axmol/cocos/2d/CCDrawNode.cpp

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/* Copyright (c) 2012 Scott Lembcke and Howling Moon Software
* Copyright (c) 2012 cocos2d-x.org
* Copyright (c) 2013-2014 Chukong Technologies Inc.
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*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
#include "CCDrawNode.h"
#include "CCShaderCache.h"
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#include "CCGL.h"
#include "CCEventType.h"
#include "CCConfiguration.h"
#include "renderer/CCCustomCommand.h"
#include "renderer/CCRenderer.h"
#include "CCDirector.h"
#include "CCEventListenerCustom.h"
#include "CCEventDispatcher.h"
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NS_CC_BEGIN
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// Vector2 == CGPoint in 32-bits, but not in 64-bits (OS X)
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// that's why the "v2f" functions are needed
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static Vector2 v2fzero(0.0f,0.0f);
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static inline Vector2 v2f(float x, float y)
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{
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Vector2 ret(x, y);
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return ret;
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}
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static inline Vector2 v2fadd(const Vector2 &v0, const Vector2 &v1)
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{
return v2f(v0.x+v1.x, v0.y+v1.y);
}
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static inline Vector2 v2fsub(const Vector2 &v0, const Vector2 &v1)
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{
return v2f(v0.x-v1.x, v0.y-v1.y);
}
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static inline Vector2 v2fmult(const Vector2 &v, float s)
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{
return v2f(v.x * s, v.y * s);
}
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static inline Vector2 v2fperp(const Vector2 &p0)
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{
return v2f(-p0.y, p0.x);
}
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static inline Vector2 v2fneg(const Vector2 &p0)
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{
return v2f(-p0.x, - p0.y);
}
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static inline float v2fdot(const Vector2 &p0, const Vector2 &p1)
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{
return p0.x * p1.x + p0.y * p1.y;
}
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static inline Vector2 v2fforangle(float _a_)
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{
return v2f(cosf(_a_), sinf(_a_));
}
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static inline Vector2 v2fnormalize(const Vector2 &p)
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{
Vector2 r = Vector2(p.x, p.y).normalize();
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return v2f(r.x, r.y);
}
static inline Vector2 __v2f(const Vector2 &v)
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{
//#ifdef __LP64__
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return v2f(v.x, v.y);
// #else
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// return * ((Vector2*) &v);
// #endif
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}
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static inline Tex2F __t(const Vector2 &v)
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{
return *(Tex2F*)&v;
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}
// implementation of DrawNode
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DrawNode::DrawNode()
: _vao(0)
, _vbo(0)
, _bufferCapacity(0)
, _bufferCount(0)
, _buffer(nullptr)
, _dirty(false)
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{
_blendFunc = BlendFunc::ALPHA_PREMULTIPLIED;
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}
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DrawNode::~DrawNode()
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{
free(_buffer);
_buffer = nullptr;
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glDeleteBuffers(1, &_vbo);
_vbo = 0;
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if (Configuration::getInstance()->supportsShareableVAO())
{
