2017-11-23 09:34:23 +08:00
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/****************************************************************************
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2012-04-19 14:35:52 +08:00
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Copyright (c) 2008-2010 Ricardo Quesada
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2014-01-07 11:25:07 +08:00
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Copyright (c) 2010-2013 cocos2d-x.org
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2012-04-19 14:35:52 +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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2022-04-23 17:45:07 +08:00
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Copyright (c) 2021-2022 Bytedance Inc.
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2012-04-19 14:35:52 +08:00
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2022-10-01 16:24:52 +08:00
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https://axmolengine.github.io/
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2012-04-19 14:35:52 +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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2013-05-23 04:00:34 +08:00
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2013-07-19 13:42:45 +08:00
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// cocos2d includes
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2014-04-30 08:37:36 +08:00
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#include "base/CCDirector.h"
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2013-07-19 13:42:45 +08:00
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2013-05-23 04:00:34 +08:00
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// standard includes
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#include <string>
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2014-04-27 01:11:22 +08:00
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#include "2d/CCSpriteFrameCache.h"
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2014-05-17 05:36:00 +08:00
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#include "platform/CCFileUtils.h"
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2014-08-29 15:39:52 +08:00
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2014-05-01 10:09:13 +08:00
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#include "2d/CCActionManager.h"
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#include "2d/CCFontFNT.h"
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#include "2d/CCFontAtlasCache.h"
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#include "2d/CCAnimationCache.h"
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#include "2d/CCTransition.h"
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#include "2d/CCFontFreeType.h"
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2014-08-29 15:39:52 +08:00
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#include "2d/CCLabelAtlas.h"
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2014-05-17 05:36:00 +08:00
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#include "renderer/CCTextureCache.h"
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#include "renderer/CCRenderer.h"
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2015-05-06 04:07:32 +08:00
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#include "renderer/CCRenderState.h"
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2014-10-20 16:25:24 +08:00
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#include "2d/CCCamera.h"
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2014-05-17 05:36:00 +08:00
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#include "base/CCUserDefault.h"
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2018-09-11 14:39:30 +08:00
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#include "base/ccUtils.h"
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2014-05-17 05:36:00 +08:00
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#include "base/ccFPSImages.h"
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2014-05-01 10:09:13 +08:00
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#include "base/CCScheduler.h"
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#include "base/ccMacros.h"
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2014-04-30 08:37:36 +08:00
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#include "base/CCEventDispatcher.h"
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#include "base/CCEventCustom.h"
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2014-04-27 01:35:57 +08:00
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#include "base/CCConsole.h"
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2014-05-01 10:09:13 +08:00
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#include "base/CCAutoreleasePool.h"
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#include "base/CCConfiguration.h"
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2014-12-04 18:31:10 +08:00
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#include "base/CCAsyncTaskPool.h"
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2017-10-13 11:55:37 +08:00
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#include "base/ObjectFactory.h"
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2014-09-10 07:50:02 +08:00
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#include "platform/CCApplication.h"
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2022-01-03 11:34:58 +08:00
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#include "audio/AudioEngine.h"
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2014-02-06 11:51:24 +08:00
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2022-07-15 19:17:01 +08:00
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#if AX_ENABLE_SCRIPT_BINDING
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2021-12-25 10:04:45 +08:00
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# include "base/CCScriptSupport.h"
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2014-12-28 11:55:06 +08:00
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#endif
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2012-04-19 14:35:52 +08:00
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using namespace std;
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2022-07-11 17:50:21 +08:00
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NS_AX_BEGIN
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2014-08-30 03:54:24 +08:00
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// FIXME: it should be a Director ivar. Move it there once support for multiple directors is added
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2012-04-19 14:35:52 +08:00
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// singleton stuff
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2021-12-25 10:04:45 +08:00
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static Director* s_SharedDirector = nullptr;
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2012-04-19 14:35:52 +08:00
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2021-12-25 10:04:45 +08:00
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#define kDefaultFPS 60 // 60 frames per second
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2012-04-19 14:35:52 +08:00
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2021-12-25 10:04:45 +08:00
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const char* Director::EVENT_BEFORE_SET_NEXT_SCENE = "director_before_set_next_scene";
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const char* Director::EVENT_AFTER_SET_NEXT_SCENE = "director_after_set_next_scene";
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const char* Director::EVENT_PROJECTION_CHANGED = "director_projection_changed";
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const char* Director::EVENT_AFTER_DRAW = "director_after_draw";
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const char* Director::EVENT_AFTER_VISIT = "director_after_visit";
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const char* Director::EVENT_BEFORE_UPDATE = "director_before_update";
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const char* Director::EVENT_AFTER_UPDATE = "director_after_update";
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const char* Director::EVENT_RESET = "director_reset";
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const char* Director::EVENT_BEFORE_DRAW = "director_before_draw";
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2013-12-21 16:56:28 +08:00
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2013-07-12 06:24:23 +08:00
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Director* Director::getInstance()
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2012-04-19 14:35:52 +08:00
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{
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2012-09-21 00:29:16 +08:00
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if (!s_SharedDirector)
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2012-04-19 14:35:52 +08:00
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{
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2021-12-08 00:11:53 +08:00
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s_SharedDirector = new Director;
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2022-07-16 10:43:05 +08:00
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AXASSERT(s_SharedDirector, "FATAL: Not enough memory");
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2012-09-21 00:29:16 +08:00
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s_SharedDirector->init();
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2012-04-19 14:35:52 +08:00
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}
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2012-09-21 00:29:16 +08:00
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return s_SharedDirector;
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2012-04-19 14:35:52 +08:00
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}
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2021-12-25 10:04:45 +08:00
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Director::Director() {}
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2012-04-19 14:35:52 +08:00
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2019-07-22 09:38:46 +08:00
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bool Director::init()
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2013-06-07 03:23:44 +08:00
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{
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2013-07-08 10:26:53 +08:00
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setDefaultValues();
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2013-06-07 03:23:44 +08:00
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2013-12-07 14:22:51 +08:00
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_scenesStack.reserve(15);
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2012-04-19 14:35:52 +08:00
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// FPS
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2016-07-20 12:43:40 +08:00
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_lastUpdate = std::chrono::steady_clock::now();
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2021-12-25 10:04:45 +08:00
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2021-12-08 00:11:53 +08:00
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_console = new Console;
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2015-03-17 01:22:20 +08:00
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2012-04-19 14:35:52 +08:00
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// scheduler
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2021-12-08 00:11:53 +08:00
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_scheduler = new Scheduler();
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2012-04-19 14:35:52 +08:00
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// action manager
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2021-12-08 00:11:53 +08:00
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_actionManager = new ActionManager();
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2014-03-03 11:00:30 +08:00
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_scheduler->scheduleUpdate(_actionManager, Scheduler::PRIORITY_SYSTEM, false);
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2012-04-19 14:35:52 +08:00
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2021-12-08 00:11:53 +08:00
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_eventDispatcher = new EventDispatcher();
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2021-12-25 10:04:45 +08:00
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2021-12-08 00:11:53 +08:00
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_beforeSetNextScene = new EventCustom(EVENT_BEFORE_SET_NEXT_SCENE);
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2017-06-05 13:37:50 +08:00
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_beforeSetNextScene->setUserData(this);
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2021-12-08 00:11:53 +08:00
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_afterSetNextScene = new EventCustom(EVENT_AFTER_SET_NEXT_SCENE);
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2017-06-05 13:37:50 +08:00
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_afterSetNextScene->setUserData(this);
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2021-12-08 00:11:53 +08:00
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_eventAfterDraw = new EventCustom(EVENT_AFTER_DRAW);
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2013-12-21 16:56:28 +08:00
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_eventAfterDraw->setUserData(this);
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2021-12-08 00:11:53 +08:00
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_eventBeforeDraw = new EventCustom(EVENT_BEFORE_DRAW);
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2017-05-26 11:09:24 +08:00
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_eventBeforeDraw->setUserData(this);
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2021-12-08 00:11:53 +08:00
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_eventAfterVisit = new EventCustom(EVENT_AFTER_VISIT);
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2013-12-21 16:56:28 +08:00
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_eventAfterVisit->setUserData(this);
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2021-12-08 00:11:53 +08:00
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_eventBeforeUpdate = new EventCustom(EVENT_BEFORE_UPDATE);
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2015-10-27 17:32:57 +08:00
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_eventBeforeUpdate->setUserData(this);
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2021-12-08 00:11:53 +08:00
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_eventAfterUpdate = new EventCustom(EVENT_AFTER_UPDATE);
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2013-12-21 16:56:28 +08:00
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_eventAfterUpdate->setUserData(this);
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2021-12-08 00:11:53 +08:00
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_eventProjectionChanged = new EventCustom(EVENT_PROJECTION_CHANGED);
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2013-12-21 16:56:28 +08:00
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_eventProjectionChanged->setUserData(this);
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2021-12-08 00:11:53 +08:00
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_eventResetDirector = new EventCustom(EVENT_RESET);
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2021-12-25 10:04:45 +08:00
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// init TextureCache
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2013-11-07 18:52:36 +08:00
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initTextureCache();
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2014-04-02 16:36:11 +08:00
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initMatrixStack();
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2013-12-18 09:50:17 +08:00
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2021-12-08 00:11:53 +08:00
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_renderer = new Renderer;
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2013-12-18 09:50:17 +08:00
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2012-04-19 14:35:52 +08:00
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return true;
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}
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2014-01-14 06:48:12 +08:00
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2019-07-22 09:38:46 +08:00
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Director::~Director()
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2012-04-19 14:35:52 +08:00
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{
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2022-07-16 10:43:05 +08:00
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AXLOGINFO("deallocing Director: %p", this);
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2012-04-19 14:35:52 +08:00
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2022-07-15 19:17:01 +08:00
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AX_SAFE_RELEASE(_FPSLabel);
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AX_SAFE_RELEASE(_drawnVerticesLabel);
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AX_SAFE_RELEASE(_drawnBatchesLabel);
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AX_SAFE_RELEASE(_runningScene);
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AX_SAFE_RELEASE(_notificationNode);
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AX_SAFE_RELEASE(_scheduler);
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AX_SAFE_RELEASE(_actionManager);
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AX_SAFE_RELEASE(_beforeSetNextScene);
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AX_SAFE_RELEASE(_afterSetNextScene);
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AX_SAFE_RELEASE(_eventBeforeUpdate);
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AX_SAFE_RELEASE(_eventAfterUpdate);
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AX_SAFE_RELEASE(_eventAfterDraw);
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AX_SAFE_RELEASE(_eventBeforeDraw);
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AX_SAFE_RELEASE(_eventAfterVisit);
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AX_SAFE_RELEASE(_eventProjectionChanged);
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AX_SAFE_RELEASE(_eventResetDirector);
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2014-03-22 20:55:08 +08:00
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2017-06-05 13:37:50 +08:00
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delete _renderer;
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2014-01-11 09:11:14 +08:00
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delete _console;
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2014-10-23 22:01:04 +08:00
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2022-07-15 19:17:01 +08:00
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AX_SAFE_RELEASE(_eventDispatcher);
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2021-12-25 10:04:45 +08:00
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2014-07-08 18:22:48 +08:00
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Configuration::destroyInstance();
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2017-10-16 10:37:01 +08:00
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ObjectFactory::destroyInstance();
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2014-07-08 18:22:48 +08:00
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2013-08-08 16:31:44 +08:00
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s_SharedDirector = nullptr;
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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
|
|
|
|
|
2022-07-15 19:17:01 +08:00
|
|
|
|
#if AX_ENABLE_SCRIPT_BINDING
|
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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|
|
ScriptEngineManager::destroyInstance();
|
|
|
|
|
#endif
|
|
|
|
|
|
2022-07-15 19:17:01 +08:00
|
|
|
|
#if (AX_TARGET_PLATFORM == AX_PLATFORM_IOS)
|
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
|
|
|
|
exit(0);
|
|
|
|
|
#endif
|
2012-04-19 14:35:52 +08:00
|
|
|
|
}
|
|
|
|
|
|
2019-07-22 09:38:46 +08:00
|
|
|
|
void Director::setDefaultValues()
|
2013-06-07 03:23:44 +08:00
|
|
|
|
{
|
2021-12-25 10:04:45 +08:00
|
|
|
|
Configuration* conf = Configuration::getInstance();
|
2013-06-07 03:23:44 +08:00
|
|
|
|
|
2014-04-28 09:51:10 +08:00
|
|
|
|
// default FPS
|
2022-10-01 16:24:52 +08:00
|
|
|
|
float fps = conf->getValue("axmol.fps", Value(kDefaultFPS)).asFloat();
|
2019-10-09 17:50:32 +08:00
|
|
|
|
_oldAnimationInterval = _animationInterval = 1.0f / fps;
|
2013-06-07 03:23:44 +08:00
|
|
|
|
|
2014-04-28 09:51:10 +08:00
|
|
|
|
// Display FPS
|
2022-10-01 16:24:52 +08:00
|
|
|
|
_statsDisplay = conf->getValue("axmol.display_fps", Value(false)).asBool();
|
2013-06-07 03:23:44 +08:00
|
|
|
|
|
2014-04-28 09:51:10 +08:00
|
|
|
|
// GL projection
|
2022-10-01 16:24:52 +08:00
|
|
|
|
std::string projection = conf->getValue("axmol.gl.projection", Value("3d")).asString();
|
2014-04-28 09:51:10 +08:00
|
|
|
|
if (projection == "3d")
|
|
|
|
|
_projection = Projection::_3D;
|
|
|
|
|
else if (projection == "2d")
|
|
|
|
|
_projection = Projection::_2D;
|
|
|
|
|
else if (projection == "custom")
|
|
|
|
|
_projection = Projection::CUSTOM;
|
|
|
|
|
else
|
2022-07-16 10:43:05 +08:00
|
|
|
|
AXASSERT(false, "Invalid projection value");
|
2014-04-28 09:51:10 +08:00
|
|
|
|
|
|
|
|
|
// Default pixel format for PNG images with alpha
|
2022-10-01 16:24:52 +08:00
|
|
|
|
std::string pixel_format = conf->getValue("axmol.texture.pixel_format_for_png", Value("rgba8888")).asString();
|
2014-04-28 09:51:10 +08:00
|
|
|
|
if (pixel_format == "rgba8888")
|
2020-09-25 11:07:56 +08:00
|
|
|
|
Texture2D::setDefaultAlphaPixelFormat(backend::PixelFormat::RGBA8);
|
2021-12-25 10:04:45 +08:00
|
|
|
|
else if (pixel_format == "rgba4444")
|
2020-09-25 11:07:56 +08:00
|
|
|
|
Texture2D::setDefaultAlphaPixelFormat(backend::PixelFormat::RGBA4);
|
2021-12-25 10:04:45 +08:00
|
|
|
|
else if (pixel_format == "rgba5551")
|
2019-06-03 09:39:51 +08:00
|
|
|
|
Texture2D::setDefaultAlphaPixelFormat(backend::PixelFormat::RGB5A1);
|
2014-04-28 09:51:10 +08:00
|
|
|
|
|
2022-04-26 16:38:59 +08:00
|
|
|
|
/* !!!Notes
|
|
|
|
|
** All compressed image should do PMA at texture convert tools(such as astcenc-2.2+ with -pp-premultiply)
|
|
|
|
|
** or GPU fragment shader
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
// PVR v2 has alpha premultiplied ?
