axmol/cocos2dx/particle_nodes/CCParticleSystemQuad.cpp

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/****************************************************************************
Copyright (c) 2010-2012 cocos2d-x.org
Copyright (c) 2008-2010 Ricardo Quesada
Copyright (c) 2009 Leonardo Kasperavičius
Copyright (c) 2011 Zynga Inc.
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 "CCGL.h"
#include "CCParticleSystemQuad.h"
#include "sprite_nodes/CCSpriteFrame.h"
#include "CCDirector.h"
#include "CCParticleBatchNode.h"
#include "textures/CCTextureAtlas.h"
#include "shaders/CCShaderCache.h"
#include "shaders/ccGLStateCache.h"
#include "shaders/CCGLProgram.h"
#include "support/TransformUtils.h"
#include "support/CCNotificationCenter.h"
#include "CCEventType.h"
// extern
#include "kazmath/GL/matrix.h"
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NS_CC_BEGIN
//implementation ParticleSystemQuad
// overriding the init method
bool ParticleSystemQuad::initWithTotalParticles(unsigned int numberOfParticles)
{
// base initialization
if( ParticleSystem::initWithTotalParticles(numberOfParticles) )
{
// allocating data space
if( ! this->allocMemory() ) {
this->release();
return false;
}
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initIndices();
#if CC_TEXTURE_ATLAS_USE_VAO
setupVBOandVAO();
#else
setupVBO();
#endif
setShaderProgram(ShaderCache::getInstance()->programForKey(kShader_PositionTextureColor));
// Need to listen the event only when not use batchnode, because it will use VBO
NotificationCenter::getInstance()->addObserver(this,
callfuncO_selector(ParticleSystemQuad::listenBackToForeground),
EVNET_COME_TO_FOREGROUND,
NULL);
return true;
}
return false;
}
ParticleSystemQuad::ParticleSystemQuad()
:_quads(NULL)
,_indices(NULL)
#if CC_TEXTURE_ATLAS_USE_VAO
,_VAOname(0)
#endif
{
memset(_buffersVBO, 0, sizeof(_buffersVBO));
}
ParticleSystemQuad::~ParticleSystemQuad()
{
if (NULL == _batchNode)
{
CC_SAFE_FREE(_quads);
CC_SAFE_FREE(_indices);
glDeleteBuffers(2, &_buffersVBO[0]);
#if CC_TEXTURE_ATLAS_USE_VAO
glDeleteVertexArrays(1, &_VAOname);
ccGLBindVAO(0);
#endif
}
NotificationCenter::getInstance()->removeObserver(this, EVNET_COME_TO_FOREGROUND);
}
// implementation ParticleSystemQuad
ParticleSystemQuad * ParticleSystemQuad::create(const char *plistFile)
{
ParticleSystemQuad *pRet = new ParticleSystemQuad();
if (pRet && pRet->initWithFile(plistFile))
{
pRet->autorelease();
return pRet;
}
CC_SAFE_DELETE(pRet);
return pRet;
}
ParticleSystemQuad * ParticleSystemQuad::createWithTotalParticles(unsigned int numberOfParticles) {
ParticleSystemQuad *pRet = new ParticleSystemQuad();
if (pRet && pRet->initWithTotalParticles(numberOfParticles))
{
pRet->autorelease();
return pRet;
}
CC_SAFE_DELETE(pRet);
return pRet;
}
// pointRect should be in Texture coordinates, not pixel coordinates
void ParticleSystemQuad::initTexCoordsWithRect(const Rect& pointRect)
{
// convert to Tex coords
Rect rect = Rect(
pointRect.origin.x * CC_CONTENT_SCALE_FACTOR(),
pointRect.origin.y * CC_CONTENT_SCALE_FACTOR(),
pointRect.size.width * CC_CONTENT_SCALE_FACTOR(),
pointRect.size.height * CC_CONTENT_SCALE_FACTOR());
GLfloat wide = (GLfloat) pointRect.size.width;
GLfloat high = (GLfloat) pointRect.size.height;
if (_texture)
