("u_texture");
auto layout = pipelinePS->getVertexLayout();
const auto& attributeInfo = pipelinePS->getProgram()->getActiveAttributes();
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auto iter = attributeInfo.find("a_position");
if (iter != attributeInfo.end())
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{
layout->setAttribute("a_position", iter->second.location, backend::VertexFormat::FLOAT3, 0, false);
}
iter = attributeInfo.find("a_texCoord");
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if (iter != attributeInfo.end())
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{
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layout->setAttribute("a_texCoord", iter->second.location, backend::VertexFormat::FLOAT2,
offsetof(V3F_C4B_T2F, texCoords), false);
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}
iter = attributeInfo.find("a_color");
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if (iter != attributeInfo.end())
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{
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layout->setAttribute("a_color", iter->second.location, backend::VertexFormat::UBYTE4,
offsetof(V3F_C4B_T2F, colors), true);
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}
layout->setLayout(sizeof(V3F_C4B_T2F));
_customCommand.setDrawType(CustomCommand::DrawType::ELEMENT);
_customCommand.setPrimitiveType(CustomCommand::PrimitiveType::TRIANGLE);
}
ParticleBatchNode::~ParticleBatchNode()
{
CC_SAFE_RELEASE(_textureAtlas);
CC_SAFE_RELEASE(_customCommand.getPipelineDescriptor().programState);
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}
/*
* creation with Texture2D
*/
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ParticleBatchNode* ParticleBatchNode::createWithTexture(Texture2D* tex, int capacity /* = kParticleDefaultCapacity*/)
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{
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ParticleBatchNode* p = new ParticleBatchNode();
if (p->initWithTexture(tex, capacity))
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{
p->autorelease();
return p;
}
CC_SAFE_DELETE(p);
return nullptr;
}
/*
* creation with File Image
*/
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ParticleBatchNode* ParticleBatchNode::create(std::string_view imageFile, int capacity /* = kParticleDefaultCapacity*/)
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{
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ParticleBatchNode* p = new ParticleBatchNode();
if (p->initWithFile(imageFile, capacity))
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{
p->autorelease();
return p;
}
CC_SAFE_DELETE(p);
return nullptr;
}
/*
* init with Texture2D
*/
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bool ParticleBatchNode::initWithTexture(Texture2D* tex, int capacity)
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{
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_textureAtlas = new TextureAtlas();
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_textureAtlas->initWithTexture(tex, capacity);
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updateProgramStateTexture();
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_children.reserve(capacity);
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_blendFunc = BlendFunc::ALPHA_PREMULTIPLIED;
return true;
}
/*
* init with FileImage
*/
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bool ParticleBatchNode::initWithFile(std::string_view fileImage, int capacity)
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{
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Texture2D* tex = _director->getTextureCache()->addImage(fileImage);
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return initWithTexture(tex, capacity);
}
// ParticleBatchNode - composition
// override visit.
// Don't call visit on it's children
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void ParticleBatchNode::visit(Renderer* renderer, const Mat4& parentTransform, uint32_t parentFlags)
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{
// CAREFUL:
// This visit is almost identical to Node#visit
// with the exception that it doesn't call visit on it's children
//
// The alternative is to have a void Sprite#visit, but
// although this is less maintainable, is faster
//
if (!_visible)
{
return;
}
uint32_t flags = processParentFlags(parentTransform, parentFlags);
if (isVisitableByVisitingCamera())
{
// IMPORTANT:d
// To ease the migration to v3.0, we still support the Mat4 stack,
// but it is deprecated and your code should not rely on it
_director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
_director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewTransform);
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draw(renderer, _modelViewTransform, flags);
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_director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
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}
}
// override addChild:
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void ParticleBatchNode::addChild(Node* aChild, int zOrder, int tag)
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{
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CCASSERT(aChild != nullptr, "Argument must be non-nullptr");
CCASSERT(dynamic_cast<ParticleSystem*>(aChild) != nullptr,
