axmol/cocos/2d/CCAutoPolygon.cpp

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/****************************************************************************
Copyright (c) 2008-2010 Ricardo Quesada
Copyright (c) 2010-2012 cocos2d-x.org
Copyright (c) 2011 Zynga Inc.
Copyright (c) 2013-2016 Chukong Technologies Inc.
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
http://www.cocos2d-x.org
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#include "2d/CCAutoPolygon.h"
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#include "poly2tri/poly2tri.h"
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#include "base/CCDirector.h"
#include "renderer/CCTextureCache.h"
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#include "clipper/clipper.hpp"
#include <algorithm>
#include <math.h>
USING_NS_CC;
static unsigned short quadIndices9[]={
0+4*0,1+4*0,2+4*0, 3+4*0,2+4*0,1+4*0,
0+4*1,1+4*1,2+4*1, 3+4*1,2+4*1,1+4*1,
0+4*2,1+4*2,2+4*2, 3+4*2,2+4*2,1+4*2,
0+4*3,1+4*3,2+4*3, 3+4*3,2+4*3,1+4*3,
0+4*4,1+4*4,2+4*4, 3+4*4,2+4*4,1+4*4,
0+4*5,1+4*5,2+4*5, 3+4*5,2+4*5,1+4*5,
0+4*6,1+4*6,2+4*6, 3+4*6,2+4*6,1+4*6,
0+4*7,1+4*7,2+4*7, 3+4*7,2+4*7,1+4*7,
0+4*8,1+4*8,2+4*8, 3+4*8,2+4*8,1+4*8,
};
const static float PRECISION = 10.0f;
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PolygonInfo::PolygonInfo()
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: _isVertsOwner(true)
, _rect(Rect::ZERO)
, _filename("")
{
triangles.verts = nullptr;
triangles.indices = nullptr;
triangles.vertCount = 0;
triangles.indexCount = 0;
};
PolygonInfo::PolygonInfo(const PolygonInfo& other)
: triangles()
, _isVertsOwner(true)
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, _rect()
{
_filename = other._filename;
_isVertsOwner = true;
_rect = other._rect;
triangles.verts = new (std::nothrow) V3F_C4B_T2F[other.triangles.vertCount];
triangles.indices = new (std::nothrow) unsigned short[other.triangles.indexCount];
CCASSERT(triangles.verts && triangles.indices, "not enough memory");
triangles.vertCount = other.triangles.vertCount;
triangles.indexCount = other.triangles.indexCount;
memcpy(triangles.verts, other.triangles.verts, other.triangles.vertCount * sizeof(other.triangles.verts[0]));
memcpy(triangles.indices, other.triangles.indices, other.triangles.indexCount * sizeof(other.triangles.indices[0]));
};
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PolygonInfo& PolygonInfo::operator= (const PolygonInfo& other)
{
if(this != &other)
{
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releaseVertsAndIndices();
_filename = other._filename;
_isVertsOwner = true;
_rect = other._rect;
triangles.verts = new (std::nothrow) V3F_C4B_T2F[other.triangles.vertCount];
triangles.indices = new (std::nothrow) unsigned short[other.triangles.indexCount];
CCASSERT(triangles.verts && triangles.indices, "not enough memory");
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triangles.vertCount = other.triangles.vertCount;
triangles.indexCount = other.triangles.indexCount;
memcpy(triangles.verts, other.triangles.verts, other.triangles.vertCount * sizeof(other.triangles.verts[0]));
memcpy(triangles.indices, other.triangles.indices, other.triangles.indexCount * sizeof(other.triangles.indices[0]));
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}
return *this;
}
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PolygonInfo::~PolygonInfo()
{
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releaseVertsAndIndices();
}
void PolygonInfo::setQuad(V3F_C4B_T2F_Quad *quad)
{
releaseVertsAndIndices();
_isVertsOwner = false;
triangles.indices = quadIndices9;
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triangles.vertCount = 4;
triangles.indexCount = 6;
triangles.verts = (V3F_C4B_T2F*)quad;