{
wide = (GLfloat)_texture->getPixelsWide();
high = (GLfloat)_texture->getPixelsHigh();
}
#if CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL
GLfloat left = (rect.origin.x*2+1) / (wide*2);
GLfloat bottom = (rect.origin.y*2+1) / (high*2);
GLfloat right = left + (rect.size.width*2-2) / (wide*2);
GLfloat top = bottom + (rect.size.height*2-2) / (high*2);
#else
GLfloat left = rect.origin.x / wide;
GLfloat bottom = rect.origin.y / high;
GLfloat right = left + rect.size.width / wide;
GLfloat top = bottom + rect.size.height / high;
#endif // ! CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL
// Important. Texture in cocos2d are inverted, so the Y component should be inverted
CC_SWAP( top, bottom, float);
V3F_C4B_T2F_Quad *quads = NULL;
unsigned int start = 0, end = 0;
if (_batchNode)
{
quads = _batchNode->getTextureAtlas()->getQuads();
start = _atlasIndex;
end = _atlasIndex + _totalParticles;
}
else
{
quads = _quads;
start = 0;
end = _totalParticles;
}
for(unsigned int i=start; i<end; i++)
{
// bottom-left vertex:
quads[i].bl.texCoords.u = left;
quads[i].bl.texCoords.v = bottom;
// bottom-right vertex:
quads[i].br.texCoords.u = right;
quads[i].br.texCoords.v = bottom;
// top-left vertex:
quads[i].tl.texCoords.u = left;
quads[i].tl.texCoords.v = top;
// top-right vertex:
quads[i].tr.texCoords.u = right;
quads[i].tr.texCoords.v = top;
}
}
void ParticleSystemQuad::setTextureWithRect(Texture2D *texture, const Rect& rect)
{
// Only update the texture if is different from the current one
if( !_texture || texture->getName() != _texture->getName() )
{
ParticleSystem::setTexture(texture);
}
this->initTexCoordsWithRect(rect);
}
void ParticleSystemQuad::setTexture(Texture2D* texture)
{
const Size& s = texture->getContentSize();
this->setTextureWithRect(texture, Rect(0, 0, s.width, s.height));
}
void ParticleSystemQuad::setDisplayFrame(SpriteFrame *spriteFrame)
{
CCAssert(spriteFrame->getOffsetInPixels().equals(Point::ZERO),
"QuadParticle only supports SpriteFrames with no offsets");
// update texture before updating texture rect
if ( !_texture || spriteFrame->getTexture()->getName() != _texture->getName())
{
this->setTexture(spriteFrame->getTexture());
}
}
void ParticleSystemQuad::initIndices()
{
for(unsigned int i = 0; i < _totalParticles; ++i)
{
const unsigned int i6 = i*6;
const unsigned int i4 = i*4;
_indices[i6+0] = (GLushort) i4+0;
_indices[i6+1] = (GLushort) i4+1;
_indices[i6+2] = (GLushort) i4+2;
_indices[i6+5] = (GLushort) i4+1;
_indices[i6+4] = (GLushort) i4+2;
_indices[i6+3] = (GLushort) i4+3;
}
}
void ParticleSystemQuad::updateQuadWithParticle(tParticle* particle, const Point& newPosition)
{
V3F_C4B_T2F_Quad *quad;
if (_batchNode)
{
V3F_C4B_T2F_Quad *batchQuads = _batchNode->getTextureAtlas()->getQuads();
quad = &(batchQuads[_atlasIndex+particle->atlasIndex]);
}
else
{
quad = &(_quads[_particleIdx]);
}
Color4B color = (_opacityModifyRGB)
? Color4B( particle->color.r*particle->color.a*255, particle->color.g*particle->color.a*255, particle->color.b*particle->color.a*255, particle->color.a*255)
: Color4B( particle->color.r*255, particle->color.g*255, particle->color.b*255, particle->color.a*255);
quad->bl.colors = color;
quad->br.colors = color;
quad->tl.colors = color;
quad->tr.colors = color;