|
2022-10-01 16:24:52 +08:00
|
|
|
|
bool pvr_alpha_premultiplied = conf->getValue("axmol.texture.pvrv2_has_alpha_premultiplied", Value(false)).asBool();
|
2022-04-26 16:38:59 +08:00
|
|
|
|
Image::setCompressedImagesHavePMA(Image::CompressedImagePMAFlag::PVR, pvr_alpha_premultiplied);
|
|
|
|
|
|
|
|
|
|
// ASTC has alpha premultiplied ?
|
2022-10-01 16:24:52 +08:00
|
|
|
|
bool astc_alpha_premultiplied = conf->getValue("axmol.texture.astc_has_pma", Value{true}).asBool();
|
2022-04-26 16:38:59 +08:00
|
|
|
|
Image::setCompressedImagesHavePMA(Image::CompressedImagePMAFlag::ASTC, astc_alpha_premultiplied);
|
|
|
|
|
|
|
|
|
|
// ETC2 has alpha premultiplied ?
|
|
|
|
|
// Note: no suitable tools(etc2comp, Mali Texture Compression Tool, PVRTexTool) support do PMA currently, so set etc2 PMA default to `false`
|
2022-10-01 16:24:52 +08:00
|
|
|
|
bool etc2_alpha_premultiplied = conf->getValue("axmol.texture.etc2_has_pma", Value{false}).asBool();
|
2022-05-15 15:40:50 +08:00
|
|
|
|
Image::setCompressedImagesHavePMA(Image::CompressedImagePMAFlag::ETC2, etc2_alpha_premultiplied);
|
2013-06-07 03:23:44 +08:00
|
|
|
|
}
|
|
|
|
|
|
2013-08-08 16:31:44 +08:00
|
|
|
|
void Director::setGLDefaultValues()
|
2012-04-19 14:35:52 +08:00
|
|
|
|
{
|
|
|
|
|
// This method SHOULD be called only after openGLView_ was initialized
|
2022-07-16 10:43:05 +08:00
|
|
|
|
AXASSERT(_openGLView, "opengl view should not be null");
|
2012-04-19 14:35:52 +08:00
|
|
|
|
|
2019-06-30 11:36:52 +08:00
|
|
|
|
_renderer->setDepthTest(false);
|
|
|
|
|
_renderer->setDepthCompareFunction(backend::CompareFunction::LESS_EQUAL);
|
2013-06-15 14:03:30 +08:00
|
|
|
|
setProjection(_projection);
|
2012-04-19 14:35:52 +08:00
|
|
|
|
}
|
|
|
|
|
|
2012-09-15 06:26:38 +08:00
|
|
|
|
// Draw the Scene
|
2013-08-08 16:31:44 +08:00
|
|
|
|
void Director::drawScene()
|
2012-04-19 14:35:52 +08:00
|
|
|
|
{
|
2021-01-31 22:22:52 +08:00
|
|
|
|
_renderer->beginFrame();
|
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
|
|
|
|
|
2012-04-19 14:35:52 +08:00
|
|
|
|
// calculate "global" dt
|
|
|
|
|
calculateDeltaTime();
|
2021-12-25 10:04:45 +08:00
|
|
|
|
|
2013-07-08 10:26:53 +08:00
|
|
|
|
if (_openGLView)
|
|
|
|
|
{
|
2014-07-31 00:53:04 +08:00
|
|
|
|
_openGLView->pollEvents();
|
2013-07-08 10:26:53 +08:00
|
|
|
|
}
|
|
|
|
|
|
2021-12-25 10:04:45 +08:00
|
|
|
|
// tick before glClear: issue #533
|
2020-09-05 17:12:30 +08:00
|
|
|
|
if (!_paused)
|
2012-04-19 14:35:52 +08:00
|
|
|
|
{
|
2015-10-27 17:32:57 +08:00
|
|
|
|
_eventDispatcher->dispatchEvent(_eventBeforeUpdate);
|
2013-06-15 14:03:30 +08:00
|
|
|
|
_scheduler->update(_deltaTime);
|
2013-12-21 16:56:28 +08:00
|
|
|
|
_eventDispatcher->dispatchEvent(_eventAfterUpdate);
|
2012-04-19 14:35:52 +08:00
|
|
|
|
}
|
|
|
|
|
|
2019-02-27 11:29:20 +08:00
|
|
|
|
_renderer->clear(ClearFlag::ALL, _clearColor, 1, 0, -10000.0);
|
2021-12-25 10:04:45 +08:00
|
|
|
|
|
2017-05-26 11:09:24 +08:00
|
|
|
|
_eventDispatcher->dispatchEvent(_eventBeforeDraw);
|
2021-12-25 10:04:45 +08:00
|
|
|
|
|
2012-04-19 14:35:52 +08:00
|
|
|
|
/* to avoid flickr, nextScene MUST be here: after tick and before draw.
|
2014-08-30 03:54:24 +08:00
|
|
|
|
* FIXME: Which bug is this one. It seems that it can't be reproduced with v0.9
|
|
|
|
|
*/
|
2013-06-15 14:03:30 +08:00
|
|
|
|
if (_nextScene)
|
2012-04-19 14:35:52 +08:00
|
|
|
|
{
|
|
|
|
|
setNextScene();
|
|
|
|
|
}
|
|
|
|
|
|
2014-04-02 22:46:37 +08:00
|
|
|
|
pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
|
2021-12-25 10:04:45 +08:00
|
|
|
|
|
2013-06-15 14:03:30 +08:00
|
|
|
|
if (_runningScene)
|
2012-04-19 14:35:52 +08:00
|
|
|
|
{
|
2022-07-15 19:17:01 +08:00
|
|
|
|
#if (AX_USE_PHYSICS || (AX_USE_3D_PHYSICS && AX_ENABLE_BULLET_INTEGRATION) || AX_USE_NAVMESH)
|
2015-06-09 13:49:07 +08:00
|
|
|
|
_runningScene->stepPhysicsAndNavigation(_deltaTime);
|
2015-01-07 17:08:04 +08:00
|
|
|
|
#endif
|
2021-12-25 10:04:45 +08:00
|
|
|
|
// clear draw stats
|
2014-09-02 11:12:15 +08:00
|
|
|
|
_renderer->clearDrawStats();
|
2021-12-25 10:04:45 +08:00
|
|
|
|
|
|
|
|
|
// render the scene
|
|
|
|
|
if (_openGLView)
|
2018-01-19 13:40:41 +08:00
|
|
|
|
_openGLView->renderScene(_runningScene, _renderer);
|
2021-12-25 10:04:45 +08:00
|
|
|
|
|
2013-12-21 16:56:28 +08:00
|
|
|
|
_eventDispatcher->dispatchEvent(_eventAfterVisit);
|
2012-04-19 14:35:52 +08:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// draw the notifications node
|
2013-06-15 14:03:30 +08:00
|
|
|
|
if (_notificationNode)
|
2012-04-19 14:35:52 +08:00
|
|
|
|
{
|
2014-08-08 11:52:40 +08:00
|
|
|
|
_notificationNode->visit(_renderer, Mat4::IDENTITY, 0);
|
2012-04-19 14:35:52 +08:00
|
|
|
|
}
|
2014-01-14 06:48:12 +08:00
|
|
|
|
|
2017-06-05 13:37:50 +08:00
|
|
|
|
updateFrameRate();
|
2021-12-25 10:04:45 +08:00
|
|
|
|
|
2022-07-06 12:58:24 +08:00
|
|
|
|
if (_statsDisplay)
|
2012-04-19 14:35:52 +08:00
|
|
|
|
{
|
2022-07-15 19:17:01 +08:00
|
|
|
|
#if !AX_STRIP_FPS
|
2012-04-19 14:35:52 +08:00
|
|
|
|
showStats();
|
2017-06-20 09:02:13 +08:00
|
|
|
|
#endif
|
2012-04-19 14:35:52 +08:00
|
|
|
|
}
|
2021-12-25 10:04:45 +08:00
|
|
|
|
|
|
|
|
|
_renderer->render();
|
2014-08-07 15:23:31 +08:00
|
|
|
|
|
2013-12-21 16:56:28 +08:00
|
|
|
|
_eventDispatcher->dispatchEvent(_eventAfterDraw);
|
2013-11-05 01:14:22 +08:00
|
|
|
|
|
2014-04-02 22:46:37 +08:00
|
|
|
|
popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
|
2012-04-19 14:35:52 +08:00
|
|
|
|
|
2013-06-15 14:03:30 +08:00
|
|
|
|
_totalFrames++;
|
2012-04-19 14:35:52 +08:00
|
|
|
|
|
|
|
|
|
// swap buffers
|
2013-06-15 14:03:30 +08:00
|
|
|
|
if (_openGLView)
|
2012-04-19 14:35:52 +08:00
|
|
|
|
{
|
2013-06-15 14:03:30 +08:00
|
|
|
|
_openGLView->swapBuffers();
|
2012-04-19 14:35:52 +08:00
|
|
|
|
}
|
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
|
|
|
|
_renderer->endFrame();
|
2014-01-14 06:48:12 +08:00
|
|
|
|
|
2022-07-06 12:58:24 +08:00
|
|
|
|
if (_statsDisplay)
|
2012-04-19 14:35:52 +08:00
|
|
|
|
{
|
2022-07-15 19:17:01 +08:00
|
|
|
|
#if !AX_STRIP_FPS
|
2012-04-19 14:35:52 +08:00
|
|
|
|
calculateMPF();
|
2017-06-20 09:02:13 +08:00
|
|
|
|
#endif
|
2012-04-19 14:35:52 +08:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2013-08-08 16:31:44 +08:00
|
|
|
|
void Director::calculateDeltaTime()
|
2012-04-19 14:35:52 +08:00
|
|
|
|
{
|
2012-06-11 10:59:57 +08:00
|
|
|
|
// new delta time. Re-fixed issue #1277
|
2013-06-15 14:03:30 +08:00
|
|
|
|
if (_nextDeltaTimeZero)
|
2012-04-19 14:35:52 +08:00
|
|
|
|
{
|
2021-12-25 10:04:45 +08:00
|
|
|
|
_deltaTime = 0;
|
2013-06-15 14:03:30 +08:00
|
|
|
|
_nextDeltaTimeZero = false;
|
2021-12-25 10:04:45 +08:00
|
|
|
|
_lastUpdate = std::chrono::steady_clock::now();
|
2012-04-19 14:35:52 +08:00
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
2017-05-23 08:46:13 +08:00
|
|
|
|
// delta time may passed by invoke mainLoop(dt)
|
|
|
|
|
if (!_deltaTimePassedByCaller)
|
|
|
|
|
{
|
2021-12-25 10:04:45 +08:00
|
|
|
|
auto now = std::chrono::steady_clock::now();
|
|
|
|
|
_deltaTime = std::chrono::duration_cast<std::chrono::microseconds>(now - _lastUpdate).count() / 1000000.0f;
|
2017-05-23 08:46:13 +08:00
|
|
|
|
_lastUpdate = now;
|
|
|
|
|
}
|
2013-06-15 14:03:30 +08:00
|
|
|
|
_deltaTime = MAX(0, _deltaTime);
|
2012-04-19 14:35:52 +08:00
|
|
|
|
}
|
|
|
|
|
|
2022-08-08 18:02:17 +08:00
|
|
|
|
#if _AX_DEBUG
|
2012-04-19 14:35:52 +08:00
|
|
|
|
// If we are debugging our code, prevent big delta time
|
2013-08-08 16:31:44 +08:00
|
|
|
|
if (_deltaTime > 0.2f)
|
2012-04-19 14:35:52 +08:00
|
|
|
|
{
|
2013-06-15 14:03:30 +08:00
|
|
|
|
_deltaTime = 1 / 60.0f;
|
2012-04-19 14:35:52 +08:00
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
}
|
2017-06-05 13:37:50 +08:00
|
|
|
|
|
2013-06-20 14:13:12 +08:00
|
|
|
|
float Director::getDeltaTime() const
|
2013-03-02 16:31:19 +08:00
|
|
|
|
{
|
2014-04-28 09:51:10 +08:00
|
|
|
|
return _deltaTime;
|
2013-03-02 16:31:19 +08:00
|
|
|
|
}
|
2021-12-25 10:04:45 +08:00
|
|
|
|
void Director::setOpenGLView(GLView* openGLView)
|
2012-04-19 14:35:52 +08:00
|
|
|
|
{
|
2022-07-16 10:43:05 +08:00
|
|
|
|
AXASSERT(openGLView, "opengl view should not be null");
|
2012-04-19 14:35:52 +08:00
|
|
|
|
|
2013-11-16 21:08:00 +08:00
|
|
|
|
if (_openGLView != openGLView)
|
2012-04-19 14:35:52 +08:00
|
|
|
|
{
|
2014-04-28 09:51:10 +08:00
|
|
|
|
// Configuration. Gather GPU info
|
2021-12-25 10:04:45 +08:00
|
|
|
|
Configuration* conf = Configuration::getInstance();
|
2014-04-28 09:51:10 +08:00
|
|
|
|
conf->gatherGPUInfo();
|
2022-07-16 10:43:05 +08:00
|
|
|
|
AXLOG("%s\n", conf->getInfo().c_str());
|
2013-05-23 04:00:34 +08:00
|
|
|
|
|
2021-12-25 10:04:45 +08:00
|
|
|
|
if (_openGLView)
|
2014-01-24 07:36:55 +08:00
|
|
|
|
_openGLView->release();
|
2013-11-16 21:08:00 +08:00
|
|
|
|
_openGLView = openGLView;
|
2014-01-24 07:36:55 +08:00
|
|
|
|
_openGLView->retain();
|
2012-04-19 14:35:52 +08:00
|
|
|
|
|
|
|
|
|
// set size
|
2013-06-15 14:03:30 +08:00
|
|
|
|
_winSizeInPoints = _openGLView->getDesignResolutionSize();
|
2014-01-14 06:48:12 +08:00
|
|
|
|
|
2015-04-02 23:35:56 +08:00
|
|
|
|
_isStatusLabelUpdated = true;
|
2014-01-14 06:48:12 +08:00
|
|
|
|
|
2020-09-21 22:10:50 +08:00
|
|
|
|
_renderer->init();
|
2021-12-25 10:04:45 +08:00
|
|
|
|
|
2013-06-15 14:03:30 +08:00
|
|
|
|
if (_openGLView)
|
2012-04-19 14:35:52 +08:00
|
|
|
|
{
|
|
|
|
|
setGLDefaultValues();
|
2014-01-14 06:48:12 +08:00
|
|
|
|
}
|
|
|
|
|
|
2014-04-08 15:11:04 +08:00
|
|
|
|
if (_eventDispatcher)
|
|
|
|
|
{
|
|
|
|
|
_eventDispatcher->setEnabled(true);
|
|
|
|
|
}
|
2012-04-19 14:35:52 +08:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2013-11-07 18:52:36 +08:00
|
|
|
|
TextureCache* Director::getTextureCache() const
|
|
|
|
|
{
|
|
|
|
|
return _textureCache;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Director::initTextureCache()
|
|
|
|
|
{
|
2021-12-08 00:11:53 +08:00
|
|
|
|
_textureCache = new TextureCache();
|
2013-11-07 18:52:36 +08:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Director::destroyTextureCache()
|
|
|
|
|
{
|
|
|
|
|
if (_textureCache)
|
|
|
|
|
{
|
|
|
|
|
_textureCache->waitForQuit();
|
2022-07-15 19:17:01 +08:00
|
|
|
|
AX_SAFE_RELEASE_NULL(_textureCache);
|
2013-11-07 18:52:36 +08:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2013-06-20 14:13:12 +08:00
|
|
|
|
void Director::setViewport()
|
2013-02-27 15:44:36 +08:00
|
|
|
|
{
|
2013-06-15 14:03:30 +08:00
|
|
|
|
if (_openGLView)
|
2013-02-27 15:52:14 +08:00
|
|
|
|
{
|
2013-06-15 14:03:30 +08:00
|
|
|
|
_openGLView->setViewPortInPoints(0, 0, _winSizeInPoints.width, _winSizeInPoints.height);
|
2013-02-27 15:52:14 +08:00
|
|
|
|
}
|
2013-02-27 15:44:36 +08:00
|
|
|
|
}
|
|
|
|
|
|
2014-04-02 14:05:07 +08:00
|
|
|
|
void Director::setNextDeltaTimeZero(bool nextDeltaTimeZero)
|
2012-04-19 14:35:52 +08:00
|
|
|
|
{
|
2014-04-02 14:05:07 +08:00
|
|
|
|
_nextDeltaTimeZero = nextDeltaTimeZero;
|
2012-04-19 14:35:52 +08:00
|
|
|
|
}
|
2014-11-27 05:31:44 +08:00
|
|
|
|
|
|
|
|
|
//
|
|
|
|
|
// FIXME TODO
|
|
|
|
|
// Matrix code MUST NOT be part of the Director
|
2015-12-09 00:45:39 +08:00
|
|
|
|
// MUST BE moved outside.