}
void PolygonInfo::setQuads(V3F_C4B_T2F_Quad *quad, int numberOfQuads)
{
CCASSERT(numberOfQuads >= 1 && numberOfQuads <= 9, "Invalid number of Quads");
releaseVertsAndIndices();
_isVertsOwner = false;
triangles.indices = quadIndices9;
triangles.vertCount = 4 * numberOfQuads;
triangles.indexCount = 6 * numberOfQuads;
triangles.verts = (V3F_C4B_T2F*)quad;
}
void PolygonInfo::setTriangles(const TrianglesCommand::Triangles& other)
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{
this->releaseVertsAndIndices();
_isVertsOwner = false;
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this->triangles.vertCount = other.vertCount;
this->triangles.indexCount = other.indexCount;
this->triangles.verts = other.verts;
this->triangles.indices = other.indices;
}
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void PolygonInfo::releaseVertsAndIndices()
{
if(_isVertsOwner)
{
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if(nullptr != triangles.verts)
{
CC_SAFE_DELETE_ARRAY(triangles.verts);
}
if(nullptr != triangles.indices)
{
CC_SAFE_DELETE_ARRAY(triangles.indices);
}
}
}
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unsigned int PolygonInfo::getVertCount() const
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{
return (unsigned int)triangles.vertCount;
}
unsigned int PolygonInfo::getTrianglesCount() const
{
return (unsigned int)triangles.indexCount/3;
}
float PolygonInfo::getArea() const
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{
float area = 0;
V3F_C4B_T2F *verts = triangles.verts;
unsigned short *indices = triangles.indices;
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for(unsigned int i = 0; i < triangles.indexCount; i+=3)
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{
auto A = verts[indices[i]].vertices;
auto B = verts[indices[i+1]].vertices;
auto C = verts[indices[i+2]].vertices;
area += (A.x*(B.y-C.y) + B.x*(C.y-A.y) + C.x*(A.y - B.y))/2;
}
return area;
}
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AutoPolygon::AutoPolygon(const std::string &filename)
:_image(nullptr)
,_data(nullptr)
,_filename("")
,_width(0)
,_height(0)
,_scaleFactor(0)
{
_filename = filename;
_image = new (std::nothrow) Image();
_image->initWithImageFile(filename);
CCASSERT(_image->getPixelFormat()==backend::PixelFormat::RGBA8, "unsupported format, currently only supports rgba8888");
_data = _image->getData();
_width = _image->getWidth();
_height = _image->getHeight();
_scaleFactor = Director::getInstance()->getContentScaleFactor();
}
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AutoPolygon::~AutoPolygon()
{
CC_SAFE_DELETE(_image);
}
std::vector<Vec2> AutoPolygon::trace(const Rect& rect, float threshold)
{
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Vec2 first = findFirstNoneTransparentPixel(rect, threshold);
return marchSquare(rect, first, threshold);
}
Vec2 AutoPolygon::findFirstNoneTransparentPixel(const Rect& rect, float threshold)
{
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bool found = false;
Vec2 i;
for(i.y = rect.origin.y; i.y < rect.origin.y+rect.size.height; i.y++)
{
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if(found)break;
for(i.x = rect.origin.x; i.x < rect.origin.x+rect.size.width; i.x++)
{
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auto alpha = getAlphaByPos(i);
if(alpha>threshold)
{
found = true;
break;
}
}
}
CCASSERT(found, "image is all transparent!");
return i;
}
unsigned char AutoPolygon::getAlphaByIndex(unsigned int i)
{
return *(_data+i*4+3);
}
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unsigned char AutoPolygon::getAlphaByPos(const Vec2& pos)
{
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return *(_data+((int)pos.y*_width+(int)pos.x)*4+3);
}