// vertices
GLfloat size_2 = particle->size/2;
if (particle->rotation)
{
GLfloat x1 = -size_2;
GLfloat y1 = -size_2;
GLfloat x2 = size_2;
GLfloat y2 = size_2;
GLfloat x = newPosition.x;
GLfloat y = newPosition.y;
GLfloat r = (GLfloat)-CC_DEGREES_TO_RADIANS(particle->rotation);
GLfloat cr = cosf(r);
GLfloat sr = sinf(r);
GLfloat ax = x1 * cr - y1 * sr + x;
GLfloat ay = x1 * sr + y1 * cr + y;
GLfloat bx = x2 * cr - y1 * sr + x;
GLfloat by = x2 * sr + y1 * cr + y;
GLfloat cx = x2 * cr - y2 * sr + x;
GLfloat cy = x2 * sr + y2 * cr + y;
GLfloat dx = x1 * cr - y2 * sr + x;
GLfloat dy = x1 * sr + y2 * cr + y;
// bottom-left
quad->bl.vertices.x = ax;
quad->bl.vertices.y = ay;
// bottom-right vertex:
quad->br.vertices.x = bx;
quad->br.vertices.y = by;
// top-left vertex:
quad->tl.vertices.x = dx;
quad->tl.vertices.y = dy;
// top-right vertex:
quad->tr.vertices.x = cx;
quad->tr.vertices.y = cy;
}
else
{
// bottom-left vertex:
quad->bl.vertices.x = newPosition.x - size_2;
quad->bl.vertices.y = newPosition.y - size_2;
// bottom-right vertex:
quad->br.vertices.x = newPosition.x + size_2;
quad->br.vertices.y = newPosition.y - size_2;
// top-left vertex:
quad->tl.vertices.x = newPosition.x - size_2;
quad->tl.vertices.y = newPosition.y + size_2;
// top-right vertex:
quad->tr.vertices.x = newPosition.x + size_2;
quad->tr.vertices.y = newPosition.y + size_2;
}
}
void ParticleSystemQuad::postStep()
{
glBindBuffer(GL_ARRAY_BUFFER, _buffersVBO[0]);
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// Option 1: Sub Data
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(_quads[0])*_totalParticles, _quads);
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// Option 2: Data
// glBufferData(GL_ARRAY_BUFFER, sizeof(quads_[0]) * particleCount, quads_, GL_DYNAMIC_DRAW);
// Option 3: Orphaning + glMapBuffer
// glBufferData(GL_ARRAY_BUFFER, sizeof(_quads[0])*_totalParticles, NULL, GL_STREAM_DRAW);
// void *buf = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
// memcpy(buf, _quads, sizeof(_quads[0])*_totalParticles);
// glUnmapBuffer(GL_ARRAY_BUFFER);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
CHECK_GL_ERROR_DEBUG();
}
// overriding draw method
void ParticleSystemQuad::draw()
{
CCAssert(!_batchNode,"draw should not be called when added to a particleBatchNode");
CC_NODE_DRAW_SETUP();
ccGLBindTexture2D( _texture->getName() );
ccGLBlendFunc( _blendFunc.src, _blendFunc.dst );
CCAssert( _particleIdx == _particleCount, "Abnormal error in particle quad");
#if CC_TEXTURE_ATLAS_USE_VAO
//
// Using VBO and VAO
//
ccGLBindVAO(_VAOname);
#if CC_REBIND_INDICES_BUFFER
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _buffersVBO[1]);
#endif
glDrawElements(GL_TRIANGLES, (GLsizei) _particleIdx*6, GL_UNSIGNED_SHORT, 0);
#if CC_REBIND_INDICES_BUFFER
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
#endif
#else
//
// Using VBO without VAO
//
#define kQuadSize sizeof(_quads[0].bl)
ccGLEnableVertexAttribs( kVertexAttribFlag_PosColorTex );
glBindBuffer(GL_ARRAY_BUFFER, _buffersVBO[0]);
// vertices
glVertexAttribPointer(kVertexAttrib_Position, 3, GL_FLOAT, GL_FALSE, kQuadSize, (GLvoid*) offsetof( V3F_C4B_T2F, vertices));
// colors
glVertexAttribPointer(kVertexAttrib_Color, 4, GL_UNSIGNED_BYTE, GL_TRUE, kQuadSize, (GLvoid*) offsetof( V3F_C4B_T2F, colors));
