axmol/tests/cpp-tests/Classes/NewRendererTest/NewRendererTest.cpp

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/****************************************************************************
Copyright (c) 2013 cocos2d-x.org
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
Copyright (c) 2021 Bytedance Inc.
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2022-10-01 16:24:52 +08:00
https://axmolengine.github.io/
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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.
****************************************************************************/
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#include "NewRendererTest.h"
#include <chrono>
#include <sstream>
#include "renderer/backend/Device.h"
namespace
{
enum CustomProgramType : uint32_t
{
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BLUR = 1,
SEPIA = 2,
};
}
USING_NS_AX;
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class DurationRecorder
{
public:
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void startTick(std::string_view key) { _durations[key] = -now(); }
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int endTick(std::string_view key)
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{
auto n = now();
auto itr = _durations.find(key);
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if (_durations.find(key) == _durations.end())
{
return -1;
}
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else if (itr->second < 0)
{
itr->second = n + itr->second;
}
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return static_cast<int>(itr->second);
}
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inline int64_t now() const
{
return std::chrono::duration_cast<std::chrono::nanoseconds>(std::chrono::steady_clock::now().time_since_epoch())
.count();
}
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void reset() { _durations.clear(); }
private:
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hlookup::string_map<int64_t> _durations;
};
NewRendererTests::NewRendererTests()
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{
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auto programManager = ProgramManager::getInstance();
programManager->registerCustomProgramFactory(CustomProgramType::BLUR, positionTextureColor_vert,
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FileUtils::getInstance()->getStringFromFile("Shaders/example_Blur.fsh"),
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VertexLayoutHelper::setupSprite);
programManager->registerCustomProgramFactory(
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CustomProgramType::SEPIA, positionTextureColor_vert,
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FileUtils::getInstance()->getStringFromFile("Shaders/example_Sepia.fsh"),
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VertexLayoutHelper::setupSprite);
ADD_TEST_CASE(NewSpriteTest);
ADD_TEST_CASE(GroupCommandTest);
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// ADD_TEST_CASE(NewClippingNodeTest); // When depth and stencil are used together, ...
ADD_TEST_CASE(NewDrawNodeTest);
ADD_TEST_CASE(NewCullingTest);
ADD_TEST_CASE(VBOFullTest);
ADD_TEST_CASE(CaptureScreenTest);
ADD_TEST_CASE(CaptureNodeTest);
Renderer improvments: TriangleCommand and QuadCommand merged - more options for batching (faster) - less flushing in between commands (faster) - less renderer code (easier to maintain) - less VBO/VAO (less memory) - uses temporary buffer for faster rendering (more memory) - QuadCommand is just a subclass of TriangleCommand (simpler) - but statically it allocates indices internally (like any TriangleCommand) (more memory, but not that much) - adds more tests for SpritePolygon - adds test for batching Tri + Quad command - and fixes some other bugs Squashed commit of the following: commit cce893a9114da5dda91a895e4e661894f365e2c7 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Mon Feb 8 06:56:57 2016 -0800 QuadCommand: indices are static thanks @Darinex commit e5fd1c14e93d2f07b8266bfec03cf7206d348f59 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Sun Feb 7 19:18:42 2016 -0800 little improvements in xcode proj management commit 6cd29764e01ad300f4e89e62aa6b399f73e94f01 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Sun Feb 7 19:05:52 2016 -0800 Renderer improvments: TriangleCommand and QuadCommand merged - more options for batching (faster) - less flushing in between commands (faster) - less renderer code (easier to maintain) - less VBO/VAO (less memory) - uses temporary buffer for faster rendering (more memory) and fixes some other bugs Squashed commit of the following: commit af7a209435c5f2430c31ab3ebcc7f45051eacb1a Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Sun Feb 7 18:55:27 2016 -0800 adds test for batching quads and tris commit 25816e3eaeffd4b0cfe5fa15e97ff84e9013b8be Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Sun Feb 7 18:40:15 2016 -0800 cleanup renderer commit 7f9785056681756c865d603516c7e14c46040e82 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Sun Feb 7 15:34:48 2016 -0800 clean up docs commit 92a8b679dd404e4ca2839d85e2bd925195b12996 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Sun Feb 7 15:18:52 2016 -0800 QuadCommand converted to Triangles command commit 7e21ec12d3781f6964b4d639cfa4bdc79eb8ae80 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri Feb 5 16:17:29 2016 -0800 adds missing files... new test as well commit d1bd4391785515bdc2e1bebbeb3f321f983b51f2 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri Feb 5 14:35:41 2016 -0800 more tests for poly sprites commit 5775a25b1046671bd0f5af4c5ab52b308b34bb39 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri Feb 5 00:30:13 2016 -0800 malloc instead of std::vector commit 14a5d45cc978c55a182c03f181ca2bc603776561 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Thu Feb 4 21:40:46 2016 -0800 little optimization commit 5667cb2b62416f8a439a54c3973d5841fbe1b68b Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Thu Feb 4 19:13:13 2016 -0800 quad works as expected commit 462aef05baa6586591882faa366839bead4be068 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Thu Feb 4 15:22:59 2016 -0800 works commit c789e6c42811278563c7682b5620296ae8d84aeb Merge: d6c3729 de62924 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Thu Feb 4 14:08:49 2016 -0800 Merge branch 'v3' into uniform_matrix_auto commit d6c37297954af752ebf42ec5f71e5e2fe28c9cc2 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Thu Feb 4 13:54:07 2016 -0800 works ok... commit 45c288631989ea735cc31ec5aa683d9d41aacab3 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Thu Feb 4 12:58:34 2016 -0800 quad works! commit 7137cff51df09adee7129738cea2b69da090756e Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Feb 3 16:19:34 2016 -0800 more optimizations... WIP... doesn't work yet commit a8324c1a9acb6b82102e05eee6e5e5f341306c7b Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Tue Feb 2 21:59:42 2016 -0800 compiles in release mode more tests... better threshold commit 884ffc756e7520fcbb9252260181538ec81b8368 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Tue Feb 2 17:21:32 2016 -0800 initial uniform_auto_matrix commit Changes the CC_matrix uniform in runtime depending on whether the command can be batched or not. Lot of things missing, though... like performance tests.