unsigned int AutoPolygon::getSquareValue(unsigned int x, unsigned int y, const Rect& rect, float threshold)
{
/*
checking the 2x2 pixel grid, assigning these values to each pixel, if not transparent
+---+---+
| 1 | 2 |
+---+---+
| 4 | 8 | <- current pixel (curx,cury)
+---+---+
*/
unsigned int sv = 0;
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//NOTE: due to the way we pick points from texture, rect needs to be smaller, otherwise it goes outside 1 pixel
auto fixedRect = Rect(rect.origin, rect.size-Size(2,2));
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Vec2 tl = Vec2(x-1.0f, y-1.0f);
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sv += (fixedRect.containsPoint(tl) && getAlphaByPos(tl) > threshold)? 1 : 0;
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Vec2 tr = Vec2(x-0.0f, y-1.0f);
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sv += (fixedRect.containsPoint(tr) && getAlphaByPos(tr) > threshold)? 2 : 0;
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Vec2 bl = Vec2(x-1.0f, y-0.0f);
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sv += (fixedRect.containsPoint(bl) && getAlphaByPos(bl) > threshold)? 4 : 0;
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Vec2 br = Vec2(x-0.0f, y-0.0f);
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sv += (fixedRect.containsPoint(br) && getAlphaByPos(br) > threshold)? 8 : 0;
CCASSERT(sv != 0 && sv != 15, "square value should not be 0, or 15");
return sv;
}
std::vector<cocos2d::Vec2> AutoPolygon::marchSquare(const Rect& rect, const Vec2& start, float threshold)
{
int stepx = 0;
int stepy = 0;
int prevx = 0;
int prevy = 0;
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int startx = (int)start.x;
int starty = (int)start.y;
int curx = startx;
int cury = starty;
unsigned int count = 0;
std::vector<int> case9s;
std::vector<int> case6s;
int i;
std::vector<int>::iterator it;
std::vector<cocos2d::Vec2> _points;
do{
int sv = getSquareValue(curx, cury, rect, threshold);
switch(sv){
case 1:
case 5:
case 13:
/* going UP with these cases:
1 5 13
+---+---+ +---+---+ +---+---+
| 1 | | | 1 | | | 1 | |
+---+---+ +---+---+ +---+---+
| | | | 4 | | | 4 | 8 |
+---+---+ +---+---+ +---+---+
*/
stepx = 0;
stepy = -1;
break;
case 8:
case 10:
case 11:
/* going DOWN with these cases:
8 10 11
+---+---+ +---+---+ +---+---+
| | | | | 2 | | 1 | 2 |
+---+---+ +---+---+ +---+---+
| | 8 | | | 8 | | | 8 |
+---+---+ +---+---+ +---+---+
*/
stepx = 0;
stepy = 1;
break;
case 4:
case 12:
case 14:
/* going LEFT with these cases:
4 12 14
+---+---+ +---+---+ +---+---+
| | | | | | | | 2 |
+---+---+ +---+---+ +---+---+
| 4 | | | 4 | 8 | | 4 | 8 |
+---+---+ +---+---+ +---+---+
*/
stepx = -1;
stepy = 0;
break;
case 2 :
case 3 :
case 7 :
/* going RIGHT with these cases:
2 3 7
+---+---+ +---+---+ +---+---+
| | 2 | | 1 | 2 | | 1 | 2 |
+---+---+ +---+---+ +---+---+
| | | | | | | 4 | |
+---+---+ +---+---+ +---+---+
*/
stepx=1;
stepy=0;
break;
case 9 :
/*
+---+---+
| 1 | |
+---+---+
| | 8 |
+---+---+
this should normally go UP, but if we already been here, we go down
*/
//find index from xy;
i = getIndexFromPos(curx, cury);
it = find (case9s.begin(), case9s.end(), i);
if (it != case9s.end())
{
//found, so we go down, and delete from case9s;
stepx = 0;
stepy = 1;
case9s.erase(it);
}
else
{
//not found, we go up, and add to case9s;
stepx = 0;
stepy = -1;
case9s.push_back(i);
}
break;
case 6 :
/*
6
+---+---+
| | 2 |
+---+---+
| 4 | |
+---+---+
this normally go RIGHT, but if its coming from UP, it should go LEFT
*/
i = getIndexFromPos(curx, cury);
it = find (case6s.begin(), case6s.end(), i);
if (it != case6s.end())
{
//found, so we go down, and delete from case9s;
stepx = -1;
stepy = 0;
case6s.erase(it);
}
else{
//not found, we go up, and add to case9s;