glDeleteVertexArrays(1, &_vao);
GL::bindVAO(0);
_vao = 0;
}
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}
DrawNode* DrawNode::create()
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{
DrawNode* ret = new DrawNode();
if (ret && ret->init())
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{
ret->autorelease();
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}
else
{
CC_SAFE_DELETE(ret);
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}
return ret;
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}
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void DrawNode::ensureCapacity(int count)
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{
CCASSERT(count>=0, "capacity must be >= 0");
if(_bufferCount + count > _bufferCapacity)
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{
_bufferCapacity += MAX(_bufferCapacity, count);
_buffer = (V2F_C4B_T2F*)realloc(_buffer, _bufferCapacity*sizeof(V2F_C4B_T2F));
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}
}
bool DrawNode::init()
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{
_blendFunc = BlendFunc::ALPHA_PREMULTIPLIED;
setShaderProgram(ShaderCache::getInstance()->getProgram(GLProgram::SHADER_NAME_POSITION_LENGTH_TEXTURE_COLOR));
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ensureCapacity(512);
if (Configuration::getInstance()->supportsShareableVAO())
{
glGenVertexArrays(1, &_vao);
GL::bindVAO(_vao);
}
glGenBuffers(1, &_vbo);
glBindBuffer(GL_ARRAY_BUFFER, _vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(V2F_C4B_T2F)* _bufferCapacity, _buffer, GL_STREAM_DRAW);
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glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_POSITION);
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, vertices));
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glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_COLOR);
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, colors));
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glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_TEX_COORDS);
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORDS, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, texCoords));
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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if (Configuration::getInstance()->supportsShareableVAO())
{
GL::bindVAO(0);
}
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CHECK_GL_ERROR_DEBUG();
_dirty = true;
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#if CC_ENABLE_CACHE_TEXTURE_DATA
// Need to listen the event only when not use batchnode, because it will use VBO
auto listener = EventListenerCustom::create(EVENT_COME_TO_FOREGROUND, [this](EventCustom* event){
/** listen the event that coming to foreground on Android */
this->init();
});
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
#endif
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return true;
}
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void DrawNode::draw(Renderer *renderer, const Matrix &transform, bool transformUpdated)
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{
_customCommand.init(_globalZOrder);
_customCommand.func = CC_CALLBACK_0(DrawNode::onDraw, this, transform, transformUpdated);
renderer->addCommand(&_customCommand);
}
void DrawNode::onDraw(const Matrix &transform, bool transformUpdated)
{
getShaderProgram()->use();
getShaderProgram()->setUniformsForBuiltins(transform);
GL::blendFunc(_blendFunc.src, _blendFunc.dst);
if (_dirty)
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{
glBindBuffer(GL_ARRAY_BUFFER, _vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(V2F_C4B_T2F)*_bufferCapacity, _buffer, GL_STREAM_DRAW);
_dirty = false;
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}
if (Configuration::getInstance()->supportsShareableVAO())
{
GL::bindVAO(_vao);
}
else
{
GL::enableVertexAttribs(GL::VERTEX_ATTRIB_FLAG_POS_COLOR_TEX);
glBindBuffer(GL_ARRAY_BUFFER, _vbo);
// vertex
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, vertices));
// color
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, colors));
// texcood
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORDS, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, texCoords));
}
glDrawArrays(GL_TRIANGLES, 0, _bufferCount);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,_bufferCount);