|
2014-11-27 05:31:44 +08:00
|
|
|
|
// Why the Director must have this code ?
|
|
|
|
|
//
|
2014-04-02 16:36:11 +08:00
|
|
|
|
void Director::initMatrixStack()
|
|
|
|
|
{
|
2014-04-03 17:40:14 +08:00
|
|
|
|
while (!_modelViewMatrixStack.empty())
|
|
|
|
|
{
|
|
|
|
|
_modelViewMatrixStack.pop();
|
|
|
|
|
}
|
2016-10-28 09:33:31 +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
|
|
|
|
while (!_projectionMatrixStack.empty())
|
|
|
|
|
{
|
2021-12-25 10:04:45 +08:00
|
|
|
|
_projectionMatrixStack.pop();
|
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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}
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2016-10-28 09:33:31 +08:00
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2014-04-03 17:40:14 +08:00
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while (!_textureMatrixStack.empty())
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{
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_textureMatrixStack.pop();
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}
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2016-10-28 09:33:31 +08:00
|
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2014-05-15 01:07:09 +08:00
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_modelViewMatrixStack.push(Mat4::IDENTITY);
|
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
|
|
|
|
_projectionMatrixStack.push(Mat4::IDENTITY);
|
2014-05-15 01:07:09 +08:00
|
|
|
|
_textureMatrixStack.push(Mat4::IDENTITY);
|
2014-04-02 16:36:11 +08:00
|
|
|
|
}
|
|
|
|
|
|
2014-04-03 17:40:14 +08:00
|
|
|
|
void Director::resetMatrixStack()
|
|
|
|
|
{
|
|
|
|
|
initMatrixStack();
|
|
|
|
|
}
|
|
|
|
|
|
2014-04-02 16:36:11 +08:00
|
|
|
|
void Director::popMatrix(MATRIX_STACK_TYPE type)
|
|
|
|
|
{
|
2021-12-25 10:04:45 +08:00
|
|
|
|
if (MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW == type)
|
2014-04-02 16:36:11 +08:00
|
|
|
|
{
|
|
|
|
|
_modelViewMatrixStack.pop();
|
|
|
|
|
}
|
2021-12-25 10:04:45 +08:00
|
|
|
|
else if (MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION == type)
|
2014-04-02 16:36:11 +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
|
|
|
|
_projectionMatrixStack.pop();
|
2014-04-02 16:36:11 +08:00
|
|
|
|
}
|
2021-12-25 10:04:45 +08:00
|
|
|
|
else if (MATRIX_STACK_TYPE::MATRIX_STACK_TEXTURE == type)
|
2014-04-02 16:36:11 +08:00
|
|
|
|
{
|
|
|
|
|
_textureMatrixStack.pop();
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
2022-07-16 10:43:05 +08:00
|
|
|
|
AXASSERT(false, "unknown matrix stack type");
|
2014-04-02 16:36:11 +08:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2014-04-02 16:47:23 +08:00
|
|
|
|
void Director::loadIdentityMatrix(MATRIX_STACK_TYPE type)
|
|
|
|
|
{
|
2021-12-25 10:04:45 +08:00
|
|
|
|
if (MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW == type)
|
2014-04-02 16:47:23 +08:00
|
|
|
|
{
|
2014-05-15 01:07:09 +08:00
|
|
|
|
_modelViewMatrixStack.top() = Mat4::IDENTITY;
|
2014-04-02 16:47:23 +08:00
|
|
|
|
}
|
2021-12-25 10:04:45 +08:00
|
|
|
|
else if (MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION == type)
|
2014-04-02 16:47:23 +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
|
|
|
|
_projectionMatrixStack.top() = Mat4::IDENTITY;
|
2014-04-02 16:47:23 +08:00
|
|
|
|
}
|
2021-12-25 10:04:45 +08:00
|
|
|
|
else if (MATRIX_STACK_TYPE::MATRIX_STACK_TEXTURE == type)
|
2014-04-02 16:47:23 +08:00
|
|
|
|
{
|
2014-05-15 01:07:09 +08:00
|
|
|
|
_textureMatrixStack.top() = Mat4::IDENTITY;
|
2014-04-02 16:47:23 +08:00
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
2022-07-16 10:43:05 +08:00
|
|
|
|
AXASSERT(false, "unknown matrix stack type");
|
2014-04-02 16:47:23 +08:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2014-05-15 01:07:09 +08:00
|
|
|
|
void Director::loadMatrix(MATRIX_STACK_TYPE type, const Mat4& mat)
|
2014-04-02 16:36:11 +08:00
|
|
|
|
{
|
2021-12-25 10:04:45 +08:00
|
|
|
|
if (MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW == type)
|
2014-04-02 16:36:11 +08:00
|
|
|
|
{
|
2014-04-04 17:58:37 +08:00
|
|
|
|
_modelViewMatrixStack.top() = mat;
|
2014-04-02 16:36:11 +08:00
|
|
|
|
}
|
2021-12-25 10:04:45 +08:00
|
|
|
|
else if (MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION == type)
|
2014-04-02 16:36:11 +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
|
|
|
|
_projectionMatrixStack.top() = mat;
|
2014-04-02 16:36:11 +08:00
|
|
|
|
}
|
2021-12-25 10:04:45 +08:00
|
|
|
|
else if (MATRIX_STACK_TYPE::MATRIX_STACK_TEXTURE == type)
|
2014-04-02 16:36:11 +08:00
|
|
|
|
{
|
2014-04-04 17:58:37 +08:00
|
|
|
|
_textureMatrixStack.top() = mat;
|
2014-04-02 16:36:11 +08:00
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
2022-07-16 10:43:05 +08:00
|
|
|
|
AXASSERT(false, "unknown matrix stack type");
|
2014-04-02 16:36:11 +08:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2014-05-15 01:07:09 +08:00
|
|
|
|
void Director::multiplyMatrix(MATRIX_STACK_TYPE type, const Mat4& mat)
|
2014-04-02 16:36:11 +08:00
|
|
|
|
{
|
2021-12-25 10:04:45 +08:00
|
|
|
|
if (MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW == type)
|
2014-04-02 16:36:11 +08:00
|
|
|
|
{
|
2014-04-04 17:58:37 +08:00
|
|
|
|
_modelViewMatrixStack.top() *= mat;
|
2014-04-02 16:36:11 +08:00
|
|
|
|
}
|
2021-12-25 10:04:45 +08:00
|
|
|
|
else if (MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION == type)
|
2014-04-02 16:36:11 +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
|
|
|
|
_projectionMatrixStack.top() *= mat;
|
2014-04-02 16:36:11 +08:00
|
|
|
|
}
|
2021-12-25 10:04:45 +08:00
|
|
|
|
else if (MATRIX_STACK_TYPE::MATRIX_STACK_TEXTURE == type)
|
2014-04-02 16:36:11 +08:00
|
|
|
|
{
|
2014-04-04 17:58:37 +08:00
|
|
|
|
_textureMatrixStack.top() *= mat;
|
2014-04-02 16:36:11 +08:00
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
2022-07-16 10:43:05 +08:00
|
|
|
|
AXASSERT(false, "unknown matrix stack type");
|
2014-04-02 16:36:11 +08:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Director::pushMatrix(MATRIX_STACK_TYPE type)
|
|
|
|
|
{
|
2021-12-25 10:04:45 +08:00
|
|
|
|
if (type == MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW)
|
2014-04-02 16:36:11 +08:00
|
|
|
|
{
|
|
|
|
|
_modelViewMatrixStack.push(_modelViewMatrixStack.top());
|
|
|
|
|
}
|
2021-12-25 10:04:45 +08:00
|
|
|
|
else if (type == MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION)
|
2014-04-02 16:36:11 +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
|
|
|
|
_projectionMatrixStack.push(_projectionMatrixStack.top());
|
2014-04-02 16:36:11 +08:00
|
|
|
|
}
|
2021-12-25 10:04:45 +08:00
|
|
|
|
else if (type == MATRIX_STACK_TYPE::MATRIX_STACK_TEXTURE)
|
2014-04-02 16:36:11 +08:00
|
|
|
|
{
|
|
|
|
|
_textureMatrixStack.push(_textureMatrixStack.top());
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
2022-07-16 10:43:05 +08:00
|
|
|
|
AXASSERT(false, "unknown matrix stack type");
|
2014-04-02 16:36:11 +08:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2016-02-09 03:25:37 +08:00
|
|
|
|
const Mat4& Director::getMatrix(MATRIX_STACK_TYPE type) const
|
2014-04-03 17:26:06 +08:00
|
|
|
|
{
|
2021-12-25 10:04:45 +08:00
|
|
|
|
if (type == MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW)
|
2014-04-03 17:26:06 +08:00
|
|
|
|
{
|
2014-11-05 08:46:14 +08:00
|
|
|
|
return _modelViewMatrixStack.top();
|
2014-04-03 17:26:06 +08:00
|
|
|
|
}
|
2021-12-25 10:04:45 +08:00
|
|
|
|
else if (type == MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION)
|
2014-04-03 17:26:06 +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
|
|
|
|
return _projectionMatrixStack.top();
|
2014-04-03 17:26:06 +08:00
|
|
|
|
}
|
2021-12-25 10:04:45 +08:00
|
|
|
|
else if (type == MATRIX_STACK_TYPE::MATRIX_STACK_TEXTURE)
|
2014-04-03 17:26:06 +08:00
|
|
|
|
{
|
2014-11-05 08:46:14 +08:00
|
|
|
|
return _textureMatrixStack.top();
|
2014-04-03 17:26:06 +08:00
|
|
|
|
}
|
2014-11-05 08:46:14 +08:00
|
|
|
|
|
2022-07-16 10:43:05 +08:00
|
|
|
|
AXASSERT(false, "unknown matrix stack type, will return modelview matrix instead");
|
2021-12-25 10:04:45 +08:00
|
|
|
|
return _modelViewMatrixStack.top();
|
2014-04-03 17:26:06 +08:00
|
|
|
|
}
|
2012-04-19 14:35:52 +08:00
|
|
|
|
|
2013-07-26 04:36:19 +08:00
|
|
|
|
void Director::setProjection(Projection projection)
|
2012-04-19 14:35:52 +08:00
|
|
|
|
{
|
2021-10-23 23:27:14 +08:00
|
|
|
|
Vec2 size = _winSizeInPoints;
|
2012-04-19 14:35:52 +08:00
|
|
|
|
|
2016-07-20 09:26:14 +08:00
|
|
|
|
if (size.width == 0 || size.height == 0)
|
|
|
|
|
{
|
2022-10-01 16:24:52 +08:00
|
|
|
|
AXLOGERROR("axmol: warning, Director::setProjection() failed because size is 0");
|
2016-07-20 09:26:14 +08:00
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
2013-02-27 15:52:14 +08:00
|
|
|
|
setViewport();
|
2012-04-19 14:35:52 +08:00
|
|
|
|
|
2013-07-26 04:36:19 +08:00
|
|
|
|
switch (projection)
|
2012-04-19 14:35:52 +08:00
|
|
|
|
{
|
2021-12-25 10:04:45 +08:00
|
|
|
|
case Projection::_2D:
|
|
|
|
|
{
|
|
|
|
|
Mat4 orthoMatrix;
|
|
|
|
|
Mat4::createOrthographicOffCenter(0, size.width, 0, size.height, -1024, 1024, &orthoMatrix);
|
|
|
|
|
loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION, orthoMatrix);
|
|
|
|
|
loadIdentityMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
|
|
|
|
|
break;
|
|
|
|
|
}
|
2012-04-19 14:35:52 +08:00
|
|
|
|
|
2021-12-25 10:04:45 +08:00
|
|
|
|
case Projection::_3D:
|
|
|
|
|
{
|
|
|
|
|
float zeye = this->getZEye();
|
2012-04-19 14:35:52 +08:00
|
|
|
|
|
2021-12-25 10:04:45 +08:00
|
|
|
|
Mat4 matrixPerspective, matrixLookup;
|
2012-06-12 01:43:07 +08:00
|
|
|
|
|
2021-12-25 10:04:45 +08:00
|
|
|
|
// issue #1334
|
|
|
|
|
Mat4::createPerspective(60, (float)size.width / size.height, 10, zeye + size.height / 2, &matrixPerspective);
|
2016-06-16 02:33:25 +08:00
|
|
|
|
|
2021-12-25 10:04:45 +08:00
|
|
|
|
Vec3 eye(size.width / 2, size.height / 2, zeye), center(size.width / 2, size.height / 2, 0.0f),
|
|
|
|
|
up(0.0f, 1.0f, 0.0f);
|
|
|
|
|
Mat4::createLookAt(eye, center, up, &matrixLookup);
|
|
|
|
|
Mat4 proj3d = matrixPerspective * matrixLookup;
|
2014-01-14 06:48:12 +08:00
|
|
|
|
|
2021-12-25 10:04:45 +08:00
|
|
|
|
loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION, proj3d);
|
|
|
|
|
loadIdentityMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
|
|
|
|
|
break;
|
|
|
|
|
}
|
2014-01-14 06:48:12 +08:00
|
|
|
|
|
2021-12-25 10:04:45 +08:00
|
|
|
|
case Projection::CUSTOM:
|
|
|
|
|
// Projection Delegate is no longer needed
|
|
|
|
|
// since the event "PROJECTION CHANGED" is emitted
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
default:
|
2022-10-01 16:24:52 +08:00
|
|
|
|
AXLOG("axmol: Director: unrecognized projection");
|
2021-12-25 10:04:45 +08:00
|
|
|
|
break;
|
2012-04-19 14:35:52 +08:00
|
|
|
|
}
|
|
|
|
|
|
2013-07-26 04:36:19 +08:00
|
|
|
|
_projection = projection;
|
2013-12-21 16:56:28 +08:00
|
|
|
|
|
|
|
|
|