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ADD_TEST_CASE(BugAutoCulling);
ADD_TEST_CASE(RendererBatchQuadTri);
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ADD_TEST_CASE(RendererUniformBatch);
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ADD_TEST_CASE(RendererUniformBatch2);
ADD_TEST_CASE(SpriteCreation);
ADD_TEST_CASE(NonBatchSprites);
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};
std::string MultiSceneTest::title() const
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{
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return "New Renderer";
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}
std::string MultiSceneTest::subtitle() const
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{
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return "MultiSceneTest";
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}
NewSpriteTest::NewSpriteTest()
{
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auto touchListener = EventListenerTouchAllAtOnce::create();
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touchListener->onTouchesEnded = AX_CALLBACK_2(NewSpriteTest::onTouchesEnded, this);
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createSpriteTest();
createNewSpriteTest();
}
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NewSpriteTest::~NewSpriteTest() {}
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void NewSpriteTest::createSpriteTest()
{
Size winSize = Director::getInstance()->getWinSize();
Sprite* parent = Sprite::create("Images/grossini.png");
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parent->setPosition(winSize.width / 4, winSize.height / 2);
Sprite* child1 = Sprite::create("Images/grossinis_sister1.png");
child1->setPosition(0.0f, -20.0f);
Sprite* child2 = Sprite::create("Images/grossinis_sister2.png");
child2->setPosition(20.0f, -20.0f);
Sprite* child3 = Sprite::create("Images/grossinis_sister1.png");
child3->setPosition(40.0f, -20.0f);
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Sprite* child4 = Sprite::create("Images/grossinis_sister2.png");
child4->setPosition(60.0f, -20.0f);
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Sprite* child5 = Sprite::create("Images/grossinis_sister2.png");
child5->setPosition(80.0f, -20.0f);
Sprite* child6 = Sprite::create("Images/grossinis_sister2.png");
child6->setPosition(100.0f, -20.0f);
Sprite* child7 = Sprite::create("Images/grossinis_sister2.png");
child7->setPosition(120.0f, -20.0f);
parent->addChild(child1);
parent->addChild(child2);
parent->addChild(child3);
parent->addChild(child4);
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parent->addChild(child5);
parent->addChild(child6);
parent->addChild(child7);
addChild(parent);
}
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void NewSpriteTest::createNewSpriteTest()
{
Size winSize = Director::getInstance()->getWinSize();
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Sprite* parent = Sprite::create("Images/grossini.png");
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parent->setPosition(winSize.width * 2 / 3, winSize.height / 2);
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Sprite* child1 = Sprite::create("Images/grossinis_sister1.png");
child1->setPosition(0.0f, -20.0f);
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Sprite* child2 = Sprite::create("Images/grossinis_sister2.png");
child2->setPosition(20.0f, -20.0f);
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Sprite* child3 = Sprite::create("Images/grossinis_sister1.png");
child3->setPosition(40.0f, -20.0f);
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Sprite* child4 = Sprite::create("Images/grossinis_sister2.png");
child4->setPosition(60.0f, -20.0f);
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Sprite* child5 = Sprite::create("Images/grossinis_sister2.png");
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child5->setPosition(80.0f, -20.0f);
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Sprite* child6 = Sprite::create("Images/grossinis_sister2.png");
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child6->setPosition(100.0f, -20.0f);
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Sprite* child7 = Sprite::create("Images/grossinis_sister2.png");
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child7->setPosition(120.0f, -20.0f);
parent->addChild(child1);
parent->addChild(child2);
parent->addChild(child3);
parent->addChild(child4);
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parent->addChild(child5);
parent->addChild(child6);
parent->addChild(child7);
addChild(parent);
}
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void NewSpriteTest::onTouchesEnded(const std::vector<Touch*>& touches, Event* event) {}
std::string NewSpriteTest::title() const
{
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return "Renderer";
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}
std::string NewSpriteTest::subtitle() const
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{
return "SpriteTest";
}
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class SpriteInGroupCommand : public Sprite
{
protected:
GroupCommand _spriteWrapperCommand;
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public:
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static SpriteInGroupCommand* create(std::string_view filename);
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virtual void draw(Renderer* renderer, const Mat4& transform, uint32_t flags) override;
};
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SpriteInGroupCommand* SpriteInGroupCommand::create(std::string_view filename)
{
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SpriteInGroupCommand* sprite = new SpriteInGroupCommand();
sprite->initWithFile(filename);
sprite->autorelease();
return sprite;
}
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void SpriteInGroupCommand::draw(Renderer* renderer, const Mat4& transform, uint32_t flags)
{
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AXASSERT(renderer, "Render is null");
_spriteWrapperCommand.init(_globalZOrder);
renderer->addCommand(&_spriteWrapperCommand);
renderer->pushGroup(_spriteWrapperCommand.getRenderQueueID());
Sprite::draw(renderer, transform, flags);
renderer->popGroup();
}
GroupCommandTest::GroupCommandTest()
{
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auto sprite = SpriteInGroupCommand::create("Images/grossini.png");
Size winSize = Director::getInstance()->getWinSize();
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sprite->setPosition(winSize.width / 2, winSize.height / 2);
addChild(sprite);
}
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GroupCommandTest::~GroupCommandTest() {}
std::string GroupCommandTest::title() const
{
return "Renderer";
}
std::string GroupCommandTest::subtitle() const
{
return "GroupCommandTest: You should see a sprite";
}
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NewClippingNodeTest::NewClippingNodeTest()
{
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auto s = Director::getInstance()->getWinSize();
auto clipper = ClippingNode::create();
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clipper->setTag(kTagClipperNode);
clipper->setContentSize(Size(200.0f, 200.0f));
clipper->setAnchorPoint(Vec2(0.5f, 0.5f));
clipper->setPosition(Vec2(s.width / 2, s.height / 2));
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clipper->runAction(RepeatForever::create(RotateBy::create(1, 45)));
this->addChild(clipper);
// TODO: Fix draw node as clip node
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// auto stencil = NewDrawNode::create();
// Vec2 rectangle[4];
// rectangle[0] = Vec2(0, 0);
// rectangle[1] = Vec2(clipper->getContentSize().width, 0);
// rectangle[2] = Vec2(clipper->getContentSize().width, clipper->getContentSize().height);
// rectangle[3] = Vec2(0, clipper->getContentSize().height);
//
// Color4F white(1, 1, 1, 1);
// stencil->drawPolygon(rectangle, 4, white, 1, white);
// clipper->setStencil(stencil);
// Test with alpha Test
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clipper->setAlphaThreshold(0.05f);