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CHECK_GL_ERROR_DEBUG();
}
void DrawNode::drawDot(const Vector2 &pos, float radius, const Color4F &color)
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{
unsigned int vertex_count = 2*3;
ensureCapacity(vertex_count);
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V2F_C4B_T2F a = {Vector2(pos.x - radius, pos.y - radius), Color4B(color), Tex2F(-1.0, -1.0) };
V2F_C4B_T2F b = {Vector2(pos.x - radius, pos.y + radius), Color4B(color), Tex2F(-1.0, 1.0) };
V2F_C4B_T2F c = {Vector2(pos.x + radius, pos.y + radius), Color4B(color), Tex2F( 1.0, 1.0) };
V2F_C4B_T2F d = {Vector2(pos.x + radius, pos.y - radius), Color4B(color), Tex2F( 1.0, -1.0) };
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V2F_C4B_T2F_Triangle *triangles = (V2F_C4B_T2F_Triangle *)(_buffer + _bufferCount);
V2F_C4B_T2F_Triangle triangle0 = {a, b, c};
V2F_C4B_T2F_Triangle triangle1 = {a, c, d};
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triangles[0] = triangle0;
triangles[1] = triangle1;
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_bufferCount += vertex_count;
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_dirty = true;
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}
void DrawNode::drawSegment(const Vector2 &from, const Vector2 &to, float radius, const Color4F &color)
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{
unsigned int vertex_count = 6*3;
ensureCapacity(vertex_count);
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Vector2 a = __v2f(from);
Vector2 b = __v2f(to);
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Vector2 n = v2fnormalize(v2fperp(v2fsub(b, a)));
Vector2 t = v2fperp(n);
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Vector2 nw = v2fmult(n, radius);
Vector2 tw = v2fmult(t, radius);
Vector2 v0 = v2fsub(b, v2fadd(nw, tw));
Vector2 v1 = v2fadd(b, v2fsub(nw, tw));
Vector2 v2 = v2fsub(b, nw);
Vector2 v3 = v2fadd(b, nw);
Vector2 v4 = v2fsub(a, nw);
Vector2 v5 = v2fadd(a, nw);
Vector2 v6 = v2fsub(a, v2fsub(nw, tw));
Vector2 v7 = v2fadd(a, v2fadd(nw, tw));
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V2F_C4B_T2F_Triangle *triangles = (V2F_C4B_T2F_Triangle *)(_buffer + _bufferCount);
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V2F_C4B_T2F_Triangle triangles0 = {
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{v0, Color4B(color), __t(v2fneg(v2fadd(n, t)))},
{v1, Color4B(color), __t(v2fsub(n, t))},
{v2, Color4B(color), __t(v2fneg(n))},
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};
triangles[0] = triangles0;
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V2F_C4B_T2F_Triangle triangles1 = {
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{v3, Color4B(color), __t(n)},
{v1, Color4B(color), __t(v2fsub(n, t))},
{v2, Color4B(color), __t(v2fneg(n))},
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};
triangles[1] = triangles1;
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V2F_C4B_T2F_Triangle triangles2 = {
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{v3, Color4B(color), __t(n)},
{v4, Color4B(color), __t(v2fneg(n))},
{v2, Color4B(color), __t(v2fneg(n))},
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};
triangles[2] = triangles2;
V2F_C4B_T2F_Triangle triangles3 = {
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{v3, Color4B(color), __t(n)},
{v4, Color4B(color), __t(v2fneg(n))},
{v5, Color4B(color), __t(n) },
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};
triangles[3] = triangles3;
V2F_C4B_T2F_Triangle triangles4 = {
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{v6, Color4B(color), __t(v2fsub(t, n))},
{v4, Color4B(color), __t(v2fneg(n)) },
{v5, Color4B(color), __t(n)},
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};
triangles[4] = triangles4;
V2F_C4B_T2F_Triangle triangles5 = {
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{v6, Color4B(color), __t(v2fsub(t, n))},
{v7, Color4B(color), __t(v2fadd(n, t))},
{v5, Color4B(color), __t(n)},
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};
triangles[5] = triangles5;
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_bufferCount += vertex_count;
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_dirty = true;
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}