_eventDispatcher->dispatchEvent(_eventProjectionChanged);
|
2012-04-19 14:35:52 +08:00
|
|
|
|
}
|
|
|
|
|
|
2019-07-22 09:38:46 +08:00
|
|
|
|
void Director::purgeCachedData()
|
2012-04-19 14:35:52 +08:00
|
|
|
|
{
|
2014-02-20 22:33:52 +08:00
|
|
|
|
FontFNT::purgeCachedData();
|
2014-03-22 20:55:08 +08:00
|
|
|
|
FontAtlasCache::purgeCachedData();
|
|
|
|
|
|
2012-11-13 11:06:32 +08:00
|
|
|
|
if (s_SharedDirector->getOpenGLView())
|
|
|
|
|
{
|
2013-07-22 18:13:13 +08:00
|
|
|
|
SpriteFrameCache::getInstance()->removeUnusedSpriteFrames();
|
2013-11-07 19:11:09 +08:00
|
|
|
|
_textureCache->removeUnusedTextures();
|
2014-03-22 20:55:08 +08:00
|
|
|
|
|
|
|
|
|
// Note: some tests such as ActionsTest are leaking refcounted textures
|
|
|
|
|
// There should be no test textures left in the cache
|
|
|
|
|
log("%s\n", _textureCache->getCachedTextureInfo().c_str());
|
2012-11-13 11:06:32 +08:00
|
|
|
|
}
|
2013-07-12 06:24:23 +08:00
|
|
|
|
FileUtils::getInstance()->purgeCachedEntries();
|
2012-04-19 14:35:52 +08:00
|
|
|
|
}
|
|
|
|
|
|
2019-07-22 09:38:46 +08:00
|
|
|
|
float Director::getZEye() const
|
2012-04-19 14:35:52 +08:00
|
|
|
|
{
|
2021-12-25 10:04:45 +08:00
|
|
|
|
return (_winSizeInPoints.height / 1.154700538379252f); //(2 * tanf(M_PI/6))
|
2012-04-19 14:35:52 +08:00
|
|
|
|
}
|
|
|
|
|
|
2014-12-24 11:53:38 +08:00
|
|
|
|
void Director::setClearColor(const Color4F& clearColor)
|
|
|
|
|
{
|
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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_clearColor = clearColor;
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2014-12-24 11:53:38 +08:00
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}
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2021-12-25 10:04:45 +08:00
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static void GLToClipTransform(Mat4* transformOut)
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2012-11-13 11:06:32 +08:00
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{
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2021-12-25 10:04:45 +08:00
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if (nullptr == transformOut)
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return;
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2014-04-02 22:46:37 +08:00
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Director* director = Director::getInstance();
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2022-07-16 10:43:05 +08:00
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AXASSERT(nullptr != director, "Director is null when setting matrix stack");
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2014-11-05 08:46:14 +08:00
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2020-08-28 15:01:25 +08:00
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auto& projection = director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
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2021-12-25 10:04:45 +08:00
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auto& modelview = director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
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*transformOut = projection * modelview;
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2012-11-13 11:06:32 +08:00
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}
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2014-05-15 01:07:09 +08:00
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Vec2 Director::convertToGL(const Vec2& uiPoint)
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2012-04-19 14:35:52 +08:00
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{
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2014-05-15 01:07:09 +08:00
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Mat4 transform;
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2014-04-28 09:51:10 +08:00
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GLToClipTransform(&transform);
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2014-01-14 06:48:12 +08:00
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2014-05-15 01:07:09 +08:00
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Mat4 transformInv = transform.getInversed();
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2014-01-14 06:48:12 +08:00
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2014-04-28 09:51:10 +08:00
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// Calculate z=0 using -> transform*[0, 0, 0, 1]/w
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2021-12-25 10:04:45 +08:00
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float zClip = transform.m[14] / transform.m[15];
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2014-01-14 06:48:12 +08:00
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2021-10-23 23:27:14 +08:00
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Vec2 glSize = _openGLView->getDesignResolutionSize();
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2021-12-25 10:04:45 +08:00
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Vec4 clipCoord(2.0f * uiPoint.x / glSize.width - 1.0f, 1.0f - 2.0f * uiPoint.y / glSize.height, zClip, 1);
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2014-01-14 06:48:12 +08:00
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2014-05-15 01:07:09 +08:00
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Vec4 glCoord;
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2021-12-25 10:04:45 +08:00
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// transformInv.transformPoint(clipCoord, &glCoord);
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2014-04-10 17:36:47 +08:00
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transformInv.transformVector(clipCoord, &glCoord);
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2016-07-04 22:12:45 +08:00
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float factor = 1.0f / glCoord.w;
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2014-05-15 01:07:09 +08:00
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return Vec2(glCoord.x * factor, glCoord.y * factor);
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2012-04-19 14:35:52 +08:00
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}
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2014-05-15 01:07:09 +08:00
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Vec2 Director::convertToUI(const Vec2& glPoint)
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2012-04-19 14:35:52 +08:00
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{
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2014-05-15 01:07:09 +08:00
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Mat4 transform;
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2014-04-28 09:51:10 +08:00
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GLToClipTransform(&transform);
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2014-01-14 06:48:12 +08:00
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2014-05-15 01:07:09 +08:00
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Vec4 clipCoord;
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2014-04-28 09:51:10 +08:00
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// Need to calculate the zero depth from the transform.
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2014-05-15 01:07:09 +08:00
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Vec4 glCoord(glPoint.x, glPoint.y, 0.0, 1);
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2014-04-10 17:36:47 +08:00
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transform.transformVector(glCoord, &clipCoord);
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2014-01-14 06:48:12 +08:00
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2021-12-25 10:04:45 +08:00
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/*
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BUG-FIX #5506
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#5506 bug fix
when Director->convertToUI() called, returned wrong value.
kazmath code (under 3.0 version.)
//********************************************************
kmVec3* kmVec3TransformCoord(kmVec3* pOut, const kmVec3* pV, const kmMat4* pM)
{
/*
a = (Vx, Vy, Vz, 1)
b = (a×M)T
Out = 1 ⁄ bw(bx, by, bz)
*/
kmVec4 v;
kmVec4 inV;
kmVec4Fill(&inV, pV->x, pV->y, pV->z, 1.0);
kmVec4Transform(&v, &inV,pM);
pOut->x = v.x / v.w;
pOut->y = v.y / v.w;
pOut->z = v.z / v.w;
return pOut;
}
//********************************************************
Mat4.h & MathUtil version (3.1 or later)
//********************************************************
inline void MathUtil::transformVec4(const float* m, const float* v, float* dst)
{
// Handle case where v == dst.
float x = v[0] * m[0] + v[1] * m[4] + v[2] * m[8] + v[3] * m[12];
float y = v[0] * m[1] + v[1] * m[5] + v[2] * m[9] + v[3] * m[13];
float z = v[0] * m[2] + v[1] * m[6] + v[2] * m[10] + v[3] * m[14];
float w = v[0] * m[3] + v[1] * m[7] + v[2] * m[11] + v[3] * m[15];
dst[0] = x;
dst[1] = y;
dst[2] = z;
dst[3] = w;
}
//****************************************************
Transforms 3-D vector or an array of 3-D vectors using a given matrix, projecting the result back into w = 1.
but, it is not apply w = 1.
2014-06-10 17:15:07 +08:00
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2021-12-25 10:04:45 +08:00
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a = (Vx, Vy, Vz, 1)
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b = (a×M)T
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Out = 1 ⁄ bw(bx, by, bz)
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*/
|
#5506 bug fix
when Director->convertToUI() called, returned wrong value.
kazmath code (under 3.0 version.)
//********************************************************
kmVec3* kmVec3TransformCoord(kmVec3* pOut, const kmVec3* pV, const kmMat4* pM)
{
/*
a = (Vx, Vy, Vz, 1)
b = (a×M)T
Out = 1 ⁄ bw(bx, by, bz)
*/
kmVec4 v;
kmVec4 inV;
kmVec4Fill(&inV, pV->x, pV->y, pV->z, 1.0);
kmVec4Transform(&v, &inV,pM);
pOut->x = v.x / v.w;
pOut->y = v.y / v.w;
pOut->z = v.z / v.w;
return pOut;
}
//********************************************************
Mat4.h & MathUtil version (3.1 or later)
//********************************************************
inline void MathUtil::transformVec4(const float* m, const float* v, float* dst)
{
// Handle case where v == dst.
float x = v[0] * m[0] + v[1] * m[4] + v[2] * m[8] + v[3] * m[12];
float y = v[0] * m[1] + v[1] * m[5] + v[2] * m[9] + v[3] * m[13];
float z = v[0] * m[2] + v[1] * m[6] + v[2] * m[10] + v[3] * m[14];
float w = v[0] * m[3] + v[1] * m[7] + v[2] * m[11] + v[3] * m[15];
dst[0] = x;
dst[1] = y;
dst[2] = z;
dst[3] = w;
}
//****************************************************
Transforms 3-D vector or an array of 3-D vectors using a given matrix, projecting the result back into w = 1.
but, it is not apply w = 1.