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auto stencil = Sprite::create("Images/grossini.png");
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stencil->setPosition(s.width / 2, s.height / 2);
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clipper->setStencil(stencil);
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auto content = Sprite::create("Images/background2.png");
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content->setTag(kTagContentNode);
content->setAnchorPoint(Vec2(0.5f, 0.5f));
content->setPosition(Vec2(clipper->getContentSize().width / 2, clipper->getContentSize().height / 2));
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clipper->addChild(content);
_scrolling = false;
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auto listener = EventListenerTouchAllAtOnce::create();
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listener->onTouchesBegan = AX_CALLBACK_2(NewClippingNodeTest::onTouchesBegan, this);
listener->onTouchesMoved = AX_CALLBACK_2(NewClippingNodeTest::onTouchesMoved, this);
listener->onTouchesEnded = AX_CALLBACK_2(NewClippingNodeTest::onTouchesEnded, this);
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_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
}
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NewClippingNodeTest::~NewClippingNodeTest() {}
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std::string NewClippingNodeTest::title() const
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{
return "New Render";
}
std::string NewClippingNodeTest::subtitle() const
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{
return "ClipNode";
}
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void NewClippingNodeTest::onTouchesBegan(const std::vector<Touch*>& touches, Event* event)
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{
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Touch* touch = touches[0];
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auto clipper = this->getChildByTag(kTagClipperNode);
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Vec2 point = clipper->convertToNodeSpace(Director::getInstance()->convertToGL(touch->getLocationInView()));
auto rect = Rect(0, 0, clipper->getContentSize().width, clipper->getContentSize().height);
_scrolling = rect.containsPoint(point);
_lastPoint = point;
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}
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void NewClippingNodeTest::onTouchesMoved(const std::vector<Touch*>& touches, Event* event)
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{
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if (!_scrolling)
return;
Touch* touch = touches[0];
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auto clipper = this->getChildByTag(kTagClipperNode);
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auto point = clipper->convertToNodeSpace(Director::getInstance()->convertToGL(touch->getLocationInView()));
Vec2 diff = point - _lastPoint;
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auto content = clipper->getChildByTag(kTagContentNode);
content->setPosition(content->getPosition() + diff);
_lastPoint = point;
}
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void NewClippingNodeTest::onTouchesEnded(const std::vector<Touch*>& touches, Event* event)
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{
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if (!_scrolling)
return;
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_scrolling = false;
}
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/**
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* NewDrawNode
*/
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NewDrawNodeTest::NewDrawNodeTest()
{
auto s = Director::getInstance()->getWinSize();
auto parent = Node::create();
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parent->setPosition(s.width / 2, s.height / 2);
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addChild(parent);
auto rectNode = DrawNode::create();
Squashed commit of the following: commit a9572b8913f3a38b59adbd7b4017ab9848a6b2b5 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed May 14 10:03:44 2014 -0700 math renames `Vector2` -> `Vec2` `Vector3` -> `Vec3` `Vector4` -> `Vec4` `Matrix` -> `Mat4` commit 4e107f4bd854c26bfceb52b063d6bd9cea02d6a3 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 09:24:28 2014 -0700 raw version of rename Vector3 commit 1d115573ebe96a5fc815fa44fbe6417ea7dba841 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 09:07:14 2014 -0700 rename Vector2 after merge commit ab2ed58c129dbc30a4c0970ed94568c5d271657b Merge: 1978d2d 86fb75a Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 09:05:30 2014 -0700 Merge branch 'v3' into v3_renameMathClassName Conflicts: tests/cpp-tests/Classes/UITest/CocoStudioGUITest/UIButtonTest/UIButtonTest_Editor.cpp tests/cpp-tests/Classes/UITest/CocoStudioGUITest/UICheckBoxTest/UICheckBoxTest_Editor.cpp tests/cpp-tests/Classes/UITest/CocoStudioGUITest/UISliderTest/UISliderTest_Editor.cpp tests/cpp-tests/Classes/UITest/CocoStudioGUITest/UITextFieldTest/UITextFieldTest.cpp tests/cpp-tests/Classes/UITest/CocoStudioGUITest/UITextFieldTest/UITextFieldTest_Editor.cpp commit 1978d2d174877172ccddc083020a1bbf43ad3b39 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 08:51:45 2014 -0700 rename vector2 in tests/cpp-empty-test folder commit d4e0ff13dcce62724d2fece656543f26aa28e467 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:58:23 2014 -0700 rename vector2 in tests/cpp-tests cpp files commit be50ca2ec75e0fd32a6fcdaa15fe1ebb4cafe79f Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:52:57 2014 -0700 rename vector2 in tests/cpp-tests head files commit 6daef564400d4e28c4ce20859a68e0f583fed125 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:49:48 2014 -0700 rename vector2 in extension folder commit 8f3f0f65ceea92c9e7a0d87ab54e62220c5572e2 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:47:22 2014 -0700 rename vector2 in cocos/2d cpp files commit e1f3105aae06d595661a3030f519f7cc13aefbed Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:44:39 2014 -0700 rename vector2 in cocos/2d head files commit 6708d890bfe486109120c3cd4b9fe5c078b7108f Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:40:59 2014 -0700 rename vector2 in cocos/base folder commit d3978fa5447c31ea2f3ece5469b7e746dfba4248 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:40:43 2014 -0700 rename vector2 in cocos/deprecated folder commit 4bff45139363d6b9706edbbcf9f322d48b4fd019 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:40:26 2014 -0700 rename vector2 in cocos/editor-support folder commit 353d244c995f8b5d14f635c52aed8bc5e5fc1a6f Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:36:48 2014 -0700 rename vector2 in cocos/ui folder commit 758b8f4d513084b9922d7242e9b8f2c7f316de6c Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:32:39 2014 -0700 rename vector2 in cocos/renderer folder commit 0bd2710dd8714cecb993880bc37affd9ecb05c27 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:32:15 2014 -0700 rename vector2 in cocos/physics folder commit b7f0581c4587348bdbc1478d5374c2325735f21d Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:25:01 2014 -0700 rename vector2 in cocos/math folder commit a8631a8e1a4e2740807ccd9be9d70de6ecaad7dd Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:16:55 2014 -0700 rename Vector2 to Vec2 deprecate typedef Vector2
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Vec2 rectangle[4];
rectangle[0] = Vec2(-50, -50);
rectangle[1] = Vec2(50, -50);
rectangle[2] = Vec2(50, 50);
rectangle[3] = Vec2(-50, 50);
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Color4F white(1, 1, 1, 1);
rectNode->drawPolygon(rectangle, 4, white, 1, white);
parent->addChild(rectNode);
}
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NewDrawNodeTest::~NewDrawNodeTest() {}
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std::string NewDrawNodeTest::title() const
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{
return "New Render";
}
std::string NewDrawNodeTest::subtitle() const
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{
return "DrawNode";