"CCParticleBatchNode only supports QuadParticleSystems as children");
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ParticleSystem* child = static_cast<ParticleSystem*>(aChild);
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CCASSERT(child->getTexture()->getBackendTexture() == _textureAtlas->getTexture()->getBackendTexture(),
"CCParticleSystem is not using the same texture id");
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addChildByTagOrName(child, zOrder, tag, "", true);
}
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void ParticleBatchNode::addChild(Node* aChild, int zOrder, std::string_view name)
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{
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CCASSERT(aChild != nullptr, "Argument must be non-nullptr");
CCASSERT(dynamic_cast<ParticleSystem*>(aChild) != nullptr,
"CCParticleBatchNode only supports QuadParticleSystems as children");
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ParticleSystem* child = static_cast<ParticleSystem*>(aChild);
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CCASSERT(child->getTexture()->getBackendTexture() == _textureAtlas->getTexture()->getBackendTexture(),
"CCParticleSystem is not using the same texture id");
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addChildByTagOrName(child, zOrder, 0, name, false);
}
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void ParticleBatchNode::addChildByTagOrName(ParticleSystem* child,
int zOrder,
int tag,
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std::string_view name,
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bool setTag)
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{
// If this is the 1st children, then copy blending function
if (_children.empty())
{
setBlendFunc(child->getBlendFunc());
}
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CCASSERT(_blendFunc.src == child->getBlendFunc().src && _blendFunc.dst == child->getBlendFunc().dst,
"Can't add a ParticleSystem that uses a different blending function");
// no lazy sorting, so don't call super addChild, call helper instead
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int pos = 0;
if (setTag)
pos = addChildHelper(child, zOrder, tag, "", true);
else
pos = addChildHelper(child, zOrder, 0, name, false);
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// get new atlasIndex
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int atlasIndex = 0;
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if (pos != 0)
{
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ParticleSystem* p = static_cast<ParticleSystem*>(_children.at(pos - 1));
atlasIndex = p->getAtlasIndex() + p->getTotalParticles();
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}
else
{
atlasIndex = 0;
}
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insertChild(child, atlasIndex);
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// update quad info
child->setBatchNode(this);
}
// don't use lazy sorting, reordering the particle systems quads afterwards would be too complex
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// FIXME: research whether lazy sorting + freeing current quads and calloc a new block with size of capacity would be
// faster
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// FIXME: or possibly using vertexZ for reordering, that would be fastest
// this helper is almost equivalent to Node's addChild, but doesn't make use of the lazy sorting
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int ParticleBatchNode::addChildHelper(ParticleSystem* child, int z, int aTag, std::string_view name, bool setTag)
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{
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CCASSERT(child != nullptr, "Argument must be non-nil");
CCASSERT(child->getParent() == nullptr, "child already added. It can't be added again");
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_children.reserve(4);
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// don't use a lazy insert
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auto pos = searchNewPositionInChildrenForZ(z);
_children.insert(pos, child);
if (setTag)
child->setTag(aTag);
else
child->setName(name);
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child->setLocalZOrder(z);
child->setParent(this);
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if (_running)
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{
child->onEnter();
child->onEnterTransitionDidFinish();
}
return pos;
}
// Reorder will be done in this function, no "lazy" reorder to particles
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void ParticleBatchNode::reorderChild(Node* aChild, int zOrder)
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{
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CCASSERT(aChild != nullptr, "Child must be non-nullptr");
CCASSERT(dynamic_cast<ParticleSystem*>(aChild) != nullptr,
"CCParticleBatchNode only supports QuadParticleSystems as children");
CCASSERT(_children.contains(aChild), "Child doesn't belong to batch");
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ParticleSystem* child = static_cast<ParticleSystem*>(aChild);
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if (zOrder == child->getLocalZOrder())
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{