void DrawNode::drawPolygon(Vector2 *verts, int count, const Color4F &fillColor, float borderWidth, const Color4F &borderColor)
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{
CCASSERT(count >= 0, "invalid count value");
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struct ExtrudeVerts {Vector2 offset, n;};
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struct ExtrudeVerts* extrude = (struct ExtrudeVerts*)malloc(sizeof(struct ExtrudeVerts)*count);
memset(extrude, 0, sizeof(struct ExtrudeVerts)*count);
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for (int i = 0; i < count; i++)
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{
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Vector2 v0 = __v2f(verts[(i-1+count)%count]);
Vector2 v1 = __v2f(verts[i]);
Vector2 v2 = __v2f(verts[(i+1)%count]);
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Vector2 n1 = v2fnormalize(v2fperp(v2fsub(v1, v0)));
Vector2 n2 = v2fnormalize(v2fperp(v2fsub(v2, v1)));
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Vector2 offset = v2fmult(v2fadd(n1, n2), 1.0/(v2fdot(n1, n2) + 1.0));
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struct ExtrudeVerts tmp = {offset, n2};
extrude[i] = tmp;
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}
bool outline = (borderColor.a > 0.0 && borderWidth > 0.0);
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auto triangle_count = 3*count - 2;
auto vertex_count = 3*triangle_count;
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ensureCapacity(vertex_count);
V2F_C4B_T2F_Triangle *triangles = (V2F_C4B_T2F_Triangle *)(_buffer + _bufferCount);
V2F_C4B_T2F_Triangle *cursor = triangles;
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float inset = (outline == false ? 0.5 : 0.0);
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for (int i = 0; i < count-2; i++)
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{
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Vector2 v0 = v2fsub(__v2f(verts[0 ]), v2fmult(extrude[0 ].offset, inset));
Vector2 v1 = v2fsub(__v2f(verts[i+1]), v2fmult(extrude[i+1].offset, inset));
Vector2 v2 = v2fsub(__v2f(verts[i+2]), v2fmult(extrude[i+2].offset, inset));
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V2F_C4B_T2F_Triangle tmp = {
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{v0, Color4B(fillColor), __t(v2fzero)},
{v1, Color4B(fillColor), __t(v2fzero)},
{v2, Color4B(fillColor), __t(v2fzero)},
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};
*cursor++ = tmp;
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}
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for(int i = 0; i < count; i++)
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{
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int j = (i+1)%count;
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Vector2 v0 = __v2f(verts[i]);
Vector2 v1 = __v2f(verts[j]);
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Vector2 n0 = extrude[i].n;
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Vector2 offset0 = extrude[i].offset;
Vector2 offset1 = extrude[j].offset;
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if(outline)
{
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Vector2 inner0 = v2fsub(v0, v2fmult(offset0, borderWidth));
Vector2 inner1 = v2fsub(v1, v2fmult(offset1, borderWidth));
Vector2 outer0 = v2fadd(v0, v2fmult(offset0, borderWidth));
Vector2 outer1 = v2fadd(v1, v2fmult(offset1, borderWidth));
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V2F_C4B_T2F_Triangle tmp1 = {
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{inner0, Color4B(borderColor), __t(v2fneg(n0))},
{inner1, Color4B(borderColor), __t(v2fneg(n0))},
{outer1, Color4B(borderColor), __t(n0)}
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};
*cursor++ = tmp1;
V2F_C4B_T2F_Triangle tmp2 = {
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{inner0, Color4B(borderColor), __t(v2fneg(n0))},
{outer0, Color4B(borderColor), __t(n0)},
{outer1, Color4B(borderColor), __t(n0)}
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};
*cursor++ = tmp2;
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}
else {
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Vector2 inner0 = v2fsub(v0, v2fmult(offset0, 0.5));
Vector2 inner1 = v2fsub(v1, v2fmult(offset1, 0.5));
Vector2 outer0 = v2fadd(v0, v2fmult(offset0, 0.5));
Vector2 outer1 = v2fadd(v1, v2fmult(offset1, 0.5));