}
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NewCullingTest::NewCullingTest()
{
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Size size = Director::getInstance()->getWinSize();
auto sprite = Sprite::create("Images/btn-about-normal-vertical.png");
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sprite->setRotation(5);
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sprite->setPosition(Vec2(size.width / 2, size.height / 3));
sprite->setScale(2);
addChild(sprite);
auto sprite2 = Sprite::create("Images/btn-about-normal-vertical.png");
sprite2->setRotation(-85);
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sprite2->setPosition(Vec2(size.width / 2, size.height * 2 / 3));
sprite2->setScale(2);
addChild(sprite2);
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auto listener = EventListenerTouchOneByOne::create();
listener->setSwallowTouches(true);
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listener->onTouchBegan = AX_CALLBACK_2(NewCullingTest::onTouchBegan, this);
listener->onTouchMoved = AX_CALLBACK_2(NewCullingTest::onTouchMoved, this);
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_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
}
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bool NewCullingTest::onTouchBegan(Touch* touch, Event* event)
{
auto pos = touch->getLocation();
_lastPos = pos;
return true;
}
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void NewCullingTest::onTouchMoved(Touch* touch, Event* event)
{
auto pos = touch->getLocation();
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auto offset = pos - _lastPos;
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auto layerPos = getPosition();
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auto newPos = layerPos + offset;
setPosition(newPos);
_lastPos = pos;
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}
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NewCullingTest::~NewCullingTest() {}
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std::string NewCullingTest::title() const
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{
return "New Render";
}
std::string NewCullingTest::subtitle() const
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{
return "Drag the layer to test the result of culling";
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}
SpriteCreation::SpriteCreation()
{
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Size s = Director::getInstance()->getWinSize();
Node* parent = Node::create();
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parent->setPosition(s.width / 2, s.height / 2);
addChild(parent);
#define KEY_CREATION "11"
#define KEY_DESTROYATION "22"
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labelCreate = Label::createWithTTF(TTFConfig("fonts/arial.ttf"), "Sprite Creation: ..");
labelDestory = Label::createWithTTF(TTFConfig("fonts/arial.ttf"), "Destroy Sprites: ..");
MenuItemFont::setFontName("fonts/arial.ttf");
MenuItemFont::setFontSize(65);
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auto decrease = MenuItemFont::create(" - ", AX_CALLBACK_1(SpriteCreation::delSpritesCallback, this));
decrease->setColor(Color3B(0, 200, 20));
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auto increase = MenuItemFont::create(" + ", AX_CALLBACK_1(SpriteCreation::addSpritesCallback, this));
increase->setColor(Color3B(0, 200, 20));
auto menu = Menu::create(decrease, increase, nullptr);
menu->alignItemsHorizontally();
menu->setPosition(Vec2(s.width / 2, s.height - 105));
addChild(menu, 1);
TTFConfig ttfCount("fonts/Marker Felt.ttf", 30);
_labelSpriteNum = Label::createWithTTF(ttfCount, "Label");
_labelSpriteNum->setColor(Color3B(0, 200, 20));
_labelSpriteNum->setPosition(Vec2(s.width / 2, s.height - 130));
addChild(_labelSpriteNum);
updateSpriteCountLabel(totalSprites);
labelCreate->setPosition(0, -20);
labelDestory->setPosition(0, -50);
parent->addChild(labelCreate);
parent->addChild(labelDestory);
doTest();
}
void SpriteCreation::updateSpriteCountLabel(int x)
{
totalSprites = std::max(1, x);
std::stringstream ss;
ss << totalSprites << " sprites";
_labelSpriteNum->setString(ss.str());
}
void SpriteCreation::doTest()
{
DurationRecorder perf;
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std::vector<std::string> predefineTextures = {"Images/concave.png",
"Images/atlastest.png",
"Images/grossini_dance_atlas-mono.png",
"Images/HelloWorld.png",
"Images/background1.png",
"Images/background2.png",
"Images/stone.png",
"Images/issue_17116.png",
"Images/sprite_polygon_crash.png",
"Images/bitmapFontTest3.png",
"Images/cocos-html5.png",
"Images/Fog.png",
"Images/poly_test_textures.png",
"Images/powered.png",
"Images/bug14017.png",
"Images/test-rgba1.png",
"Images/grossinis_heads.png",
"Images/cocos2dbanner.png"};
std::vector<Sprite*> spriteCache;
spriteCache.reserve(totalSprites);
perf.startTick(KEY_CREATION);
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for (int i = 0; i < totalSprites; ++i)
{
auto* sprite = new Sprite();
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if (sprite == nullptr)
{
break;
}
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if (!sprite->initWithFile(predefineTextures[i % predefineTextures.size()]))
{
delete sprite;
break;
}
spriteCache.emplace_back(sprite);
}
auto creationDuration = perf.endTick(KEY_CREATION);
perf.startTick(KEY_DESTROYATION);
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for (int i = 0; i < totalSprites; ++i)
{
spriteCache[i]->release();
}
auto destroyDuration = perf.endTick(KEY_DESTROYATION);
std::stringstream ss;
auto t1_ms = creationDuration * 1.0 / 1000000;
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ss << "Create " << spriteCache.size() << " sprites takes " << t1_ms << " ms, "
<< (int64_t)(spriteCache.size() * 1000 / t1_ms) << " sprites per second!";
labelCreate->setString(ss.str());
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if (t1_ms < 100)
{
suggestDelta = (int)(0.5 * totalSprites);
}
else if (t1_ms < 1000)
{
suggestDelta = (int)(0.2 * totalSprites);
}
else if (t1_ms)
{
suggestDelta = (int)(0.1 * totalSprites);
}
suggestDelta = suggestDelta < 1000 ? 1000 : suggestDelta - suggestDelta % 1000;
ss.str("");
auto t2_ms = destroyDuration * 1.0 / 1000000;
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ss << "Destroy " << spriteCache.size() << " sprites takes " << t2_ms << " ms, "
<< (int64_t)(spriteCache.size() * 1000 / t2_ms) << " sprites per second!";
labelDestory->setString(ss.str());
spriteCache.clear();
}
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void SpriteCreation::addSpritesCallback(ax::Ref*)
{
updateSpriteCountLabel(totalSprites + suggestDelta);
doTest();
}
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void SpriteCreation::delSpritesCallback(ax::Ref*)
{
updateSpriteCountLabel(totalSprites - suggestDelta);
doTest();
}
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SpriteCreation::~SpriteCreation() {}
std::string SpriteCreation::title() const
{
return "Sprite Creation";
}
std::string SpriteCreation::subtitle() const
{
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#if defined(_AX_DEBUG) && _AX_DEBUG == 1
return "In debug mode";
#else
return "In release mode";
#endif
}
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VBOFullTest::VBOFullTest()
{
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Size s = Director::getInstance()->getWinSize();
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Node* parent = Node::create();
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parent->setPosition(0, 0);
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addChild(parent);
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for (int i = 0; i < Renderer::VBO_SIZE / 3.9; ++i)
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{
Sprite* sprite = Sprite::create("Images/grossini_dance_01.png");
sprite->setScale(0.1f, 0.1f);
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float x = ((float)std::rand()) / RAND_MAX;
float y = ((float)std::rand()) / RAND_MAX;
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sprite->setPosition(Vec2(x * s.width, y * s.height));