return;
}
// no reordering if only 1 child
if (!_children.empty())
{
int newIndex = 0, oldIndex = 0;
getCurrentIndex(&oldIndex, &newIndex, child, zOrder);
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if (oldIndex != newIndex)
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{
// reorder _children->array
child->retain();
_children.erase(oldIndex);
_children.insert(newIndex, child);
child->release();
// save old altasIndex
int oldAtlasIndex = child->getAtlasIndex();
// update atlas index
updateAllAtlasIndexes();
// Find new AtlasIndex
int newAtlasIndex = 0;
for (const auto& iter : _children)
{
auto node = static_cast<ParticleSystem*>(iter);
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if (node == child)
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{
newAtlasIndex = child->getAtlasIndex();
break;
}
}
// reorder textureAtlas quads
_textureAtlas->moveQuadsFromIndex(oldAtlasIndex, child->getTotalParticles(), newAtlasIndex);
child->updateWithNoTime();
}
}
child->setLocalZOrder(zOrder);
}
void ParticleBatchNode::getCurrentIndex(int* oldIndex, int* newIndex, Node* child, int z)
{
bool foundCurrentIdx = false;
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bool foundNewIdx = false;
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int minusOne = 0;
auto count = _children.size();
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for (int i = 0; i < count; i++)
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{
Node* pNode = _children.at(i);
// new index
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if (pNode->getLocalZOrder() > z && !foundNewIdx)
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{
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*newIndex = i;
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foundNewIdx = true;
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if (foundCurrentIdx && foundNewIdx)
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{
break;
}
}
// current index
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if (child == pNode)
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{
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*oldIndex = i;
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foundCurrentIdx = true;
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if (!foundNewIdx)
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{
minusOne = -1;
}
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if (foundCurrentIdx && foundNewIdx)
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{
break;
}
}
}
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if (!foundNewIdx)
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{
*newIndex = static_cast<int>(count);
}
*newIndex += minusOne;
}
int ParticleBatchNode::searchNewPositionInChildrenForZ(int z)
{
auto count = _children.size();
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for (int i = 0; i < count; i++)
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{
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Node* child = _children.at(i);
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if (child->getLocalZOrder() > z)
{
return i;
}
}
return static_cast<int>(count);
}
// override removeChild:
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void ParticleBatchNode::removeChild(Node* aChild, bool cleanup)
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{
// explicit nil handling
if (aChild == nullptr)
return;
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CCASSERT(dynamic_cast<ParticleSystem*>(aChild) != nullptr,
"CCParticleBatchNode only supports QuadParticleSystems as children");
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CCASSERT(_children.contains(aChild), "CCParticleBatchNode doesn't contain the sprite. Can't remove it");
ParticleSystem* child = static_cast<ParticleSystem*>(aChild);
// remove child helper
_textureAtlas->removeQuadsAtIndex(child->getAtlasIndex(), child->getTotalParticles());
// after memmove of data, empty the quads at the end of array
_textureAtlas->fillWithEmptyQuadsFromIndex(_textureAtlas->getTotalQuads(), child->getTotalParticles());
// particle could be reused for self rendering
child->setBatchNode(nullptr);
Node::removeChild(child, cleanup);
updateAllAtlasIndexes();
}
void ParticleBatchNode::removeChildAtIndex(int index, bool doCleanup)
{
removeChild(_children.at(index), doCleanup);
}
void ParticleBatchNode::removeAllChildrenWithCleanup(bool doCleanup)
{
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for (const auto& child : _children)
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static_cast<ParticleSystem*>(child)->setBatchNode(nullptr);
Node::removeAllChildrenWithCleanup(doCleanup);
_textureAtlas->removeAllQuads();
}
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void ParticleBatchNode::draw(Renderer* renderer, const Mat4& transform, uint32_t flags)
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{
CC_PROFILER_START("CCParticleBatchNode - draw");
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if (_textureAtlas->getTotalQuads() == 0)
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return;
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_customCommand.init(_globalZOrder, _blendFunc);
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// Texture is set in TextureAtlas.
