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/*
* Copyright ( C ) 2009 Matt Oswald
* Copyright ( c ) 2009 - 2010 Ricardo Quesada
* Copyright ( c ) 2010 - 2012 cocos2d - x . org
* Copyright ( c ) 2011 Zynga Inc .
* Copyright ( c ) 2011 Marco Tillemans
* Copyright ( c ) 2013 - 2016 Chukong Technologies Inc .
* Copyright ( c ) 2017 - 2018 Xiamen Yaji Software Co . , Ltd .
*
* 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 .
*
*/
# pragma once
# include "2d/CCNode.h"
# include "base/CCProtocols.h"
# include "renderer/CCCustomCommand.h"
NS_CC_BEGIN
class Texture2D ;
class TextureAtlas ;
class ParticleSystem ;
/**
* @ addtogroup _2d
* @ {
*/
# define kParticleDefaultCapacity 500
/** @class ParticleBatchNode
* @ brief ParticleBatchNode is like a batch node : if it contains children , it will draw them in 1 single OpenGL call
* ( often known as " batch draw " ) .
*
* A ParticleBatchNode can reference one and only one texture ( one image file , one texture atlas ) .
* Only the ParticleSystems that are contained in that texture can be added to the SpriteBatchNode .
* All ParticleSystems added to a SpriteBatchNode are drawn in one OpenGL ES draw call .
* If the ParticleSystems are not added to a ParticleBatchNode then an OpenGL ES draw call will be needed for each one , which is less efficient .
*
*
* Limitations :
* - At the moment only ParticleSystemQuad is supported
* - All systems need to be drawn with the same parameters , blend function , aliasing , texture
*
* Most efficient usage
* - Initialize the ParticleBatchNode with the texture and enough capacity for all the particle systems
* - Initialize all particle systems and add them as child to the batch node
* @ since v1 .1
*/
class CC_DLL ParticleBatchNode : public Node , public TextureProtocol
{
public :
/** Create the particle system with Texture2D, a capacity of particles, which particle system to use.
*
* @ param tex A given texture .
* @ param capacity A capacity of particles .
* @ return An autoreleased ParticleBatchNode object .
* @ js NA
*/
static ParticleBatchNode * createWithTexture ( Texture2D * tex , int capacity = kParticleDefaultCapacity ) ;
/** Create the particle system with the name of a file on disk (for a list of supported formats look at the Texture2D class), a capacity of particles.
*
* @ param fileImage A given file name .
* @ param capacity A capacity of particles .
* @ return An autoreleased ParticleBatchNode object .
*/
static ParticleBatchNode * create ( const std : : string & fileImage , int capacity = kParticleDefaultCapacity ) ;
/** Inserts a child into the ParticleBatchNode.
*
* @ param system A given particle system .
* @ param index The insert index .
*/
void insertChild ( ParticleSystem * system , int index ) ;
/** Remove a child of the ParticleBatchNode.
*
* @ param index The index of the child .
* @ param doCleanup True if all actions and callbacks on this node should be removed , false otherwise .
*/
void removeChildAtIndex ( int index , bool doCleanup ) ;
void removeAllChildrenWithCleanup ( bool doCleanup ) override ;
/** Disables a particle by inserting a 0'd quad into the texture atlas.
*
* @ param particleIndex The index of the particle .
*/
void disableParticle ( int particleIndex ) ;
/** Gets the texture atlas used for drawing the quads.
*
* @ return The texture atlas used for drawing the quads .
*/
TextureAtlas * getTextureAtlas ( ) const { return _textureAtlas ; }
/** Sets the texture atlas used for drawing the quads.
*
* @ param atlas The texture atlas used for drawing the quads .
*/
void setTextureAtlas ( TextureAtlas * atlas ) { _textureAtlas = atlas ; }
// Overrides
virtual void visit ( Renderer * renderer , const Mat4 & parentTransform , uint32_t parentFlags ) override ;
using Node : : addChild ;
virtual void addChild ( Node * child , int zOrder , int tag ) override ;
virtual void addChild ( Node * child , int zOrder , const std : : string & name ) override ;
virtual void removeChild ( Node * child , bool cleanup ) override ;
virtual void reorderChild ( Node * child , int zOrder ) override ;
virtual void draw ( Renderer * renderer , const Mat4 & transform , uint32_t flags ) override ;
virtual Texture2D * getTexture ( ) const override ;
virtual void setTexture ( Texture2D * texture ) override ;
/**
* @ code
* When this function bound into js or lua , the parameter will be changed
* In js : var setBlendFunc ( var src , var dst )
* @ endcode
* @ lua NA
*/
virtual void setBlendFunc ( const BlendFunc & blendFunc ) override ;
/**
* @ js NA
* @ lua NA
*/
virtual const BlendFunc & getBlendFunc ( ) const override ;
CC_CONSTRUCTOR_ACCESS :
/**
* @ js ctor
*/
ParticleBatchNode ( ) ;
/**
* @ js NA
* @ lua NA
*/
virtual ~ ParticleBatchNode ( ) ;
/** initializes the particle system with Texture2D, a capacity of particles */
bool initWithTexture ( Texture2D * tex , int capacity ) ;
/** initializes the particle system with the name of a file on disk (for a list of supported formats look at the Texture2D class), a capacity of particles */
bool initWithFile ( const std : : string & fileImage , int capacity ) ;
private :
void updateAllAtlasIndexes ( ) ;
void increaseAtlasCapacityTo ( ssize_t quantity ) ;
int searchNewPositionInChildrenForZ ( int z ) ;
void getCurrentIndex ( int * oldIndex , int * newIndex , Node * child , int z ) ;
int addChildHelper ( ParticleSystem * child , int z , int aTag , const std : : string & name , bool setTag ) ;
void addChildByTagOrName ( ParticleSystem * child , int z , int tag , const std : : string & name , bool setTag ) ;
void updateBlendFunc ( ) ;
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void updateProgramStateTexture ( ) ;
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/** the texture atlas used for drawing the quads */
TextureAtlas * _textureAtlas = nullptr ;
/** the blend function used for drawing the quads */
BlendFunc _blendFunc ;
CustomCommand _customCommand ;
backend : : UniformLocation _mvpMatrixLocaiton ;
backend : : UniformLocation _textureLocation ;
} ;
// end of _2d group
/// @}
NS_CC_END