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parent->addChild(sprite);
}
}
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VBOFullTest::~VBOFullTest() {}
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std::string VBOFullTest::title() const
{
return "New Renderer";
}
std::string VBOFullTest::subtitle() const
{
return "VBO full Test, everything should render normally";
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}
CaptureScreenTest::CaptureScreenTest()
{
Size s = Director::getInstance()->getWinSize();
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Vec2 left(s.width / 4, s.height / 2);
Vec2 right(s.width / 4 * 3, s.height / 2);
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auto sp1 = Sprite::create("Images/grossini.png");
sp1->setPosition(left);
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auto move1 = MoveBy::create(1, Vec2(s.width / 2, 0.0f));
auto seq1 = RepeatForever::create(Sequence::create(move1, move1->reverse(), nullptr));
addChild(sp1);
sp1->runAction(seq1);
auto sp2 = Sprite::create("Images/grossinis_sister1.png");
sp2->setPosition(right);
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auto move2 = MoveBy::create(1, Vec2(-s.width / 2, 0.0f));
auto seq2 = RepeatForever::create(Sequence::create(move2, move2->reverse(), nullptr));
addChild(sp2);
sp2->runAction(seq2);
auto label1 = Label::createWithTTF(TTFConfig("fonts/arial.ttf"), "capture all");
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auto mi1 = MenuItemLabel::create(label1, AX_CALLBACK_1(CaptureScreenTest::onCaptured, this));
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auto menu = Menu::create(mi1, nullptr);
addChild(menu);
menu->setPosition(s.width / 2, s.height / 4);
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_filename = "";
}
CaptureScreenTest::~CaptureScreenTest()
{
Director::getInstance()->getTextureCache()->removeTextureForKey(_filename);
}
std::string CaptureScreenTest::title() const
{
return "New Renderer";
}
std::string CaptureScreenTest::subtitle() const
{
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return "Capture screen test, press the menu items to capture the screen";
}
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void CaptureScreenTest::onCaptured(Ref*)
{
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Director::getInstance()->getTextureCache()->removeTextureForKey(_filename);
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removeChildByTag(childTag);
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_filename = "CaptureScreenTest.png";
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// retain it to avoid crash caused by invoking afterCaptured
this->retain();
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utils::captureScreen(AX_CALLBACK_2(CaptureScreenTest::afterCaptured, this), _filename);
}
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void CaptureScreenTest::afterCaptured(bool succeed, std::string_view outputFile)
{
if (succeed)
{
auto sp = Sprite::create(outputFile);
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addChild(sp, 0, childTag);
Size s = Director::getInstance()->getWinSize();
sp->setPosition(s.width / 2, s.height / 2);
sp->setScale(0.25);
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_filename = outputFile;
}
else
{
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log("Capture screen failed.");
}
// release it since it is retained in `CaptureScreenTest::onCaptured()`
this->release();
}
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CaptureNodeTest::CaptureNodeTest()
{
Size s = Director::getInstance()->getWinSize();
Vec2 left(s.width / 4, s.height / 2);
Vec2 right(s.width / 4 * 3, s.height / 2);
auto sp1 = Sprite::create("Images/grossini.png");
sp1->setPosition(left);
auto move1 = MoveBy::create(1, Vec2(s.width / 2, 0.0f));
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auto seq1 = RepeatForever::create(Sequence::create(move1, move1->reverse(), nullptr));
addChild(sp1);
sp1->runAction(seq1);
auto sp2 = Sprite::create("Images/grossinis_sister1.png");
sp2->setPosition(right);
auto move2 = MoveBy::create(1, Vec2(-s.width / 2, 0.0f));
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auto seq2 = RepeatForever::create(Sequence::create(move2, move2->reverse(), nullptr));
addChild(sp2);
sp2->runAction(seq2);
auto label1 = Label::createWithTTF(TTFConfig("fonts/arial.ttf"), "capture this scene");
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auto mi1 = MenuItemLabel::create(label1, AX_CALLBACK_1(CaptureNodeTest::onCaptured, this));
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auto menu = Menu::create(mi1, nullptr);
addChild(menu);
menu->setPosition(s.width / 2, s.height / 4);
_filename = "";
}
CaptureNodeTest::~CaptureNodeTest()
{
Director::getInstance()->getTextureCache()->removeTextureForKey(_filename);
}
std::string CaptureNodeTest::title() const
{
return "New Renderer";
}
std::string CaptureNodeTest::subtitle() const
{
return "Capture node test, press the menu items to capture this scene with scale 0.5";
}
void CaptureNodeTest::onCaptured(Ref*)
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{
Director::getInstance()->getTextureCache()->removeTextureForKey(_filename);
removeChildByTag(childTag);
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_filename = FileUtils::getInstance()->getWritablePath() + "/CaptureNodeTest.png";
// capture this
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auto callback = [&](RefPtr<Image> image) {
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// create a sprite with the captured image directly
auto sp = Sprite::createWithTexture(Director::getInstance()->getTextureCache()->addImage(image, _filename));
addChild(sp, 0, childTag);
Size s = Director::getInstance()->getWinSize();
sp->setPosition(s.width / 2, s.height / 2);
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// store to disk
image->saveToFile(_filename);
};
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auto callbackFunction = std::bind(callback, std::placeholders::_1);
utils::captureNode(this, callbackFunction, 0.5);
}
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BugAutoCulling::BugAutoCulling()
{
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Size s = Director::getInstance()->getWinSize();
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auto fastmap = ax::FastTMXTiledMap::create("TileMaps/orthogonal-test2.tmx");
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this->addChild(fastmap);
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for (int i = 0; i < 30; i++)
{
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auto sprite = Sprite::create("Images/grossini.png");
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sprite->setPosition(s.width / 2 + s.width / 10 * i, s.height / 2);
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this->addChild(sprite);
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auto label = Label::createWithTTF(TTFConfig("fonts/arial.ttf"), "Label");
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label->setPosition(s.width / 2 + s.width / 10 * i, s.height / 2);
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this->addChild(label);
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}
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this->scheduleOnce(
[=](float) {
auto camera = Director::getInstance()->getRunningScene()->getCameras().front();
auto move = MoveBy::create(2.0f, Vec2(2 * s.width, 0.0f));
camera->runAction(Sequence::create(move, move->reverse(), nullptr));
},
1.0f, "lambda-autoculling-bug");
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}
std::string BugAutoCulling::title() const
{
return "Bug-AutoCulling";
}
std::string BugAutoCulling::subtitle() const
{
return "Moving the camera to the right instead of moving the layer";