const cocos2d::Mat4& projectionMat = _director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
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Mat4 finalMat = projectionMat * transform;
auto programState = _customCommand.getPipelineDescriptor().programState;
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programState->setUniform(_mvpMatrixLocaiton, finalMat.m, sizeof(finalMat.m));
if (_textureAtlas->isDirty())
{
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const auto& quads = _textureAtlas->getQuads();
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unsigned int capacity = (unsigned int)_textureAtlas->getCapacity();
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const auto& indices = _textureAtlas->getIndices();
_customCommand.createVertexBuffer((unsigned int)(sizeof(quads[0])), capacity,
CustomCommand::BufferUsage::STATIC);
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_customCommand.updateVertexBuffer(quads, sizeof(quads[0]) * capacity);
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_customCommand.createIndexBuffer(CustomCommand::IndexFormat::U_SHORT, capacity * 6,
CustomCommand::BufferUsage::STATIC);
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_customCommand.updateIndexBuffer(indices, sizeof(indices[0]) * capacity * 6);
}
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renderer->addCommand(&_customCommand);
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CC_PROFILER_STOP("CCParticleBatchNode - draw");
}
void ParticleBatchNode::increaseAtlasCapacityTo(ssize_t quantity)
{
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CCLOG("cocos2d: ParticleBatchNode: resizing TextureAtlas capacity from [%d] to [%d].",
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(int)_textureAtlas->getCapacity(), (int)quantity);
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if (!_textureAtlas->resizeCapacity(quantity))
{
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// serious problems
CCLOGWARN("cocos2d: WARNING: Not enough memory to resize the atlas");
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CCASSERT(false, "XXX: ParticleBatchNode #increaseAtlasCapacity SHALL handle this assert");
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}
}
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// sets a 0'd quad into the quads array
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void ParticleBatchNode::disableParticle(int particleIndex)
{
V3F_C4B_T2F_Quad* quad = &((_textureAtlas->getQuads())[particleIndex]);
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quad->br.vertices.x = quad->br.vertices.y = quad->tr.vertices.x = quad->tr.vertices.y = quad->tl.vertices.x =
quad->tl.vertices.y = quad->bl.vertices.x = quad->bl.vertices.y = 0.0f;
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}
// ParticleBatchNode - add / remove / reorder helper methods
// add child helper
void ParticleBatchNode::insertChild(ParticleSystem* system, int index)
{
system->setAtlasIndex(index);
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if (_textureAtlas->getTotalQuads() + system->getTotalParticles() > _textureAtlas->getCapacity())
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{
increaseAtlasCapacityTo(_textureAtlas->getTotalQuads() + system->getTotalParticles());
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// after a realloc empty quads of textureAtlas can be filled with gibberish (realloc doesn't perform calloc),
// insert empty quads to prevent it
_textureAtlas->fillWithEmptyQuadsFromIndex(_textureAtlas->getCapacity() - system->getTotalParticles(),
system->getTotalParticles());
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}
// make room for quads, not necessary for last child
if (system->getAtlasIndex() + system->getTotalParticles() != _textureAtlas->getTotalQuads())
{
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_textureAtlas->moveQuadsFromIndex(index, index + system->getTotalParticles());
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}
// increase totalParticles here for new particles, update method of particle-system will fill the quads
_textureAtlas->increaseTotalQuadsWith(system->getTotalParticles());
updateAllAtlasIndexes();
}
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// rebuild atlas indexes
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void ParticleBatchNode::updateAllAtlasIndexes()
{
int index = 0;
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for (const auto& child : _children)
{
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ParticleSystem* partiSys = static_cast<ParticleSystem*>(child);
partiSys->setAtlasIndex(index);
index += partiSys->getTotalParticles();
}
}
// ParticleBatchNode - CocosNodeTexture protocol
void ParticleBatchNode::updateBlendFunc()
{
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if (!_textureAtlas->getTexture()->hasPremultipliedAlpha())
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_blendFunc = BlendFunc::ALPHA_NON_PREMULTIPLIED;
}
void ParticleBatchNode::setTexture(Texture2D* texture)
{
_textureAtlas->setTexture(texture);
updateProgramStateTexture();
}
void ParticleBatchNode::updateProgramStateTexture()
{
auto texture = _textureAtlas->getTexture();
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if (!texture)
return;
auto programState = _customCommand.getPipelineDescriptor().programState;
programState->setTexture(texture->getBackendTexture());
// If the new texture has No premultiplied alpha, AND the blendFunc hasn't been changed, then update it
if (!texture->hasPremultipliedAlpha() && (_blendFunc.src == CC_BLEND_SRC && _blendFunc.dst == CC_BLEND_DST))
_blendFunc = BlendFunc::ALPHA_NON_PREMULTIPLIED;
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}
Texture2D* ParticleBatchNode::getTexture() const
{
return _textureAtlas->getTexture();
}
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void ParticleBatchNode::setBlendFunc(const BlendFunc& blendFunc)
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{
_blendFunc = blendFunc;
}
// returns the blending function used for the texture
const BlendFunc& ParticleBatchNode::getBlendFunc() const
{
return _blendFunc;
}
NS_CC_END