stepx = 1;
stepy = 0;
case6s.push_back(i);
}
break;
default:
CCLOG("this shouldn't happen.");
}
//little optimization
// if previous direction is same as current direction,
// then we should modify the last vec to current
curx += stepx;
cury += stepy;
if(stepx == prevx && stepy == prevy)
{
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_points.back().x = (float)(curx-rect.origin.x) / _scaleFactor;
_points.back().y = (float)(rect.size.height - cury + rect.origin.y) / _scaleFactor;
}
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else
{
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_points.push_back(Vec2((float)(curx - rect.origin.x) / _scaleFactor, (float)(rect.size.height - cury + rect.origin.y) / _scaleFactor));
}
count++;
prevx = stepx;
prevy = stepy;
#if defined(COCOS2D_DEBUG) && (COCOS2D_DEBUG > 0)
const auto totalPixel = _width * _height;
CCASSERT(count <= totalPixel, "oh no, marching square cannot find starting position");
#endif
} while(curx != startx || cury != starty);
return _points;
}
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float AutoPolygon::perpendicularDistance(const cocos2d::Vec2& i, const cocos2d::Vec2& start, const cocos2d::Vec2& end)
{
float res;
float slope;
float intercept;
if(start.x == end.x)
{
res = fabsf(i.x- end.x);
}
else if (start.y == end.y)
{
res = fabsf(i.y - end.y);
}
else{
slope = (end.y - start.y) / (end.x - start.x);
intercept = start.y - (slope*start.x);
res = fabsf(slope * i.x - i.y + intercept) / sqrtf(powf(slope, 2)+1);
}
return res;
}
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std::vector<cocos2d::Vec2> AutoPolygon::rdp(const std::vector<cocos2d::Vec2>& v, float optimization)
{
if(v.size() < 3)
return v;
int index = -1;
float dist = 0;
//not looping first and last point
for(size_t i = 1, size = v.size(); i < size-1; ++i)
{
float cdist = perpendicularDistance(v[i], v.front(), v.back());
if(cdist > dist)
{
dist = cdist;
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index = static_cast<int>(i);
}
}
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if (dist>optimization)
{
std::vector<Vec2>::const_iterator begin = v.begin();
std::vector<Vec2>::const_iterator end = v.end();
std::vector<Vec2> l1(begin, begin+index+1);
std::vector<Vec2> l2(begin+index, end);
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std::vector<Vec2> r1 = rdp(l1, optimization);
std::vector<Vec2> r2 = rdp(l2, optimization);
r1.insert(r1.end(), r2.begin()+1, r2.end());
return r1;
}
else {
std::vector<Vec2> ret;
ret.push_back(v.front());
ret.push_back(v.back());
return ret;
}
}
std::vector<Vec2> AutoPolygon::reduce(const std::vector<Vec2>& points, const Rect& rect, float epsilon)
{
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auto size = points.size();
// if there are less than 3 points, then we have nothing
if(size<3)
{
log("AUTOPOLYGON: cannot reduce points for %s that has less than 3 points in input, e: %f", _filename.c_str(), epsilon);
return std::vector<Vec2>();
}
// if there are less than 9 points (but more than 3), then we don't need to reduce it
else if (size < 9)
{
log("AUTOPOLYGON: cannot reduce points for %s e: %f",_filename.c_str(), epsilon);
return points;
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}
float maxEp = MIN(rect.size.width, rect.size.height);
float ep = clampf(epsilon, 0.0, maxEp/_scaleFactor/2);
std::vector<Vec2> result = rdp(points, ep);
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auto last = result.back();
if (last.y > result.front().y && last.getDistance(result.front()) < ep * 0.5f)
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{
result.front().y = last.y;
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result.pop_back();
}