Renderer improvments: TriangleCommand and QuadCommand merged - more options for batching (faster) - less flushing in between commands (faster) - less renderer code (easier to maintain) - less VBO/VAO (less memory) - uses temporary buffer for faster rendering (more memory) - QuadCommand is just a subclass of TriangleCommand (simpler) - but statically it allocates indices internally (like any TriangleCommand) (more memory, but not that much) - adds more tests for SpritePolygon - adds test for batching Tri + Quad command - and fixes some other bugs Squashed commit of the following: commit cce893a9114da5dda91a895e4e661894f365e2c7 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Mon Feb 8 06:56:57 2016 -0800 QuadCommand: indices are static thanks @Darinex commit e5fd1c14e93d2f07b8266bfec03cf7206d348f59 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Sun Feb 7 19:18:42 2016 -0800 little improvements in xcode proj management commit 6cd29764e01ad300f4e89e62aa6b399f73e94f01 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Sun Feb 7 19:05:52 2016 -0800 Renderer improvments: TriangleCommand and QuadCommand merged - more options for batching (faster) - less flushing in between commands (faster) - less renderer code (easier to maintain) - less VBO/VAO (less memory) - uses temporary buffer for faster rendering (more memory) and fixes some other bugs Squashed commit of the following: commit af7a209435c5f2430c31ab3ebcc7f45051eacb1a Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Sun Feb 7 18:55:27 2016 -0800 adds test for batching quads and tris commit 25816e3eaeffd4b0cfe5fa15e97ff84e9013b8be Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Sun Feb 7 18:40:15 2016 -0800 cleanup renderer commit 7f9785056681756c865d603516c7e14c46040e82 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Sun Feb 7 15:34:48 2016 -0800 clean up docs commit 92a8b679dd404e4ca2839d85e2bd925195b12996 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Sun Feb 7 15:18:52 2016 -0800 QuadCommand converted to Triangles command commit 7e21ec12d3781f6964b4d639cfa4bdc79eb8ae80 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri Feb 5 16:17:29 2016 -0800 adds missing files... new test as well commit d1bd4391785515bdc2e1bebbeb3f321f983b51f2 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri Feb 5 14:35:41 2016 -0800 more tests for poly sprites commit 5775a25b1046671bd0f5af4c5ab52b308b34bb39 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri Feb 5 00:30:13 2016 -0800 malloc instead of std::vector commit 14a5d45cc978c55a182c03f181ca2bc603776561 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Thu Feb 4 21:40:46 2016 -0800 little optimization commit 5667cb2b62416f8a439a54c3973d5841fbe1b68b Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Thu Feb 4 19:13:13 2016 -0800 quad works as expected commit 462aef05baa6586591882faa366839bead4be068 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Thu Feb 4 15:22:59 2016 -0800 works commit c789e6c42811278563c7682b5620296ae8d84aeb Merge: d6c3729 de62924 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Thu Feb 4 14:08:49 2016 -0800 Merge branch 'v3' into uniform_matrix_auto commit d6c37297954af752ebf42ec5f71e5e2fe28c9cc2 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Thu Feb 4 13:54:07 2016 -0800 works ok... commit 45c288631989ea735cc31ec5aa683d9d41aacab3 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Thu Feb 4 12:58:34 2016 -0800 quad works! commit 7137cff51df09adee7129738cea2b69da090756e Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Feb 3 16:19:34 2016 -0800 more optimizations... WIP... doesn't work yet commit a8324c1a9acb6b82102e05eee6e5e5f341306c7b Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Tue Feb 2 21:59:42 2016 -0800 compiles in release mode more tests... better threshold commit 884ffc756e7520fcbb9252260181538ec81b8368 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Tue Feb 2 17:21:32 2016 -0800 initial uniform_auto_matrix commit Changes the CC_matrix uniform in runtime depending on whether the command can be batched or not. Lot of things missing, though... like performance tests.
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}
//
// RendererBatchQuadTri
//
RendererBatchQuadTri::RendererBatchQuadTri()
{
Size s = Director::getInstance()->getWinSize();
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for (int i = 0; i < 250; i++)
Renderer improvments: TriangleCommand and QuadCommand merged - more options for batching (faster) - less flushing in between commands (faster) - less renderer code (easier to maintain) - less VBO/VAO (less memory) - uses temporary buffer for faster rendering (more memory) - QuadCommand is just a subclass of TriangleCommand (simpler) - but statically it allocates indices internally (like any TriangleCommand) (more memory, but not that much) - adds more tests for SpritePolygon - adds test for batching Tri + Quad command - and fixes some other bugs Squashed commit of the following: commit cce893a9114da5dda91a895e4e661894f365e2c7 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Mon Feb 8 06:56:57 2016 -0800 QuadCommand: indices are static thanks @Darinex commit e5fd1c14e93d2f07b8266bfec03cf7206d348f59 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Sun Feb 7 19:18:42 2016 -0800 little improvements in xcode proj management commit 6cd29764e01ad300f4e89e62aa6b399f73e94f01 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Sun Feb 7 19:05:52 2016 -0800 Renderer improvments: TriangleCommand and QuadCommand merged - more options for batching (faster) - less flushing in between commands (faster) - less renderer code (easier to maintain) - less VBO/VAO (less memory) - uses temporary buffer for faster rendering (more memory) and fixes some other bugs Squashed commit of the following: commit af7a209435c5f2430c31ab3ebcc7f45051eacb1a Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Sun Feb 7 18:55:27 2016 -0800 adds test for batching quads and tris commit 25816e3eaeffd4b0cfe5fa15e97ff84e9013b8be Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Sun Feb 7 18:40:15 2016 -0800 cleanup renderer commit 7f9785056681756c865d603516c7e14c46040e82 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Sun Feb 7 15:34:48 2016 -0800 clean up docs commit 92a8b679dd404e4ca2839d85e2bd925195b12996 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Sun Feb 7 15:18:52 2016 -0800 QuadCommand converted to Triangles command commit 7e21ec12d3781f6964b4d639cfa4bdc79eb8ae80 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri Feb 5 16:17:29 2016 -0800 adds missing files... new test as well commit d1bd4391785515bdc2e1bebbeb3f321f983b51f2 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri Feb 5 14:35:41 2016 -0800 more tests for poly sprites commit 5775a25b1046671bd0f5af4c5ab52b308b34bb39 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri Feb 5 00:30:13 2016 -0800 malloc instead of std::vector commit 14a5d45cc978c55a182c03f181ca2bc603776561 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Thu Feb 4 21:40:46 2016 -0800 little optimization commit 5667cb2b62416f8a439a54c3973d5841fbe1b68b Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Thu Feb 4 19:13:13 2016 -0800 quad works as expected commit 462aef05baa6586591882faa366839bead4be068 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Thu Feb 4 15:22:59 2016 -0800 works commit c789e6c42811278563c7682b5620296ae8d84aeb Merge: d6c3729 de62924 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Thu Feb 4 14:08:49 2016 -0800 Merge branch 'v3' into uniform_matrix_auto commit d6c37297954af752ebf42ec5f71e5e2fe28c9cc2 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Thu Feb 4 13:54:07 2016 -0800 works ok... commit 45c288631989ea735cc31ec5aa683d9d41aacab3 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Thu Feb 4 12:58:34 2016 -0800 quad works! commit 7137cff51df09adee7129738cea2b69da090756e Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Feb 3 16:19:34 2016 -0800 more optimizations... WIP... doesn't work yet commit a8324c1a9acb6b82102e05eee6e5e5f341306c7b Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Tue Feb 2 21:59:42 2016 -0800 compiles in release mode more tests... better threshold commit 884ffc756e7520fcbb9252260181538ec81b8368 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Tue Feb 2 17:21:32 2016 -0800 initial uniform_auto_matrix commit Changes the CC_matrix uniform in runtime depending on whether the command can be batched or not. Lot of things missing, though... like performance tests.