2014-06-10 17:15:07 +08:00
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2021-12-25 10:04:45 +08:00
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clipCoord.x = clipCoord.x / clipCoord.w;
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clipCoord.y = clipCoord.y / clipCoord.w;
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clipCoord.z = clipCoord.z / clipCoord.w;
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Vec2 glSize = _openGLView->getDesignResolutionSize();
|
2016-07-04 22:12:45 +08:00
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float factor = 1.0f / glCoord.w;
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2021-12-25 10:04:45 +08:00
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return Vec2(glSize.width * (clipCoord.x * 0.5f + 0.5f) * factor,
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glSize.height * (-clipCoord.y * 0.5f + 0.5f) * factor);
|
2012-04-19 14:35:52 +08:00
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}
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2021-10-23 23:27:14 +08:00
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const Vec2& Director::getWinSize() const
|
2012-04-19 14:35:52 +08:00
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{
|
2013-06-15 14:03:30 +08:00
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return _winSizeInPoints;
|
2012-04-19 14:35:52 +08:00
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}
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2021-10-23 23:27:14 +08:00
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Vec2 Director::getWinSizeInPixels() const
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2012-04-19 14:35:52 +08:00
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{
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2021-10-23 23:27:14 +08:00
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return Vec2(_winSizeInPoints.width * _contentScaleFactor, _winSizeInPoints.height * _contentScaleFactor);
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2012-04-19 14:35:52 +08:00
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}
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2021-10-23 23:27:14 +08:00
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Vec2 Director::getVisibleSize() const
|
2012-08-09 10:23:39 +08:00
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{
|
2013-06-15 14:03:30 +08:00
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if (_openGLView)
|
2012-08-09 10:23:39 +08:00
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{
|
2013-06-15 14:03:30 +08:00
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return _openGLView->getVisibleSize();
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2012-08-09 10:23:39 +08:00
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}
|
2014-01-14 06:48:12 +08:00
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else
|
2012-08-09 10:23:39 +08:00
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{
|
2021-10-23 23:27:14 +08:00
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return Vec2::ZERO;
|
2012-08-09 10:23:39 +08:00
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}
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}
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2014-05-15 01:07:09 +08:00
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Vec2 Director::getVisibleOrigin() const
|
2012-08-09 10:23:39 +08:00
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{
|
2013-06-15 14:03:30 +08:00
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if (_openGLView)
|
2012-08-09 10:23:39 +08:00
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{
|
2013-06-15 14:03:30 +08:00
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return _openGLView->getVisibleOrigin();
|
2012-08-09 10:23:39 +08:00
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}
|
2014-01-14 06:48:12 +08:00
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else
|
2012-08-09 10:23:39 +08:00
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{
|
2014-05-15 01:07:09 +08:00
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return Vec2::ZERO;
|
2012-08-09 10:23:39 +08:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2017-11-23 09:34:23 +08:00
|
|
|
|
Rect Director::getSafeAreaRect() const
|
|
|
|
|
{
|
|
|
|
|
if (_openGLView)
|
|
|
|
|
{
|
|
|
|
|
return _openGLView->getSafeAreaRect();
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
return Rect::ZERO;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2012-04-19 14:35:52 +08:00
|
|
|
|
// scene management
|
|
|
|
|
|
2021-12-25 10:04:45 +08:00
|
|
|
|
void Director::runWithScene(Scene* scene)
|
2012-04-19 14:35:52 +08:00
|
|
|
|
{
|
2022-07-16 10:43:05 +08:00
|
|
|
|
AXASSERT(scene != nullptr,
|
2021-12-25 10:04:45 +08:00
|
|
|
|
"This command can only be used to start the Director. There is already a scene present.");
|
2022-07-16 10:43:05 +08:00
|
|
|
|
AXASSERT(_runningScene == nullptr, "_runningScene should be null");
|
2022-06-30 21:04:00 +08:00
|
|
|
|
|
2013-08-08 16:31:44 +08:00
|
|
|
|
pushScene(scene);
|
2012-04-19 14:35:52 +08:00
|
|
|
|
startAnimation();
|
|
|
|
|
}
|
|
|
|
|
|
2021-12-25 10:04:45 +08:00
|
|
|
|
void Director::replaceScene(Scene* scene)
|
2012-04-19 14:35:52 +08:00
|
|
|
|
{
|
2022-07-16 10:43:05 +08:00
|
|
|
|
// AXASSERT(_runningScene, "Use runWithScene: instead to start the director");
|
|
|
|
|
AXASSERT(scene != nullptr, "the scene should not be null");
|
2021-12-25 10:04:45 +08:00
|
|
|
|
|
|
|
|
|
if (_runningScene == nullptr)
|
|
|
|
|
{
|
2014-08-07 18:34:21 +08:00
|
|
|
|
runWithScene(scene);
|
|
|
|
|
return;
|
|
|
|
|
}
|
2021-12-25 10:04:45 +08:00
|
|
|
|
|
2014-05-12 15:05:21 +08:00
|
|
|
|
if (scene == _nextScene)
|
|
|
|
|
return;
|
2021-12-25 10:04:45 +08:00
|
|
|
|
|
2014-04-21 22:24:44 +08:00
|
|
|
|
if (_nextScene)
|
|
|
|
|
{
|
2014-04-21 22:31:34 +08:00
|
|
|
|
if (_nextScene->isRunning())
|
|
|
|
|
{
|
|
|
|
|
_nextScene->onExit();
|
|
|
|
|
}
|
2014-04-21 22:24:44 +08:00
|
|
|
|
_nextScene->cleanup();
|
|
|
|
|
_nextScene = nullptr;
|
|
|
|
|
}
|
2012-04-19 14:35:52 +08:00
|
|
|
|
|
2015-12-17 21:55:47 +08:00
|
|
|
|
ssize_t index = _scenesStack.size() - 1;
|
2012-04-19 14:35:52 +08:00
|
|
|
|
|
2013-06-15 14:03:30 +08:00
|
|
|
|
_sendCleanupToScene = true;
|
2022-07-15 19:17:01 +08:00
|
|
|
|
#if AX_ENABLE_GC_FOR_NATIVE_OBJECTS
|
2015-12-17 21:55:47 +08:00
|
|
|
|
auto sEngine = ScriptEngineManager::getInstance()->getScriptEngine();
|
2016-02-16 13:43:11 +08:00
|
|
|
|
if (sEngine)
|
|
|
|
|
{
|
|
|
|
|
sEngine->retainScriptObject(this, scene);
|
|
|
|
|
sEngine->releaseScriptObject(this, _scenesStack.at(index));
|
|
|
|
|
}
|
2022-07-15 19:17:01 +08:00
|
|
|
|
#endif // AX_ENABLE_GC_FOR_NATIVE_OBJECTS
|
2015-12-17 21:55:47 +08:00
|
|
|
|
_scenesStack.replace(index, scene);
|
2012-04-19 14:35:52 +08:00
|
|
|
|
|
2013-08-08 16:31:44 +08:00
|
|
|
|
_nextScene = scene;
|
2012-04-19 14:35:52 +08:00
|
|
|
|
}
|
|
|
|
|
|
2021-12-25 10:04:45 +08:00
|
|
|
|
void Director::pushScene(Scene* scene)
|
2012-04-19 14:35:52 +08:00
|
|
|
|
{
|
2022-07-16 10:43:05 +08:00
|
|
|
|
AXASSERT(scene, "the scene should not null");
|
2012-04-19 14:35:52 +08:00
|
|
|
|
|
2013-06-15 14:03:30 +08:00
|
|
|
|
_sendCleanupToScene = false;
|
2012-04-19 14:35:52 +08:00
|
|
|
|
|
2022-07-15 19:17:01 +08:00
|
|
|
|
#if AX_ENABLE_GC_FOR_NATIVE_OBJECTS
|
2016-02-16 13:43:11 +08:00
|
|
|
|
auto sEngine = ScriptEngineManager::getInstance()->getScriptEngine();
|
|
|
|
|
if (sEngine)
|
|
|
|
|
{
|
|
|
|
|
sEngine->retainScriptObject(this, scene);
|
|
|
|
|
}
|
2022-07-15 19:17:01 +08:00
|
|
|
|
#endif // AX_ENABLE_GC_FOR_NATIVE_OBJECTS
|
2013-12-07 14:22:51 +08:00
|
|
|
|
_scenesStack.pushBack(scene);
|
2022-07-01 10:54:20 +08:00
|
|
|
|
_nextScene = scene;
|
2012-04-19 14:35:52 +08:00
|
|
|
|
}
|
|
|
|
|
|
2019-07-22 09:38:46 +08:00
|
|
|
|
void Director::popScene()
|
2012-04-19 14:35:52 +08:00
|
|
|
|
{
|
2022-07-16 10:43:05 +08:00
|
|
|
|
AXASSERT(_runningScene != nullptr, "running scene should not null");
|
2021-12-25 10:04:45 +08:00
|
|
|
|
|
2022-07-15 19:17:01 +08:00
|
|
|
|
#if AX_ENABLE_GC_FOR_NATIVE_OBJECTS
|
2016-02-16 13:43:11 +08:00
|
|
|
|
auto sEngine = ScriptEngineManager::getInstance()->getScriptEngine();
|
|
|
|
|
if (sEngine)
|
|
|
|
|
{
|
|
|
|
|
sEngine->releaseScriptObject(this, _scenesStack.back());
|
|
|
|
|
}
|
2022-07-15 19:17:01 +08:00
|
|
|
|
#endif // AX_ENABLE_GC_FOR_NATIVE_OBJECTS
|
2013-12-07 14:22:51 +08:00
|
|
|
|
_scenesStack.popBack();
|
2013-12-12 12:07:20 +08:00
|
|
|
|
ssize_t c = _scenesStack.size();
|
2012-04-19 14:35:52 +08:00
|
|
|
|
|
|
|
|
|
if (c == 0)
|
|
|
|
|
{
|
|
|
|
|
end();
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
2013-06-15 14:03:30 +08:00
|
|
|
|
_sendCleanupToScene = true;
|
2021-12-25 10:04:45 +08:00
|
|
|
|
_nextScene = _scenesStack.at(c - 1);
|
2012-04-19 14:35:52 +08:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2019-07-22 09:38:46 +08:00
|
|
|
|
void Director::popToRootScene()
|
2013-05-01 06:33:22 +08:00
|
|
|
|
{
|
|
|
|
|
popToSceneStackLevel(1);
|
|
|
|
|
}
|
|
|
|
|
|
2013-06-20 14:13:12 +08:00
|
|
|
|
void Director::popToSceneStackLevel(int level)
|
2012-06-11 10:59:57 +08:00
|
|
|
|
{
|
2022-07-16 10:43:05 +08:00
|
|
|
|
AXASSERT(_runningScene != nullptr, "A running Scene is needed");
|
2013-12-12 12:07:20 +08:00
|
|
|
|
ssize_t c = _scenesStack.size();
|
2012-06-12 02:50:32 +08:00
|
|
|
|
|
2013-05-01 06:33:22 +08:00
|
|
|
|
// level 0? -> end
|
|
|
|
|
if (level == 0)
|
2012-06-12 02:50:32 +08:00
|
|
|
|
{
|
2013-05-01 06:33:22 +08:00
|
|
|
|
end();
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// current level or lower -> nothing
|
|
|
|
|
if (level >= c)
|
|
|
|
|
return;
|
|
|
|
|
|
2016-06-29 10:04:11 +08:00
|
|
|
|
auto firstOnStackScene = _scenesStack.back();
|
|
|
|
|
if (firstOnStackScene == _runningScene)
|
2014-05-15 04:28:47 +08:00
|
|
|
|
{
|
2022-07-15 19:17:01 +08:00
|
|
|
|
#if AX_ENABLE_GC_FOR_NATIVE_OBJECTS
|
2016-02-16 13:43:11 +08:00
|
|
|
|
auto sEngine = ScriptEngineManager::getInstance()->getScriptEngine();
|
|
|
|
|
if (sEngine)
|
|
|
|
|
{
|
|
|
|
|
sEngine->releaseScriptObject(this, _scenesStack.back());
|
|
|
|
|
}
|
2022-07-15 19:17:01 +08:00
|
|
|
|
#endif // AX_ENABLE_GC_FOR_NATIVE_OBJECTS
|
2014-05-15 04:28:47 +08:00
|
|
|
|
_scenesStack.popBack();
|
|
|
|
|
--c;
|
|
|
|
|
}
|
|
|
|
|
|
2014-04-28 09:51:10 +08:00
|
|
|
|
// pop stack until reaching desired level
|
|
|
|
|
while (c > level)
|
2012-06-12 02:50:32 +08:00
|
|
|
|
{
|
2013-12-07 14:22:51 +08:00
|
|
|
|
auto current = _scenesStack.back();
|
2013-05-01 06:33:22 +08:00
|
|
|
|
|
2014-04-28 09:51:10 +08:00
|
|
|
|
if (current->isRunning())
|
2012-06-12 02:50:32 +08:00
|
|
|
|
{
|
2013-05-01 06:33:22 +08:00
|
|
|
|
current->onExit();
|
2014-04-28 09:51:10 +08:00
|
|
|
|
}
|
2013-05-01 06:33:22 +08:00
|
|
|
|
|
|
|
|
|
current->cleanup();
|
2022-07-15 19:17:01 +08:00
|
|
|
|
#if AX_ENABLE_GC_FOR_NATIVE_OBJECTS
|
2016-02-16 13:43:11 +08:00
|
|
|
|
auto sEngine = ScriptEngineManager::getInstance()->getScriptEngine();
|
|
|
|
|
if (sEngine)
|
|
|
|
|
{
|
|
|
|
|
sEngine->releaseScriptObject(this, _scenesStack.back());
|
|
|
|
|
}
|
2022-07-15 19:17:01 +08:00
|
|
|
|
#endif // AX_ENABLE_GC_FOR_NATIVE_OBJECTS
|
2013-12-07 14:22:51 +08:00
|
|
|
|
_scenesStack.popBack();
|
2014-04-28 09:51:10 +08:00
|
|
|
|
--c;
|
|
|
|
|
}
|
2013-05-01 06:33:22 +08:00
|
|
|
|
|
2013-12-07 14:22:51 +08:00
|
|
|
|
_nextScene = _scenesStack.back();
|
2014-05-15 14:43:18 +08:00
|
|
|
|
|
|
|
|
|
// cleanup running scene
|
2014-05-15 04:28:47 +08:00
|
|
|
|
_sendCleanupToScene = true;
|
2012-06-11 10:59:57 +08:00
|
|
|
|
}
|
|
|
|
|
|
2013-06-20 14:13:12 +08:00
|
|
|
|
void Director::end()
|
2012-04-19 14:35:52 +08:00
|
|
|
|
{
|
2014-01-04 13:22:09 +08:00
|
|
|
|
_purgeDirectorInNextLoop = true;
|
2012-04-19 14:35:52 +08:00
|
|
|
|
}
|
|
|
|
|
|
2014-12-30 10:09:56 +08:00
|
|
|
|
void Director::restart()
|
|
|
|
|
{
|
|
|
|
|
_restartDirectorInNextLoop = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Director::reset()
|
2016-02-16 13:43:11 +08:00
|
|
|
|
{
|
2022-07-15 19:17:01 +08:00
|
|
|
|
#if AX_ENABLE_GC_FOR_NATIVE_OBJECTS
|
2016-02-16 13:43:11 +08:00
|
|
|
|
auto sEngine = ScriptEngineManager::getInstance()->getScriptEngine();
|
2022-07-15 19:17:01 +08:00
|
|
|
|
#endif // AX_ENABLE_GC_FOR_NATIVE_OBJECTS
|
2021-12-25 10:04:45 +08:00
|
|
|
|
|
2013-06-15 14:03:30 +08:00
|
|
|
|
if (_runningScene)
|
2012-04-19 14:35:52 +08:00
|
|
|
|
{
|
2022-07-15 19:17:01 +08:00
|
|
|
|
#if AX_ENABLE_GC_FOR_NATIVE_OBJECTS
|
2016-02-16 13:43:11 +08:00
|
|
|
|
if (sEngine)
|
|
|
|
|
{
|
|
|
|
|
sEngine->releaseScriptObject(this, _runningScene);
|
|
|
|
|
}
|
2022-07-15 19:17:01 +08:00
|
|
|
|
#endif // AX_ENABLE_GC_FOR_NATIVE_OBJECTS
|
2013-06-15 14:03:30 +08:00
|
|
|
|
_runningScene->onExit();
|
|
|
|
|
_runningScene->cleanup();
|
|
|
|
|
_runningScene->release();
|
2012-04-19 14:35:52 +08:00
|
|
|
|
}
|
2021-12-25 10:04:45 +08:00
|
|
|
|
|
2013-08-08 16:31:44 +08:00
|
|
|
|
_runningScene = nullptr;
|
2021-12-25 10:04:45 +08:00
|
|
|
|
_nextScene = nullptr;
|
2015-04-18 15:06:09 +08:00
|
|
|
|
|
2018-01-19 13:40:41 +08:00
|
|
|
|
if (_eventDispatcher)
|
|
|
|
|
_eventDispatcher->dispatchEvent(_eventResetDirector);
|
2021-12-15 16:56:08 +08:00
|
|
|
|
|
2022-10-01 16:24:52 +08:00
|
|
|
|
// Fix github issue: https://github.com/axmolengine/axmol/issues/550
|
2021-12-15 16:56:08 +08:00
|
|
|
|
// !!!The AudioEngine hold scheduler must end before Director destroyed, otherwise, just lead app crash
|
|
|
|
|
AudioEngine::end();
|
2021-12-25 10:04:45 +08:00
|
|
|
|
|
2015-04-18 15:06:09 +08:00
|
|
|
|
// cleanup scheduler
|
|
|
|
|
getScheduler()->unscheduleAll();
|
2021-12-25 10:04:45 +08:00
|
|
|
|
|
2015-04-18 15:06:09 +08:00
|
|
|
|
// Remove all events
|
|
|
|
|
if (_eventDispatcher)
|
|
|
|
|
{
|
|
|
|
|
_eventDispatcher->removeAllEventListeners();
|
|
|
|
|
}
|
2021-12-25 10:04:45 +08:00
|
|
|
|
|
|
|
|
|
if (_notificationNode)
|
2016-08-08 10:20:15 +08:00
|
|
|
|
{
|
|
|
|
|
_notificationNode->onExit();
|
|
|
|
|
_notificationNode->cleanup();
|
|
|
|
|
_notificationNode->release();
|
|
|
|
|
}
|
2021-12-25 10:04:45 +08:00
|
|
|
|
|
2016-08-08 10:20:15 +08:00
|
|
|
|
_notificationNode = nullptr;
|
2021-12-25 10:04:45 +08:00
|
|
|
|
|
2012-04-19 14:35:52 +08:00
|
|
|
|
// remove all objects, but don't release it.