// tex coords
glVertexAttribPointer(kVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, kQuadSize, (GLvoid*) offsetof( V3F_C4B_T2F, texCoords));
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _buffersVBO[1]);
glDrawElements(GL_TRIANGLES, (GLsizei) _particleIdx*6, GL_UNSIGNED_SHORT, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
#endif
CC_INCREMENT_GL_DRAWS(1);
CHECK_GL_ERROR_DEBUG();
}
void ParticleSystemQuad::setTotalParticles(unsigned int tp)
{
// If we are setting the total number of particles to a number higher
// than what is allocated, we need to allocate new arrays
if( tp > _allocatedParticles )
{
// Allocate new memory
size_t particlesSize = tp * sizeof(tParticle);
size_t quadsSize = sizeof(_quads[0]) * tp * 1;
size_t indicesSize = sizeof(_indices[0]) * tp * 6 * 1;
tParticle* particlesNew = (tParticle*)realloc(_particles, particlesSize);
V3F_C4B_T2F_Quad* quadsNew = (V3F_C4B_T2F_Quad*)realloc(_quads, quadsSize);
GLushort* indicesNew = (GLushort*)realloc(_indices, indicesSize);
if (particlesNew && quadsNew && indicesNew)
{
// Assign pointers
_particles = particlesNew;
_quads = quadsNew;
_indices = indicesNew;
// Clear the memory
// XXX: Bug? If the quads are cleared, then drawing doesn't work... WHY??? XXX
memset(_particles, 0, particlesSize);
memset(_quads, 0, quadsSize);
memset(_indices, 0, indicesSize);
_allocatedParticles = tp;
}
else
{
// Out of memory, failed to resize some array
if (particlesNew) _particles = particlesNew;
if (quadsNew) _quads = quadsNew;
if (indicesNew) _indices = indicesNew;
CCLOG("Particle system: out of memory");
return;
}
_totalParticles = tp;
// Init particles
if (_batchNode)
{
for (unsigned int i = 0; i < _totalParticles; i++)
{
_particles[i].atlasIndex=i;
}
}
initIndices();
#if CC_TEXTURE_ATLAS_USE_VAO
setupVBOandVAO();
#else
setupVBO();
#endif
}
else
{
_totalParticles = tp;
}
resetSystem();
}
#if CC_TEXTURE_ATLAS_USE_VAO
void ParticleSystemQuad::setupVBOandVAO()
{
// clean VAO
glDeleteBuffers(2, &_buffersVBO[0]);
glDeleteVertexArrays(1, &_VAOname);
ccGLBindVAO(0);
glGenVertexArrays(1, &_VAOname);
ccGLBindVAO(_VAOname);
#define kQuadSize sizeof(_quads[0].bl)
glGenBuffers(2, &_buffersVBO[0]);
glBindBuffer(GL_ARRAY_BUFFER, _buffersVBO[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(_quads[0]) * _totalParticles, _quads, GL_DYNAMIC_DRAW);
// vertices
glEnableVertexAttribArray(kVertexAttrib_Position);
glVertexAttribPointer(kVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, kQuadSize, (GLvoid*) offsetof( V3F_C4B_T2F, vertices));
// colors
glEnableVertexAttribArray(kVertexAttrib_Color);
glVertexAttribPointer(kVertexAttrib_Color, 4, GL_UNSIGNED_BYTE, GL_TRUE, kQuadSize, (GLvoid*) offsetof( V3F_C4B_T2F, colors));
// tex coords
glEnableVertexAttribArray(kVertexAttrib_TexCoords);
glVertexAttribPointer(kVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, kQuadSize, (GLvoid*) offsetof( V3F_C4B_T2F, texCoords));
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _buffersVBO[1]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(_indices[0]) * _totalParticles * 6, _indices, GL_STATIC_DRAW);
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// Must unbind the VAO before changing the element buffer.