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V2F_C4B_T2F_Triangle tmp1 = {
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{inner0, Color4B(fillColor), __t(v2fzero)},
{inner1, Color4B(fillColor), __t(v2fzero)},
{outer1, Color4B(fillColor), __t(n0)}
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};
*cursor++ = tmp1;
V2F_C4B_T2F_Triangle tmp2 = {
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{inner0, Color4B(fillColor), __t(v2fzero)},
{outer0, Color4B(fillColor), __t(n0)},
{outer1, Color4B(fillColor), __t(n0)}
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};
*cursor++ = tmp2;
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}
}
_bufferCount += vertex_count;
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_dirty = true;
free(extrude);
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}
void DrawNode::drawTriangle(const Vector2 &p1, const Vector2 &p2, const Vector2 &p3, const Color4F &color)
{
unsigned int vertex_count = 2*3;
ensureCapacity(vertex_count);
Color4B col = Color4B(color);
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V2F_C4B_T2F a = {Vector2(p1.x, p1.y), col, Tex2F(0.0, 0.0) };
V2F_C4B_T2F b = {Vector2(p2.x, p2.y), col, Tex2F(0.0, 0.0) };
V2F_C4B_T2F c = {Vector2(p3.x, p3.y), col, Tex2F(0.0, 0.0) };
V2F_C4B_T2F_Triangle *triangles = (V2F_C4B_T2F_Triangle *)(_buffer + _bufferCount);
V2F_C4B_T2F_Triangle triangle = {a, b, c};
triangles[0] = triangle;
_bufferCount += vertex_count;
_dirty = true;
}
void DrawNode::drawCubicBezier(const Vector2& from, const Vector2& control1, const Vector2& control2, const Vector2& to, unsigned int segments, const Color4F &color)
{
unsigned int vertex_count = (segments + 1) * 3;
ensureCapacity(vertex_count);
Tex2F texCoord = Tex2F(0.0, 0.0);
Color4B col = Color4B(color);
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Vector2 vertex;
Vector2 firstVertex = Vector2(from.x, from.y);
Vector2 lastVertex = Vector2(to.x, to.y);
float t = 0;
for(unsigned int i = segments + 1; i > 0; i--)
{
float x = powf(1 - t, 3) * from.x + 3.0f * powf(1 - t, 2) * t * control1.x + 3.0f * (1 - t) * t * t * control2.x + t * t * t * to.x;
float y = powf(1 - t, 3) * from.y + 3.0f * powf(1 - t, 2) * t * control1.y + 3.0f * (1 - t) * t * t * control2.y + t * t * t * to.y;
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vertex = Vector2(x, y);
V2F_C4B_T2F a = {firstVertex, col, texCoord };
V2F_C4B_T2F b = {lastVertex, col, texCoord };
V2F_C4B_T2F c = {vertex, col, texCoord };
V2F_C4B_T2F_Triangle triangle = {a, b, c};
((V2F_C4B_T2F_Triangle *)(_buffer + _bufferCount))[0] = triangle;
lastVertex = vertex;
t += 1.0f / segments;
_bufferCount += 3;
}
_dirty = true;
}
void DrawNode::drawQuadraticBezier(const Vector2& from, const Vector2& control, const Vector2& to, unsigned int segments, const Color4F &color)
{
unsigned int vertex_count = (segments + 1) * 3;
ensureCapacity(vertex_count);
Tex2F texCoord = Tex2F(0.0, 0.0);
Color4B col = Color4B(color);
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Vector2 vertex;
Vector2 firstVertex = Vector2(from.x, from.y);
Vector2 lastVertex = Vector2(to.x, to.y);
float t = 0;
for(unsigned int i = segments + 1; i > 0; i--)
{
float x = powf(1 - t, 2) * from.x + 2.0f * (1 - t) * t * control.x + t * t * to.x;
float y = powf(1 - t, 2) * from.y + 2.0f * (1 - t) * t * control.y + t * t * to.y;
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vertex = Vector2(x, y);
V2F_C4B_T2F a = {firstVertex, col, texCoord };
V2F_C4B_T2F b = {lastVertex, col, texCoord };
V2F_C4B_T2F c = {vertex, col, texCoord };
V2F_C4B_T2F_Triangle triangle = {a, b, c};
((V2F_C4B_T2F_Triangle *)(_buffer + _bufferCount))[0] = triangle;
lastVertex = vertex;
t += 1.0f / segments;
_bufferCount += 3;
}
_dirty = true;
}
void DrawNode::clear()
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{
_bufferCount = 0;
_dirty = true;
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}
const BlendFunc& DrawNode::getBlendFunc() const
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{
return _blendFunc;
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}
void DrawNode::setBlendFunc(const BlendFunc &blendFunc)
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{
_blendFunc = blendFunc;
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}
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NS_CC_END