|
|
|
|
|
// runWithScene might be executed after 'end'.
|
2022-07-15 19:17:01 +08:00
|
|
|
|
#if AX_ENABLE_GC_FOR_NATIVE_OBJECTS
|
2016-02-16 13:43:11 +08:00
|
|
|
|
if (sEngine)
|
2015-12-17 21:55:47 +08:00
|
|
|
|
{
|
2021-12-25 10:04:45 +08:00
|
|
|
|
for (const auto& scene : _scenesStack)
|
2016-02-16 13:43:11 +08:00
|
|
|
|
{
|
|
|
|
|
if (scene)
|
|
|
|
|
sEngine->releaseScriptObject(this, scene);
|
|
|
|
|
}
|
2015-12-17 21:55:47 +08:00
|
|
|
|
}
|
2022-07-15 19:17:01 +08:00
|
|
|
|
#endif // AX_ENABLE_GC_FOR_NATIVE_OBJECTS
|
2021-12-25 10:04:45 +08:00
|
|
|
|
|
2019-07-19 16:53:20 +08:00
|
|
|
|
while (!_scenesStack.empty())
|
|
|
|
|
{
|
|
|
|
|
_scenesStack.popBack();
|
|
|
|
|
}
|
|
|
|
|
|
2012-04-19 14:35:52 +08:00
|
|
|
|
stopAnimation();
|
2021-12-25 10:04:45 +08:00
|
|
|
|
|
2022-07-15 19:17:01 +08:00
|
|
|
|
AX_SAFE_RELEASE_NULL(_notificationNode);
|
|
|
|
|
AX_SAFE_RELEASE_NULL(_FPSLabel);
|
|
|
|
|
AX_SAFE_RELEASE_NULL(_drawnBatchesLabel);
|
|
|
|
|
AX_SAFE_RELEASE_NULL(_drawnVerticesLabel);
|
2021-12-25 10:04:45 +08:00
|
|
|
|
|
2012-04-19 14:35:52 +08:00
|
|
|
|
// purge bitmap cache
|
2014-02-20 22:33:52 +08:00
|
|
|
|
FontFNT::purgeCachedData();
|
2016-06-19 03:22:57 +08:00
|
|
|
|
FontAtlasCache::purgeCachedData();
|
2021-12-25 10:04:45 +08:00
|
|
|
|
|
2013-10-29 20:25:03 +08:00
|
|
|
|
FontFreeType::shutdownFreeType();
|
2021-12-25 10:04:45 +08:00
|
|
|
|
|
2012-06-20 11:48:31 +08:00
|
|
|
|
// purge all managed caches
|
2013-07-12 06:24:23 +08:00
|
|
|
|
AnimationCache::destroyInstance();
|
|
|
|
|
SpriteFrameCache::destroyInstance();
|
|
|
|
|
FileUtils::destroyInstance();
|
2016-02-25 23:06:21 +08:00
|
|
|
|
AsyncTaskPool::destroyInstance();
|
2022-10-12 19:44:31 +08:00
|
|
|
|
backend::ProgramManager::destroyInstance();
|
2021-12-25 10:04:45 +08:00
|
|
|
|
|
2012-04-19 14:35:52 +08:00
|
|
|
|
// cocos2d-x specific data structures
|
2013-07-12 06:24:23 +08:00
|
|
|
|
UserDefault::destroyInstance();
|
2018-09-11 14:39:30 +08:00
|
|
|
|
resetMatrixStack();
|
2019-03-20 09:45:09 +08:00
|
|
|
|
|
2013-11-07 18:52:36 +08:00
|
|
|
|
destroyTextureCache();
|
2014-12-30 10:09:56 +08:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Director::purgeDirector()
|
|
|
|
|
{
|
|
|
|
|
reset();
|
2013-11-07 18:52:36 +08:00
|
|
|
|
|
2021-12-25 10:04:45 +08:00
|
|
|
|
// CHECK_GL_ERROR_DEBUG();
|
|
|
|
|
|
2012-04-19 14:35:52 +08:00
|
|
|
|
// OpenGL view
|
2013-09-18 23:52:09 +08:00
|
|
|
|
if (_openGLView)
|
|
|
|
|
{
|
|
|
|
|
_openGLView->end();
|
|
|
|
|
_openGLView = nullptr;
|
|
|
|
|
}
|
2012-09-21 00:29:16 +08:00
|
|
|
|
|
2013-06-20 14:13:12 +08:00
|
|
|
|
// delete Director
|
2012-09-21 00:29:16 +08:00
|
|
|
|
release();
|
2012-04-19 14:35:52 +08:00
|
|
|
|
}
|
|
|
|
|
|
2014-12-28 11:55:06 +08:00
|
|
|
|
void Director::restartDirector()
|
|
|
|
|
{
|
2014-12-30 10:09:56 +08:00
|
|
|
|
reset();
|
2021-12-25 10:04:45 +08:00
|
|
|
|
|
2014-12-30 10:09:56 +08:00
|
|
|
|
// Texture cache need to be reinitialized
|
|
|
|
|
initTextureCache();
|
2021-12-25 10:04:45 +08:00
|
|
|
|
|
2014-12-31 15:32:59 +08:00
|
|
|
|
// Reschedule for action manager
|
|
|
|
|
getScheduler()->scheduleUpdate(getActionManager(), Scheduler::PRIORITY_SYSTEM, false);
|
2021-12-25 10:04:45 +08:00
|
|
|
|
|
2014-12-28 11:55:06 +08:00
|
|
|
|
// release the objects
|
|
|
|
|
PoolManager::getInstance()->getCurrentPool()->clear();
|
2016-02-15 16:30:32 +08:00
|
|
|
|
|
|
|
|
|
// Restart animation
|
|
|
|
|
startAnimation();
|
2021-12-25 10:04:45 +08:00
|
|
|
|
|
2014-12-30 10:09:56 +08:00
|
|
|
|
// Real restart in script level
|
2022-07-15 19:17:01 +08:00
|
|
|
|
#if AX_ENABLE_SCRIPT_BINDING
|
2016-05-25 02:09:11 +08:00
|
|
|
|
ScriptEvent scriptEvent(kRestartGame, nullptr);
|
2020-02-24 23:08:47 +08:00
|
|
|
|
ScriptEngineManager::sendEventToLua(scriptEvent);
|
2014-12-28 11:55:06 +08:00
|
|
|
|
#endif
|
2021-12-25 10:04:45 +08:00
|
|
|
|
|
2021-11-15 17:49:46 +08:00
|
|
|
|
setGLDefaultValues();
|
2014-12-28 11:55:06 +08:00
|
|
|
|
}
|
|
|
|
|
|
2013-08-08 16:31:44 +08:00
|
|
|
|
void Director::setNextScene()
|
2012-04-19 14:35:52 +08:00
|
|
|
|
{
|
2017-06-05 13:37:50 +08:00
|
|
|
|
_eventDispatcher->dispatchEvent(_beforeSetNextScene);
|
|
|
|
|
|
2013-08-08 16:31:44 +08:00
|
|
|
|
bool runningIsTransition = dynamic_cast<TransitionScene*>(_runningScene) != nullptr;
|
2021-12-25 10:04:45 +08:00
|
|
|
|
bool newIsTransition = dynamic_cast<TransitionScene*>(_nextScene) != nullptr;
|
2012-04-19 14:35:52 +08:00
|
|
|
|
|
|
|
|
|
// If it is not a transition, call onExit/cleanup
|
2021-12-25 10:04:45 +08:00
|
|
|
|
if (!newIsTransition)
|
|
|
|
|
{
|
|
|
|
|
if (_runningScene)
|
|
|
|
|
{
|
|
|
|
|
_runningScene->onExitTransitionDidStart();
|
|
|
|
|
_runningScene->onExit();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// issue #709. the root node (scene) should receive the cleanup message too
|
|
|
|
|
// otherwise it might be leaked.
|
|
|
|
|
if (_sendCleanupToScene && _runningScene)
|
|
|
|
|
{
|
|
|
|
|
_runningScene->cleanup();
|
|
|
|
|
}
|
|
|
|
|
}
|
2012-04-19 14:35:52 +08:00
|
|
|
|
|
2013-06-15 14:03:30 +08:00
|
|
|
|
if (_runningScene)
|
2012-04-19 14:35:52 +08:00
|
|
|
|
{
|
2013-06-15 14:03:30 +08:00
|
|
|
|
_runningScene->release();
|
2012-04-19 14:35:52 +08:00
|
|
|
|
}
|
2013-06-15 14:03:30 +08:00
|
|
|
|
_runningScene = _nextScene;
|
|
|
|
|
_nextScene->retain();
|
2013-08-08 16:31:44 +08:00
|
|
|
|
_nextScene = nullptr;
|
2012-04-19 14:35:52 +08:00
|
|
|
|
|
2021-12-25 10:04:45 +08:00
|
|
|
|
if ((!runningIsTransition) && _runningScene)
|
2012-04-19 14:35:52 +08:00
|
|
|
|
{
|
2013-06-15 14:03:30 +08:00
|
|
|
|
_runningScene->onEnter();
|
|
|
|
|
_runningScene->onEnterTransitionDidFinish();
|
2012-04-19 14:35:52 +08:00
|
|
|
|
}
|
2021-12-25 10:04:45 +08:00
|
|
|
|
|
2017-06-05 13:37:50 +08:00
|
|
|
|
_eventDispatcher->dispatchEvent(_afterSetNextScene);
|
2012-04-19 14:35:52 +08:00
|
|
|
|
}
|
|
|
|
|
|
2013-08-08 16:31:44 +08:00
|
|
|
|
void Director::pause()
|
2012-04-19 14:35:52 +08:00
|
|
|
|
{
|
2013-06-15 14:03:30 +08:00
|
|
|
|
if (_paused)
|
2012-04-19 14:35:52 +08:00
|
|
|
|
{
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
2013-06-15 14:03:30 +08:00
|
|
|
|
_oldAnimationInterval = _animationInterval;
|
2012-04-19 14:35:52 +08:00
|
|
|
|
|
2022-07-15 19:17:01 +08:00
|
|
|
|
#if AX_REDUCE_PAUSED_CPU_USAGE
|
2012-04-19 14:35:52 +08:00
|
|
|
|
// when paused, don't consume CPU
|
2017-06-05 13:37:50 +08:00
|
|
|
|
setAnimationInterval(1 / 4.0, SetIntervalReason::BY_DIRECTOR_PAUSE);
|
2020-09-05 17:12:30 +08:00
|
|
|
|
#endif
|
2013-06-15 14:03:30 +08:00
|
|
|
|
_paused = true;
|
2012-04-19 14:35:52 +08:00
|
|
|
|
}
|
|
|
|
|
|
2013-08-08 16:31:44 +08:00
|
|
|
|
void Director::resume()
|
2012-04-19 14:35:52 +08:00
|
|
|
|
{
|
2021-12-25 10:04:45 +08:00
|
|
|
|
if (!_paused)
|
2012-04-19 14:35:52 +08:00
|
|
|
|
{
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
2022-07-15 19:17:01 +08:00
|
|
|
|
#if AX_REDUCE_PAUSED_CPU_USAGE
|
2017-06-05 13:37:50 +08:00
|
|
|
|
setAnimationInterval(_oldAnimationInterval, SetIntervalReason::BY_ENGINE);
|
2020-09-05 17:12:30 +08:00
|
|
|
|
#endif
|
2012-04-19 14:35:52 +08:00
|
|
|
|
|
2021-12-25 10:04:45 +08:00
|
|
|
|
_paused = false;
|
2013-06-15 14:03:30 +08:00
|
|
|
|
_deltaTime = 0;
|
2013-12-27 15:53:55 +08:00
|
|
|
|
// fix issue #3509, skip one fps to avoid incorrect time calculation.
|
|
|
|
|
setNextDeltaTimeZero(true);
|
2012-04-19 14:35:52 +08:00
|
|
|
|
}
|
|
|
|
|
|
2017-06-05 13:37:50 +08:00
|
|
|
|
void Director::updateFrameRate()
|
|
|
|
|
{
|
2021-12-25 10:04:45 +08:00
|
|
|
|
// static const float FPS_FILTER = 0.1f;
|
|
|
|
|
// static float prevDeltaTime = 0.016f; // 60FPS
|
|
|
|
|
//
|
|
|
|
|
// float dt = _deltaTime * FPS_FILTER + (1.0f-FPS_FILTER) * prevDeltaTime;
|
|
|
|
|
// prevDeltaTime = dt;
|
|
|
|
|
// _frameRate = 1.0f/dt;
|
2017-06-05 13:37:50 +08:00
|
|
|
|
|
|
|
|
|
// Frame rate should be the real value of current frame.