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{
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int x = AXRANDOM_0_1() * s.width;
int y = AXRANDOM_0_1() * s.height;
Renderer improvments: TriangleCommand and QuadCommand merged - more options for batching (faster) - less flushing in between commands (faster) - less renderer code (easier to maintain) - less VBO/VAO (less memory) - uses temporary buffer for faster rendering (more memory) - QuadCommand is just a subclass of TriangleCommand (simpler) - but statically it allocates indices internally (like any TriangleCommand) (more memory, but not that much) - adds more tests for SpritePolygon - adds test for batching Tri + Quad command - and fixes some other bugs Squashed commit of the following: commit cce893a9114da5dda91a895e4e661894f365e2c7 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Mon Feb 8 06:56:57 2016 -0800 QuadCommand: indices are static thanks @Darinex commit e5fd1c14e93d2f07b8266bfec03cf7206d348f59 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Sun Feb 7 19:18:42 2016 -0800 little improvements in xcode proj management commit 6cd29764e01ad300f4e89e62aa6b399f73e94f01 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Sun Feb 7 19:05:52 2016 -0800 Renderer improvments: TriangleCommand and QuadCommand merged - more options for batching (faster) - less flushing in between commands (faster) - less renderer code (easier to maintain) - less VBO/VAO (less memory) - uses temporary buffer for faster rendering (more memory) and fixes some other bugs Squashed commit of the following: commit af7a209435c5f2430c31ab3ebcc7f45051eacb1a Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Sun Feb 7 18:55:27 2016 -0800 adds test for batching quads and tris commit 25816e3eaeffd4b0cfe5fa15e97ff84e9013b8be Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Sun Feb 7 18:40:15 2016 -0800 cleanup renderer commit 7f9785056681756c865d603516c7e14c46040e82 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Sun Feb 7 15:34:48 2016 -0800 clean up docs commit 92a8b679dd404e4ca2839d85e2bd925195b12996 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Sun Feb 7 15:18:52 2016 -0800 QuadCommand converted to Triangles command commit 7e21ec12d3781f6964b4d639cfa4bdc79eb8ae80 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri Feb 5 16:17:29 2016 -0800 adds missing files... new test as well commit d1bd4391785515bdc2e1bebbeb3f321f983b51f2 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri Feb 5 14:35:41 2016 -0800 more tests for poly sprites commit 5775a25b1046671bd0f5af4c5ab52b308b34bb39 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri Feb 5 00:30:13 2016 -0800 malloc instead of std::vector commit 14a5d45cc978c55a182c03f181ca2bc603776561 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Thu Feb 4 21:40:46 2016 -0800 little optimization commit 5667cb2b62416f8a439a54c3973d5841fbe1b68b Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Thu Feb 4 19:13:13 2016 -0800 quad works as expected commit 462aef05baa6586591882faa366839bead4be068 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Thu Feb 4 15:22:59 2016 -0800 works commit c789e6c42811278563c7682b5620296ae8d84aeb Merge: d6c3729 de62924 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Thu Feb 4 14:08:49 2016 -0800 Merge branch 'v3' into uniform_matrix_auto commit d6c37297954af752ebf42ec5f71e5e2fe28c9cc2 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Thu Feb 4 13:54:07 2016 -0800 works ok... commit 45c288631989ea735cc31ec5aa683d9d41aacab3 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Thu Feb 4 12:58:34 2016 -0800 quad works! commit 7137cff51df09adee7129738cea2b69da090756e Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Feb 3 16:19:34 2016 -0800 more optimizations... WIP... doesn't work yet commit a8324c1a9acb6b82102e05eee6e5e5f341306c7b Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Tue Feb 2 21:59:42 2016 -0800 compiles in release mode more tests... better threshold commit 884ffc756e7520fcbb9252260181538ec81b8368 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Tue Feb 2 17:21:32 2016 -0800 initial uniform_auto_matrix commit Changes the CC_matrix uniform in runtime depending on whether the command can be batched or not. Lot of things missing, though... like performance tests.
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auto label = LabelAtlas::create("This is a label", "fonts/tuffy_bold_italic-charmap.plist");
label->setColor(Color3B::RED);
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label->setPosition(Vec2(x, y));
Renderer improvments: TriangleCommand and QuadCommand merged - more options for batching (faster) - less flushing in between commands (faster) - less renderer code (easier to maintain) - less VBO/VAO (less memory) - uses temporary buffer for faster rendering (more memory) - QuadCommand is just a subclass of TriangleCommand (simpler) - but statically it allocates indices internally (like any TriangleCommand) (more memory, but not that much) - adds more tests for SpritePolygon - adds test for batching Tri + Quad command - and fixes some other bugs Squashed commit of the following: commit cce893a9114da5dda91a895e4e661894f365e2c7 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Mon Feb 8 06:56:57 2016 -0800 QuadCommand: indices are static thanks @Darinex commit e5fd1c14e93d2f07b8266bfec03cf7206d348f59 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Sun Feb 7 19:18:42 2016 -0800 little improvements in xcode proj management commit 6cd29764e01ad300f4e89e62aa6b399f73e94f01 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Sun Feb 7 19:05:52 2016 -0800 Renderer improvments: TriangleCommand and QuadCommand merged - more options for batching (faster) - less flushing in between commands (faster) - less renderer code (easier to maintain) - less VBO/VAO (less memory) - uses temporary buffer for faster rendering (more memory) and fixes some other bugs Squashed commit of the following: commit af7a209435c5f2430c31ab3ebcc7f45051eacb1a Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Sun Feb 7 18:55:27 2016 -0800 adds test for batching quads and tris commit 25816e3eaeffd4b0cfe5fa15e97ff84e9013b8be Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Sun Feb 7 18:40:15 2016 -0800 cleanup renderer commit 7f9785056681756c865d603516c7e14c46040e82 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Sun Feb 7 15:34:48 2016 -0800 clean up docs commit 92a8b679dd404e4ca2839d85e2bd925195b12996 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Sun Feb 7 15:18:52 2016 -0800 QuadCommand converted to Triangles command commit 7e21ec12d3781f6964b4d639cfa4bdc79eb8ae80 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri Feb 5 16:17:29 2016 -0800 adds missing files... new test as well commit d1bd4391785515bdc2e1bebbeb3f321f983b51f2 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri Feb 5 14:35:41 2016 -0800 more tests for poly sprites commit 5775a25b1046671bd0f5af4c5ab52b308b34bb39 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri Feb 5 00:30:13 2016 -0800 malloc instead of std::vector commit 14a5d45cc978c55a182c03f181ca2bc603776561 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Thu Feb 4 21:40:46 2016 -0800 little optimization commit 5667cb2b62416f8a439a54c3973d5841fbe1b68b Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Thu Feb 4 19:13:13 2016 -0800 quad works as expected commit 462aef05baa6586591882faa366839bead4be068 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Thu Feb 4 15:22:59 2016 -0800 works commit c789e6c42811278563c7682b5620296ae8d84aeb Merge: d6c3729 de62924 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Thu Feb 4 14:08:49 2016 -0800 Merge branch 'v3' into uniform_matrix_auto commit d6c37297954af752ebf42ec5f71e5e2fe28c9cc2 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Thu Feb 4 13:54:07 2016 -0800 works ok... commit 45c288631989ea735cc31ec5aa683d9d41aacab3 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Thu Feb 4 12:58:34 2016 -0800 quad works! commit 7137cff51df09adee7129738cea2b69da090756e Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Feb 3 16:19:34 2016 -0800 more optimizations... WIP... doesn't work yet commit a8324c1a9acb6b82102e05eee6e5e5f341306c7b Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Tue Feb 2 21:59:42 2016 -0800 compiles in release mode more tests... better threshold commit 884ffc756e7520fcbb9252260181538ec81b8368 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Tue Feb 2 17:21:32 2016 -0800 initial uniform_auto_matrix commit Changes the CC_matrix uniform in runtime depending on whether the command can be batched or not. Lot of things missing, though... like performance tests.