return result;
}
std::vector<Vec2> AutoPolygon::expand(const std::vector<Vec2>& points, const cocos2d::Rect &rect, float epsilon)
{
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auto size = points.size();
// if there are less than 3 points, then we have nothing
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if(size<3)
{
log("AUTOPOLYGON: cannot expand points for %s with less than 3 points, e: %f", _filename.c_str(), epsilon);
return std::vector<Vec2>();
}
ClipperLib::Path subj;
ClipperLib::PolyTree solution;
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ClipperLib::PolyTree out;
for(const auto& pt : points)
{
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subj << ClipperLib::IntPoint(static_cast<ClipperLib::cInt>(pt.x* PRECISION), static_cast<ClipperLib::cInt>(pt.y * PRECISION));
}
ClipperLib::ClipperOffset co;
co.AddPath(subj, ClipperLib::jtMiter, ClipperLib::etClosedPolygon);
co.Execute(solution, epsilon * PRECISION);
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ClipperLib::PolyNode* p = solution.GetFirst();
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if(!p)
{
log("AUTOPOLYGON: Clipper failed to expand the points");
return points;
}
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while(p->IsHole()){
p = p->GetNext();
}
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//turn the result into simply polygon (AKA, fix overlap)
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//clamp into the specified rect
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ClipperLib::Clipper cl;
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cl.StrictlySimple(true);
cl.AddPath(p->Contour, ClipperLib::ptSubject, true);
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//create the clipping rect
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ClipperLib::Path clamp;
clamp.push_back(ClipperLib::IntPoint(0, 0));
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clamp.push_back(ClipperLib::IntPoint(static_cast<ClipperLib::cInt>(rect.size.width/_scaleFactor * PRECISION), 0));
clamp.push_back(ClipperLib::IntPoint(static_cast<ClipperLib::cInt>(rect.size.width/_scaleFactor * PRECISION),
static_cast<ClipperLib::cInt>(rect.size.height/_scaleFactor * PRECISION)));
clamp.push_back(ClipperLib::IntPoint(0, static_cast<ClipperLib::cInt>(rect.size.height/_scaleFactor * PRECISION)));
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cl.AddPath(clamp, ClipperLib::ptClip, true);
cl.Execute(ClipperLib::ctIntersection, out);
std::vector<Vec2> outPoints;
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ClipperLib::PolyNode* p2 = out.GetFirst();
while(p2->IsHole()){
p2 = p2->GetNext();
}
for(const auto& pt : p2->Contour)
{
outPoints.push_back(Vec2(pt.X/PRECISION, pt.Y/PRECISION));
}
return outPoints;
}
TrianglesCommand::Triangles AutoPolygon::triangulate(const std::vector<Vec2>& points)
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{
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// if there are less than 3 points, then we can't triangulate
if(points.size()<3)
{
log("AUTOPOLYGON: cannot triangulate %s with less than 3 points", _filename.c_str());
return TrianglesCommand::Triangles();
}
std::vector<p2t::Point*> p2points;
for(const auto& pt : points)
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{
p2t::Point * p = new (std::nothrow) p2t::Point(pt.x, pt.y);
p2points.push_back(p);
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}
p2t::CDT cdt(p2points);
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cdt.Triangulate();
std::vector<p2t::Triangle*> tris = cdt.GetTriangles();
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// we won't know the size of verts and indices until we process all of the triangles!