|
|
|
|
|
_frameRate = 1.0f / _deltaTime;
|
|
|
|
|
}
|
|
|
|
|
|
2022-07-15 19:17:01 +08:00
|
|
|
|
#if !AX_STRIP_FPS
|
2017-06-20 09:02:13 +08:00
|
|
|
|
|
2012-04-19 14:35:52 +08:00
|
|
|
|
// display the FPS using a LabelAtlas
|
|
|
|
|
// updates the FPS every frame
|
2013-08-08 16:31:44 +08:00
|
|
|
|
void Director::showStats()
|
2012-04-19 14:35:52 +08:00
|
|
|
|
{
|
2015-04-02 23:35:56 +08:00
|
|
|
|
if (_isStatusLabelUpdated)
|
|
|
|
|
{
|
|
|
|
|
createStatsLabel();
|
|
|
|
|
_isStatusLabelUpdated = false;
|
|
|
|
|
}
|
|
|
|
|
|
2021-09-02 13:39:28 +08:00
|
|
|
|
static uint32_t prevCalls = 0;
|
|
|
|
|
static uint32_t prevVerts = 0;
|
2014-02-12 08:41:32 +08:00
|
|
|
|
|
2017-06-05 13:37:50 +08:00
|
|
|
|
++_frames;
|
2013-06-15 14:03:30 +08:00
|
|
|
|
_accumDt += _deltaTime;
|
2021-12-25 10:04:45 +08:00
|
|
|
|
|
2022-07-06 12:58:24 +08:00
|
|
|
|
if (_statsDisplay && _FPSLabel && _drawnBatchesLabel && _drawnVerticesLabel)
|
2012-04-19 14:35:52 +08:00
|
|
|
|
{
|
2017-06-05 13:37:50 +08:00
|
|
|
|
char buffer[30] = {0};
|
2014-11-27 05:31:44 +08:00
|
|
|
|
|
|
|
|
|
// Probably we don't need this anymore since
|
|
|
|
|
// the framerate is using a low-pass filter
|
|
|
|
|
// to make the FPS stable
|
2022-07-15 19:17:01 +08:00
|
|
|
|
if (_accumDt > AX_DIRECTOR_STATS_INTERVAL)
|
2012-04-19 14:35:52 +08:00
|
|
|
|
{
|
2017-06-05 13:37:50 +08:00
|
|
|
|
sprintf(buffer, "%.1f / %.3f", _frames / _accumDt, _secondsPerFrame);
|
2014-02-08 11:37:44 +08:00
|
|
|
|
_FPSLabel->setString(buffer);
|
2014-11-27 05:31:44 +08:00
|
|
|
|
_accumDt = 0;
|
2021-12-25 10:04:45 +08:00
|
|
|
|
_frames = 0;
|
2014-02-12 08:41:32 +08:00
|
|
|
|
}
|
|
|
|
|
|
2021-09-02 13:39:28 +08:00
|
|
|
|
auto currentCalls = (uint32_t)_renderer->getDrawnBatches();
|
|
|
|
|
auto currentVerts = (uint32_t)_renderer->getDrawnVertices();
|
2021-12-25 10:04:45 +08:00
|
|
|
|
if (currentCalls != prevCalls)
|
|
|
|
|
{
|
2021-10-09 13:48:56 +08:00
|
|
|
|
sprintf(buffer, "GL calls:%6u", currentCalls);
|
2014-02-08 11:37:44 +08:00
|
|
|
|
_drawnBatchesLabel->setString(buffer);
|
2014-02-12 08:41:32 +08:00
|
|
|
|
prevCalls = currentCalls;
|
|
|
|
|
}
|
2014-02-08 11:37:44 +08:00
|
|
|
|
|
2021-12-25 10:04:45 +08:00
|
|
|
|
if (currentVerts != prevVerts)
|
|
|
|
|
{
|
2021-10-09 13:48:56 +08:00
|
|
|
|
sprintf(buffer, "GL verts:%6u", currentVerts);
|
2014-02-08 11:37:44 +08:00
|
|
|
|
_drawnVerticesLabel->setString(buffer);
|
2014-02-12 08:41:32 +08:00
|
|
|
|
prevVerts = currentVerts;
|
2012-04-19 14:35:52 +08:00
|
|
|
|
}
|
2014-02-08 11:37:44 +08:00
|
|
|
|
|
2014-12-23 18:07:22 +08:00
|
|
|
|
const Mat4& identity = Mat4::IDENTITY;
|
2014-05-31 07:42:05 +08:00
|
|
|
|
_drawnVerticesLabel->visit(_renderer, identity, 0);
|
|
|
|
|
_drawnBatchesLabel->visit(_renderer, identity, 0);
|
|
|
|
|
_FPSLabel->visit(_renderer, identity, 0);
|
2014-02-08 11:37:44 +08:00
|
|
|
|
}
|
2012-04-19 14:35:52 +08:00
|
|
|
|
}
|
|
|
|
|
|
2013-06-20 14:13:12 +08:00
|
|
|
|
void Director::calculateMPF()
|
2012-04-19 14:35:52 +08:00
|
|
|
|
{
|
2014-11-27 05:31:44 +08:00
|
|
|
|
static float prevSecondsPerFrame = 0;
|
2021-12-25 10:04:45 +08:00
|
|
|
|
static const float MPF_FILTER = 0.10f;
|
2014-11-27 05:31:44 +08:00
|
|
|
|
|
2021-12-25 10:04:45 +08:00
|
|
|
|
_secondsPerFrame = _deltaTime * MPF_FILTER + (1 - MPF_FILTER) * prevSecondsPerFrame;
|
2014-11-27 05:31:44 +08:00
|
|
|
|
prevSecondsPerFrame = _secondsPerFrame;
|
2012-04-19 14:35:52 +08:00
|
|
|
|
}
|
|
|
|
|
|
2013-02-27 09:38:30 +08:00
|
|
|
|
// returns the FPS image data pointer and len
|
2013-12-05 17:19:01 +08:00
|
|
|
|
void Director::getFPSImageData(unsigned char** datapointer, ssize_t* length)
|
2013-02-27 09:38:30 +08:00
|
|
|
|
{
|
2021-12-25 10:04:45 +08:00
|
|
|
|
// FIXME: fixed me if it should be used
|
2013-05-23 15:06:57 +08:00
|
|
|
|
*datapointer = cc_fps_images_png;
|
2021-12-25 10:04:45 +08:00
|
|
|
|
*length = cc_fps_images_len();
|
2013-02-27 09:38:30 +08:00
|
|
|
|
}
|
|
|
|
|
|
2013-06-20 14:13:12 +08:00
|
|
|
|
void Director::createStatsLabel()
|
2013-05-23 15:06:57 +08:00
|
|
|
|
{
|
2021-12-25 10:04:45 +08:00
|
|
|
|
Texture2D* texture = nullptr;
|
|
|
|
|
std::string fpsString = "00.0";
|
|
|
|
|
std::string drawBatchString = "000";
|
2014-08-25 17:19:45 +08:00
|
|
|
|
std::string drawVerticesString = "00000";
|
2014-02-12 06:58:34 +08:00
|
|
|
|
if (_FPSLabel)
|
2012-06-12 02:50:32 +08:00
|
|
|
|
{
|
2021-12-25 10:04:45 +08:00
|
|
|
|
fpsString = _FPSLabel->getString();
|
|
|
|
|
drawBatchString = _drawnBatchesLabel->getString();
|
2014-08-25 17:19:45 +08:00
|
|
|
|
drawVerticesString = _drawnVerticesLabel->getString();
|
2021-12-25 10:04:45 +08:00
|
|
|
|
|
2022-07-15 19:17:01 +08:00
|
|
|
|
AX_SAFE_RELEASE_NULL(_FPSLabel);
|
|
|
|
|
AX_SAFE_RELEASE_NULL(_drawnBatchesLabel);
|
|
|
|
|
AX_SAFE_RELEASE_NULL(_drawnVerticesLabel);
|
2013-11-11 14:21:41 +08:00
|
|
|
|
_textureCache->removeTextureForKey("/cc_fps_images");
|
2013-07-12 06:24:23 +08:00
|
|
|
|
FileUtils::getInstance()->purgeCachedEntries();
|
2012-06-12 02:50:32 +08:00
|
|
|
|
}
|
|
|
|
|
|
2021-12-25 10:04:45 +08:00
|
|
|
|
unsigned char* data = nullptr;
|
|
|
|
|
ssize_t dataLength = 0;
|
2013-08-08 16:31:44 +08:00
|
|
|
|
getFPSImageData(&data, &dataLength);
|
2013-05-23 15:11:48 +08:00
|
|
|
|
|
2021-12-08 00:11:53 +08:00
|
|
|
|
Image* image = new Image();
|
2021-12-25 10:04:45 +08:00
|
|
|
|
bool isOK = image->initWithImageData(data, dataLength, false);
|
|
|
|
|
if (!isOK)
|
|
|
|
|
{
|
|
|
|
|
if (image)
|
2018-01-19 13:40:41 +08:00
|
|
|
|
delete image;
|
2022-07-16 10:43:05 +08:00
|
|
|
|
AXLOGERROR("%s", "Fails: init fps_images");
|
2013-05-23 15:06:57 +08:00
|
|
|
|
return;
|
2012-10-23 10:50:47 +08:00
|
|
|
|
}
|
2013-05-23 15:11:48 +08:00
|
|
|
|
|
2022-05-13 21:06:17 +08:00
|
|
|
|
texture = _textureCache->addImage(image, "/cc_fps_images", PixelFormat::RGBA4);
|
2022-07-15 19:17:01 +08:00
|
|
|
|
AX_SAFE_RELEASE(image);
|
2013-05-23 15:11:48 +08:00
|
|
|
|
|
2013-05-23 16:55:53 +08:00
|
|
|
|
/*
|
2021-12-25 10:04:45 +08:00
|
|
|
|
We want to use an image which is stored in the file named ccFPSImage.c
|
|
|
|
|
for any design resolutions and all resource resolutions.
|
|
|
|
|
|
2014-02-12 06:58:34 +08:00
|
|
|
|
To achieve this, we need to ignore 'contentScaleFactor' in 'AtlasNode' and 'LabelAtlas'.
|
2013-06-20 14:13:12 +08:00
|
|
|
|
So I added a new method called 'setIgnoreContentScaleFactor' for 'AtlasNode',
|
2013-05-23 16:55:53 +08:00
|
|
|
|
this is not exposed to game developers, it's only used for displaying FPS now.