ccGLBindVAO(0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
CHECK_GL_ERROR_DEBUG();
}
#else
void ParticleSystemQuad::setupVBO()
{
glDeleteBuffers(2, &_buffersVBO[0]);
glGenBuffers(2, &_buffersVBO[0]);
glBindBuffer(GL_ARRAY_BUFFER, _buffersVBO[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(_quads[0]) * _totalParticles, _quads, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _buffersVBO[1]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(_indices[0]) * _totalParticles * 6, _indices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
CHECK_GL_ERROR_DEBUG();
}
#endif
void ParticleSystemQuad::listenBackToForeground(Object *obj)
{
#if CC_TEXTURE_ATLAS_USE_VAO
setupVBOandVAO();
#else
setupVBO();
#endif
}
bool ParticleSystemQuad::allocMemory()
{
CCAssert( ( !_quads && !_indices), "Memory already alloced");
CCAssert( !_batchNode, "Memory should not be alloced when not using batchNode");
CC_SAFE_FREE(_quads);
CC_SAFE_FREE(_indices);
_quads = (V3F_C4B_T2F_Quad*)malloc(_totalParticles * sizeof(V3F_C4B_T2F_Quad));
_indices = (GLushort*)malloc(_totalParticles * 6 * sizeof(GLushort));
if( !_quads || !_indices)
{
CCLOG("cocos2d: Particle system: not enough memory");
CC_SAFE_FREE(_quads);
CC_SAFE_FREE(_indices);
return false;
}
memset(_quads, 0, _totalParticles * sizeof(V3F_C4B_T2F_Quad));
memset(_indices, 0, _totalParticles * 6 * sizeof(GLushort));
return true;
}
void ParticleSystemQuad::setBatchNode(ParticleBatchNode * batchNode)
{
if( _batchNode != batchNode )
{
ParticleBatchNode* oldBatch = _batchNode;
ParticleSystem::setBatchNode(batchNode);
// NEW: is self render ?
if( ! batchNode )
{
allocMemory();
initIndices();
setTexture(oldBatch->getTexture());
#if CC_TEXTURE_ATLAS_USE_VAO
setupVBOandVAO();
#else
setupVBO();
#endif
}
// OLD: was it self render ? cleanup
else if( !oldBatch )
{
// copy current state to batch
V3F_C4B_T2F_Quad *batchQuads = _batchNode->getTextureAtlas()->getQuads();
V3F_C4B_T2F_Quad *quad = &(batchQuads[_atlasIndex] );
memcpy( quad, _quads, _totalParticles * sizeof(_quads[0]) );
CC_SAFE_FREE(_quads);
CC_SAFE_FREE(_indices);
glDeleteBuffers(2, &_buffersVBO[0]);
#if CC_TEXTURE_ATLAS_USE_VAO
glDeleteVertexArrays(1, &_VAOname);
ccGLBindVAO(0);
#endif
}
}
}
ParticleSystemQuad * ParticleSystemQuad::create() {
ParticleSystemQuad *pParticleSystemQuad = new ParticleSystemQuad();
if (pParticleSystemQuad && pParticleSystemQuad->init())
{
pParticleSystemQuad->autorelease();
return pParticleSystemQuad;
}
CC_SAFE_DELETE(pParticleSystemQuad);
return NULL;
}
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NS_CC_END