std::vector<V3F_C4B_T2F> verts;
std::vector<unsigned short> indices;
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unsigned short idx = 0;
unsigned short vdx = 0;
for(const auto& ite : tris)
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{
for(int i = 0; i < 3; ++i)
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{
auto p = ite->GetPoint(i);
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auto v3 = Vec3((float)p->x, (float)p->y, 0);
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bool found = false;
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unsigned short j;
auto length = vdx;
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for(j = 0; j < length; j++)
{
if(verts[j].vertices == v3)
{
found = true;
break;
}
}
if(found)
{
//if we found the same vertex, don't add to verts, but use the same vertex with indices
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indices.push_back(j);
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idx++;
}
else
{
//vert does not exist yet, so we need to create a new one,
auto c4b = Color4B::WHITE;
auto t2f = Tex2F(0,0); // don't worry about tex coords now, we calculate that later
V3F_C4B_T2F vert = {v3,c4b,t2f};
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verts.push_back(vert);
indices.push_back(vdx);
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idx++;
vdx++;
}
}
}
for(auto j : p2points)
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{
delete j;
};
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// now that we know the size of verts and indices we can create the buffers
V3F_C4B_T2F* vertsBuf = new (std::nothrow) V3F_C4B_T2F[verts.size()];
memcpy(vertsBuf, verts.data(), verts.size() * sizeof(V3F_C4B_T2F));
unsigned short* indicesBuf = new (std::nothrow) unsigned short[indices.size()];
memcpy(indicesBuf, indices.data(), indices.size() * sizeof(short));
// Triangles should really use std::vector and not arrays for verts and indices.
// Then the above memcpy would not be necessary
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
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TrianglesCommand::Triangles triangles = { vertsBuf, indicesBuf, (unsigned int)verts.size(), (unsigned int)indices.size() };
return triangles;
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}
void AutoPolygon::calculateUV(const Rect& rect, V3F_C4B_T2F* verts, ssize_t count)
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{
/*
whole texture UV coordination
0,0 1,0
+---------------------+
| |0.1
| |0.2
| +--------+ |0.3
| |texRect | |0.4
| | | |0.5
| | | |0.6
| +--------+ |0.7
| |0.8
| |0.9
+---------------------+
0,1 1,1
*/
CCASSERT(_width && _height, "please specify width and height for this AutoPolygon instance");
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auto texWidth = _width;
auto texHeight = _height;
auto end = &verts[count];
for(auto i = verts; i != end; ++i)
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{
// for every point, offset with the center point
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float u = (i->vertices.x*_scaleFactor + rect.origin.x) / texWidth;
float v = (rect.origin.y+rect.size.height - i->vertices.y*_scaleFactor) / texHeight;
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i->texCoords.u = u;
i->texCoords.v = v;
}
}
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Rect AutoPolygon::getRealRect(const Rect& rect)
{
Rect realRect = rect;
//check rect to see if its zero
if(realRect.equals(Rect::ZERO))
{
//if the instance doesn't have width and height, then the whole operation is kaput
CCASSERT(_height && _width, "Please specify a width and height for this instance before using its functions");
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realRect = Rect(0,0, (float)_width, (float)_height);
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}
else{
//rect is specified, so convert to real rect
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realRect = CC_RECT_POINTS_TO_PIXELS(rect);
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}
return realRect;
}
PolygonInfo AutoPolygon::generateTriangles(const Rect& rect, float epsilon, float threshold)
{
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Rect realRect = getRealRect(rect);
auto p = trace(realRect, threshold);
p = reduce(p, realRect, epsilon);
p = expand(p, realRect, epsilon);
auto tri = triangulate(p);
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calculateUV(realRect, tri.verts, tri.vertCount);
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PolygonInfo ret;
ret.triangles = tri;
ret.setFilename(_filename);
ret.setRect(realRect);
return ret;
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}
PolygonInfo AutoPolygon::generatePolygon(const std::string& filename, const Rect& rect, float epsilon, float threshold)
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{
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AutoPolygon ap(filename);
return ap.generateTriangles(rect, epsilon, threshold);
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}