|
|
|
|
|
*/
|
2022-07-15 19:17:01 +08:00
|
|
|
|
float scaleFactor = 1 / AX_CONTENT_SCALE_FACTOR();
|
2013-05-23 15:11:48 +08:00
|
|
|
|
|
2020-09-09 15:29:56 +08:00
|
|
|
|
_FPSLabel = LabelAtlas::create(fpsString, texture, 12, 32, '.');
|
2014-01-09 14:16:26 +08:00
|
|
|
|
_FPSLabel->retain();
|
2013-06-15 14:03:30 +08:00
|
|
|
|
_FPSLabel->setIgnoreContentScaleFactor(true);
|
2014-02-12 06:58:34 +08:00
|
|
|
|
_FPSLabel->setScale(scaleFactor);
|
2013-05-23 15:11:48 +08:00
|
|
|
|
|
2020-09-09 15:29:56 +08:00
|
|
|
|
_drawnBatchesLabel = LabelAtlas::create(drawBatchString, texture, 12, 32, '.');
|
2014-02-08 11:37:44 +08:00
|
|
|
|
_drawnBatchesLabel->retain();
|
|
|
|
|
_drawnBatchesLabel->setIgnoreContentScaleFactor(true);
|
2014-02-12 06:58:34 +08:00
|
|
|
|
_drawnBatchesLabel->setScale(scaleFactor);
|
2014-02-08 11:37:44 +08:00
|
|
|
|
|
2020-09-09 15:29:56 +08:00
|
|
|
|
_drawnVerticesLabel = LabelAtlas::create(drawVerticesString, texture, 12, 32, '.');
|
2014-02-08 11:37:44 +08:00
|
|
|
|
_drawnVerticesLabel->retain();
|
|
|
|
|
_drawnVerticesLabel->setIgnoreContentScaleFactor(true);
|
2014-02-12 06:58:34 +08:00
|
|
|
|
_drawnVerticesLabel->setScale(scaleFactor);
|
2014-02-08 11:37:44 +08:00
|
|
|
|
|
2022-07-04 01:43:55 +08:00
|
|
|
|
setStatsAnchor();
|
2022-07-01 23:15:20 +08:00
|
|
|
|
}
|
|
|
|
|
|
2022-07-04 01:50:02 +08:00
|
|
|
|
void Director::setStatsAnchor(AnchorPreset anchor)
|
2022-07-01 23:15:20 +08:00
|
|
|
|
{
|
2022-07-06 12:58:24 +08:00
|
|
|
|
if (!_statsDisplay)
|
2022-07-04 01:43:55 +08:00
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
// Initialize stat counters
|
|
|
|
|
if (!_FPSLabel)
|
|
|
|
|
showStats();
|
|
|
|
|
|
2022-07-01 23:15:20 +08:00
|
|
|
|
{
|
2022-07-02 14:17:24 +08:00
|
|
|
|
static Vec2 _fpsPosition = {0, 0};
|
|
|
|
|
auto safeOrigin = getSafeAreaRect().origin;
|
2022-07-01 23:15:20 +08:00
|
|
|
|
auto safeSize = getSafeAreaRect().size;
|
2022-07-15 19:17:01 +08:00
|
|
|
|
const int height_spacing = (int)(22 / AX_CONTENT_SCALE_FACTOR());
|
2022-07-01 23:15:20 +08:00
|
|
|
|
|
2022-07-04 01:50:02 +08:00
|
|
|
|
switch (anchor)
|
2022-07-01 23:15:20 +08:00
|
|
|
|
{
|
2022-07-04 01:43:55 +08:00
|
|
|
|
case AnchorPreset::BOTTOM_LEFT:
|
2022-07-01 23:15:20 +08:00
|
|
|
|
_fpsPosition = Vec2(0, 0);
|
|
|
|
|
_drawnVerticesLabel->setAnchorPoint({0, 0});
|
|
|
|
|
_drawnBatchesLabel->setAnchorPoint({0, 0});
|
|
|
|
|
_FPSLabel->setAnchorPoint({0, 0});
|
|
|
|
|
break;
|
2022-07-04 01:43:55 +08:00
|
|
|
|
case AnchorPreset::CENTER_LEFT:
|
2022-07-02 12:02:22 +08:00
|
|
|
|
_fpsPosition = Vec2(0, safeSize.height / 2 - height_spacing * 1.5);
|
2022-07-01 23:15:20 +08:00
|
|
|
|
_drawnVerticesLabel->setAnchorPoint({0, 0.0});
|
|
|
|
|
_drawnBatchesLabel->setAnchorPoint({0, 0.0});
|
|
|
|
|
_FPSLabel->setAnchorPoint({0, 0});
|
|
|
|
|
break;
|
2022-07-04 01:43:55 +08:00
|
|
|
|
case AnchorPreset::TOP_LEFT:
|
2022-07-02 12:02:22 +08:00
|
|
|
|
_fpsPosition = Vec2(0, safeSize.height - height_spacing * 3);
|
2022-07-01 23:15:20 +08:00
|
|
|
|
_drawnVerticesLabel->setAnchorPoint({0, 0});
|
|
|
|
|
_drawnBatchesLabel->setAnchorPoint({0, 0});
|
|
|
|
|
_FPSLabel->setAnchorPoint({0, 0});
|
|
|
|
|
break;
|
2022-07-04 01:43:55 +08:00
|
|
|
|
case AnchorPreset::BOTTOM_RIGHT:
|
2022-07-02 12:02:22 +08:00
|
|
|
|
_fpsPosition = Vec2(safeSize.width, 0);
|
2022-07-01 23:15:20 +08:00
|
|
|
|
_drawnVerticesLabel->setAnchorPoint({1, 0});
|
|
|
|
|
_drawnBatchesLabel->setAnchorPoint({1, 0});
|
|
|
|
|
_FPSLabel->setAnchorPoint({1, 0});
|
|
|
|
|
break;
|
2022-07-04 01:43:55 +08:00
|
|
|
|
case AnchorPreset::CENTER_RIGHT:
|
2022-07-02 12:02:22 +08:00
|
|
|
|
_fpsPosition = Vec2(safeSize.width, safeSize.height / 2 - height_spacing * 1.5);
|
2022-07-01 23:15:20 +08:00
|
|
|
|
_drawnVerticesLabel->setAnchorPoint({1, 0.0});
|
|
|
|
|
_drawnBatchesLabel->setAnchorPoint({1, 0.0});
|
|
|
|
|
_FPSLabel->setAnchorPoint({1, 0.0});
|
|
|
|
|
break;
|
2022-07-04 01:43:55 +08:00
|
|
|
|
case AnchorPreset::TOP_RIGHT:
|
2022-07-02 12:02:22 +08:00
|
|
|
|
_fpsPosition = Vec2(safeSize.width, safeSize.height - height_spacing * 3);
|
2022-07-01 23:15:20 +08:00
|
|
|
|
_drawnVerticesLabel->setAnchorPoint({1, 0});
|
|
|
|
|
_drawnBatchesLabel->setAnchorPoint({1, 0});
|
|
|
|
|
_FPSLabel->setAnchorPoint({1, 0});
|
|
|
|
|
break;
|
2022-07-04 01:43:55 +08:00
|
|
|
|
case AnchorPreset::BOTTOM_CENTER:
|
2022-07-02 12:02:22 +08:00
|
|
|
|
_fpsPosition = Vec2(safeSize.width / 2, 0);
|
2022-07-01 23:15:20 +08:00
|
|
|
|
_drawnVerticesLabel->setAnchorPoint({0.5, 0});
|
|
|
|
|
_drawnBatchesLabel->setAnchorPoint({0.5, 0});
|
|
|
|
|
_FPSLabel->setAnchorPoint({0.5, 0});
|
|
|
|
|
break;
|
2022-07-04 01:43:55 +08:00
|
|
|
|
case AnchorPreset::CENTER:
|
2022-07-02 12:02:22 +08:00
|
|
|
|
_fpsPosition = Vec2(safeSize.width / 2, safeSize.height / 2 - height_spacing * 1.5);
|
2022-07-01 23:15:20 +08:00
|
|
|
|
_drawnVerticesLabel->setAnchorPoint({0.5, 0.0});
|
|
|
|
|
_drawnBatchesLabel->setAnchorPoint({0.5, 0.0});
|
|
|
|
|
_FPSLabel->setAnchorPoint({0.5, 0.0});
|
|
|
|
|
break;
|
2022-07-04 01:43:55 +08:00
|
|
|
|
case AnchorPreset::TOP_CENTER:
|
2022-07-02 12:02:22 +08:00
|
|
|
|
_fpsPosition = Vec2(safeSize.width / 2, safeSize.height - height_spacing * 3);
|
2022-07-01 23:15:20 +08:00
|
|
|
|
_drawnVerticesLabel->setAnchorPoint({0.5, 0});
|
|
|
|
|
_drawnBatchesLabel->setAnchorPoint({0.5, 0});
|
|
|
|
|
_FPSLabel->setAnchorPoint({0.5, 0});
|
|
|
|
|
break;
|
2022-07-02 14:17:24 +08:00
|
|
|
|
default: // FPSPosition::BOTTOM_LEFT
|
2022-07-01 23:15:20 +08:00
|
|
|
|
_fpsPosition = Vec2(0, 0);
|
|
|
|
|
_drawnVerticesLabel->setAnchorPoint({0, 0});
|
|
|
|
|
_drawnBatchesLabel->setAnchorPoint({0, 0});
|
|
|
|
|
_FPSLabel->setAnchorPoint({0, 0});
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
2022-07-02 12:19:47 +08:00
|
|
|
|
_drawnVerticesLabel->setPosition(Vec2(0, height_spacing * 2.0f) + _fpsPosition + safeOrigin);
|
|
|
|
|
_drawnBatchesLabel->setPosition(Vec2(0, height_spacing * 1.0f) + _fpsPosition + safeOrigin);
|
|
|
|
|
_FPSLabel->setPosition(Vec2(0, height_spacing * 0.0f) + _fpsPosition + safeOrigin);
|
2022-07-01 23:15:20 +08:00
|
|
|
|
}
|
2012-04-19 14:35:52 +08:00
|
|
|
|
}
|
|
|
|
|
|
2022-07-15 19:17:01 +08:00
|
|
|
|
#endif // #if !AX_STRIP_FPS
|
2017-06-20 09:02:13 +08:00
|
|
|
|
|
2013-06-20 14:13:12 +08:00
|
|
|
|
void Director::setContentScaleFactor(float scaleFactor)
|
2012-04-19 14:35:52 +08:00
|
|
|
|
{
|
2013-06-15 14:03:30 +08:00
|
|
|
|
if (scaleFactor != _contentScaleFactor)
|
2012-04-19 14:35:52 +08:00
|
|
|
|
{
|
2021-12-25 10:04:45 +08:00
|
|
|
|
_contentScaleFactor = scaleFactor;
|
2015-04-02 23:35:56 +08:00
|
|
|
|
_isStatusLabelUpdated = true;
|
2012-04-19 14:35:52 +08:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2021-12-25 10:04:45 +08:00
|
|
|
|
void Director::setNotificationNode(Node* node)
|
2012-04-19 14:35:52 +08:00
|
|
|
|
{
|
2021-12-25 10:04:45 +08:00
|
|
|
|
if (_notificationNode != nullptr)
|
|
|
|
|
{
|
|
|
|
|
_notificationNode->onExitTransitionDidStart();
|
|
|
|
|
_notificationNode->onExit();
|
|
|
|
|
_notificationNode->cleanup();
|
|
|
|
|
}
|
2022-07-15 19:17:01 +08:00
|
|
|
|
AX_SAFE_RELEASE(_notificationNode);
|
2015-08-21 10:20:59 +08:00
|
|
|
|
|
2021-12-25 10:04:45 +08:00
|
|
|
|
_notificationNode = node;
|
|
|
|
|
if (node == nullptr)
|
|
|
|
|
return;
|
|
|
|
|
_notificationNode->onEnter();
|
|
|
|
|
_notificationNode->onEnterTransitionDidFinish();
|
2022-07-15 19:17:01 +08:00
|
|
|
|
AX_SAFE_RETAIN(_notificationNode);
|
2012-04-19 14:35:52 +08:00
|
|
|
|
}
|
|
|
|
|
|
2013-08-08 16:31:44 +08:00
|
|
|
|
void Director::setScheduler(Scheduler* scheduler)
|
2012-04-19 14:35:52 +08:00
|
|
|
|
{
|
2013-08-08 16:31:44 +08:00
|
|
|
|
if (_scheduler != scheduler)
|
2012-04-19 14:35:52 +08:00
|
|
|
|
{
|
2022-07-15 19:17:01 +08:00
|
|
|
|
AX_SAFE_RETAIN(scheduler);
|
|
|
|
|
AX_SAFE_RELEASE(_scheduler);
|
2013-08-08 16:31:44 +08:00
|
|
|
|
_scheduler = scheduler;
|
2012-04-19 14:35:52 +08:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2013-08-08 16:31:44 +08:00
|
|
|
|
void Director::setActionManager(ActionManager* actionManager)
|
2012-04-19 14:35:52 +08:00
|
|
|
|
{
|
2013-08-08 16:31:44 +08:00
|
|
|
|
if (_actionManager != actionManager)
|
2012-04-19 14:35:52 +08:00
|
|
|
|
{
|
2022-07-15 19:17:01 +08:00
|
|
|
|
AX_SAFE_RETAIN(actionManager);
|
|
|
|
|
AX_SAFE_RELEASE(_actionManager);
|
2013-08-08 16:31:44 +08:00
|
|
|
|
_actionManager = actionManager;
|
2021-12-25 10:04:45 +08:00
|
|
|
|
}
|
2012-04-19 14:35:52 +08:00
|
|
|
|
}
|
|
|
|
|
|
2013-10-26 15:04:01 +08:00
|
|
|
|
void Director::setEventDispatcher(EventDispatcher* dispatcher)
|
|
|
|
|
{
|
|
|
|
|
if (_eventDispatcher != dispatcher)
|
|
|
|
|
{
|
2022-07-15 19:17:01 +08:00
|
|
|
|
AX_SAFE_RETAIN(dispatcher);
|
|
|
|
|
AX_SAFE_RELEASE(_eventDispatcher);
|
2013-10-26 15:04:01 +08:00
|
|
|
|
_eventDispatcher = dispatcher;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2016-08-19 09:13:15 +08:00
|
|
|
|
void Director::startAnimation()
|
2017-06-05 13:37:50 +08:00
|
|
|
|
{
|
|
|
|
|
startAnimation(SetIntervalReason::BY_ENGINE);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Director::startAnimation(SetIntervalReason reason)
|
2012-04-19 14:35:52 +08:00
|
|
|
|
{
|
2016-07-20 12:43:40 +08:00
|
|
|
|
_lastUpdate = std::chrono::steady_clock::now();
|
2012-04-19 14:35:52 +08:00
|
|
|
|
|
2013-06-15 14:03:30 +08:00
|
|
|
|
_invalid = false;
|
2013-12-27 11:49:54 +08:00
|
|
|
|
|
2022-10-12 07:04:36 +08:00
|
|
|
|
_axmol_thread_id = std::this_thread::get_id();
|
2015-08-13 15:14:10 +08:00
|
|
|
|
|
2022-06-30 21:04:00 +08:00
|
|
|
|
Application::getInstance()->setAnimationInterval(_animationInterval);
|
|
|
|
|
|
2014-03-21 15:16:55 +08:00
|
|
|
|
// fix issue #3509, skip one fps to avoid incorrect time calculation.
|
|
|
|
|
setNextDeltaTimeZero(true);
|
2012-04-19 14:35:52 +08:00
|
|
|
|
}
|
|
|
|
|
|
2016-08-19 09:13:15 +08:00
|
|
|
|
void Director::mainLoop()
|
2012-04-19 14:35:52 +08:00
|
|
|
|
{
|
2022-06-29 17:26:22 +08:00
|
|
|
|
if (_purgeDirectorInNextLoop)
|
2022-06-28 16:33:50 +08:00
|
|
|
|
{
|
2022-06-29 17:26:22 +08:00
|
|
|
|
_purgeDirectorInNextLoop = false;
|
|
|
|
|
purgeDirector();
|
2022-06-28 12:39:05 +08:00
|
|
|
|
}
|
2022-06-29 17:26:22 +08:00
|
|
|
|
else if (_restartDirectorInNextLoop)
|
2022-06-28 16:33:50 +08:00
|
|
|
|
{
|
2022-06-29 17:26:22 +08:00
|
|
|
|
_restartDirectorInNextLoop = false;
|
|
|
|
|
restartDirector();
|
2013-08-08 16:31:44 +08:00
|
|
|
|
}
|
2022-06-29 17:26:22 +08:00
|
|
|
|
else if (!_invalid)
|
|
|
|
|
{
|
|
|
|
|
drawScene();
|
|
|
|
|
|
|
|
|
|
// release the objects
|
|
|
|
|
PoolManager::getInstance()->getCurrentPool()->clear();
|
|
|
|
|
}
|
2012-04-19 14:35:52 +08:00
|
|
|
|
}
|
|
|
|
|
|
2017-05-23 08:46:13 +08:00
|
|
|
|
void Director::mainLoop(float dt)
|
|
|
|
|
{
|
2021-12-25 10:04:45 +08:00
|
|
|
|
_deltaTime = dt;
|
2017-05-23 08:46:13 +08:00
|
|
|
|
_deltaTimePassedByCaller = true;
|
|
|
|
|
mainLoop();
|
|
|
|
|
}
|
|
|
|
|
|
2016-08-19 09:13:15 +08:00
|
|
|
|
void Director::stopAnimation()
|
2012-04-19 14:35:52 +08:00
|
|
|
|
{
|
2013-06-15 14:03:30 +08:00
|
|
|
|
_invalid = true;
|
2012-04-19 14:35:52 +08:00
|
|
|
|
}
|
|
|
|
|
|
2016-08-19 09:13:15 +08:00
|
|
|
|
void Director::setAnimationInterval(float interval)
|
2017-06-05 13:37:50 +08:00
|
|
|
|
{
|
|
|
|
|
setAnimationInterval(interval, SetIntervalReason::BY_GAME);
|
|
|
|
|
}
|
|
|
|
|
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void Director::setAnimationInterval(float interval, SetIntervalReason reason)
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2012-04-19 14:35:52 +08:00
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{
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2022-06-30 21:04:00 +08:00
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_animationInterval = interval;
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2021-12-25 10:04:45 +08:00
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if (!_invalid)
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2012-04-19 14:35:52 +08:00
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{
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stopAnimation();
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2017-06-05 13:37:50 +08:00
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startAnimation(reason);
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}
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2012-04-19 14:35:52 +08:00
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}
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2022-07-11 17:50:21 +08:00
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NS_AX_END
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