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addChild(label);
auto sprite = Sprite::create("fonts/tuffy_bold_italic-charmap.png");
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sprite->setTextureRect(Rect(0.0f, 0.0f, 100.0f, 100.0f));
sprite->setPosition(Vec2(x, y));
Renderer improvments: TriangleCommand and QuadCommand merged - more options for batching (faster) - less flushing in between commands (faster) - less renderer code (easier to maintain) - less VBO/VAO (less memory) - uses temporary buffer for faster rendering (more memory) - QuadCommand is just a subclass of TriangleCommand (simpler) - but statically it allocates indices internally (like any TriangleCommand) (more memory, but not that much) - adds more tests for SpritePolygon - adds test for batching Tri + Quad command - and fixes some other bugs Squashed commit of the following: commit cce893a9114da5dda91a895e4e661894f365e2c7 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Mon Feb 8 06:56:57 2016 -0800 QuadCommand: indices are static thanks @Darinex commit e5fd1c14e93d2f07b8266bfec03cf7206d348f59 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Sun Feb 7 19:18:42 2016 -0800 little improvements in xcode proj management commit 6cd29764e01ad300f4e89e62aa6b399f73e94f01 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Sun Feb 7 19:05:52 2016 -0800 Renderer improvments: TriangleCommand and QuadCommand merged - more options for batching (faster) - less flushing in between commands (faster) - less renderer code (easier to maintain) - less VBO/VAO (less memory) - uses temporary buffer for faster rendering (more memory) and fixes some other bugs Squashed commit of the following: commit af7a209435c5f2430c31ab3ebcc7f45051eacb1a Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Sun Feb 7 18:55:27 2016 -0800 adds test for batching quads and tris commit 25816e3eaeffd4b0cfe5fa15e97ff84e9013b8be Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Sun Feb 7 18:40:15 2016 -0800 cleanup renderer commit 7f9785056681756c865d603516c7e14c46040e82 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Sun Feb 7 15:34:48 2016 -0800 clean up docs commit 92a8b679dd404e4ca2839d85e2bd925195b12996 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Sun Feb 7 15:18:52 2016 -0800 QuadCommand converted to Triangles command commit 7e21ec12d3781f6964b4d639cfa4bdc79eb8ae80 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri Feb 5 16:17:29 2016 -0800 adds missing files... new test as well commit d1bd4391785515bdc2e1bebbeb3f321f983b51f2 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri Feb 5 14:35:41 2016 -0800 more tests for poly sprites commit 5775a25b1046671bd0f5af4c5ab52b308b34bb39 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri Feb 5 00:30:13 2016 -0800 malloc instead of std::vector commit 14a5d45cc978c55a182c03f181ca2bc603776561 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Thu Feb 4 21:40:46 2016 -0800 little optimization commit 5667cb2b62416f8a439a54c3973d5841fbe1b68b Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Thu Feb 4 19:13:13 2016 -0800 quad works as expected commit 462aef05baa6586591882faa366839bead4be068 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Thu Feb 4 15:22:59 2016 -0800 works commit c789e6c42811278563c7682b5620296ae8d84aeb Merge: d6c3729 de62924 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Thu Feb 4 14:08:49 2016 -0800 Merge branch 'v3' into uniform_matrix_auto commit d6c37297954af752ebf42ec5f71e5e2fe28c9cc2 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Thu Feb 4 13:54:07 2016 -0800 works ok... commit 45c288631989ea735cc31ec5aa683d9d41aacab3 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Thu Feb 4 12:58:34 2016 -0800 quad works! commit 7137cff51df09adee7129738cea2b69da090756e Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Feb 3 16:19:34 2016 -0800 more optimizations... WIP... doesn't work yet commit a8324c1a9acb6b82102e05eee6e5e5f341306c7b Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Tue Feb 2 21:59:42 2016 -0800 compiles in release mode more tests... better threshold commit 884ffc756e7520fcbb9252260181538ec81b8368 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Tue Feb 2 17:21:32 2016 -0800 initial uniform_auto_matrix commit Changes the CC_matrix uniform in runtime depending on whether the command can be batched or not. Lot of things missing, though... like performance tests.
2016-02-09 03:25:37 +08:00
sprite->setColor(Color3B::BLUE);
addChild(sprite);
}
}
std::string RendererBatchQuadTri::title() const
{
return "RendererBatchQuadTri";
}
std::string RendererBatchQuadTri::subtitle() const
{
return "QuadCommand and TriangleCommands are batched together";
}
//
//
// RendererUniformBatch
//
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RendererUniformBatch::RendererUniformBatch()
{
Size s = Director::getInstance()->getWinSize();
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auto blurState = createBlurProgramState();
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auto sepiaState = createSepiaProgramState();
auto x_inc = s.width / 20;
auto y_inc = s.height / 6;
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for (int y = 0; y < 6; ++y)
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{
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for (int x = 0; x < 20; ++x)
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{
auto sprite = Sprite::create("Images/grossini.png");
sprite->setPosition(Vec2(x * x_inc, y * y_inc));
sprite->setScale(0.4);
addChild(sprite);
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if (y >= 4)
{
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sprite->setProgramState(sepiaState);
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}
else if (y >= 2)
{
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sprite->setProgramState(blurState);
}
}
}
}
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ax::backend::ProgramState* RendererUniformBatch::createBlurProgramState()
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{
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auto programState =
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new backend::ProgramState(ProgramManager::getInstance()->getCustomProgram(CustomProgramType::BLUR));
programState->autorelease();
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backend::UniformLocation loc = programState->getUniformLocation("resolution");
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auto resolution = Vec2(85, 121);
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programState->setUniform(loc, &resolution, sizeof(resolution));
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loc = programState->getUniformLocation("blurRadius");
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float blurRadius = 10.0f;
programState->setUniform(loc, &blurRadius, sizeof(blurRadius));
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loc = programState->getUniformLocation("sampleNum");
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float sampleNum = 5.0f;
programState->setUniform(loc, &sampleNum, sizeof(sampleNum));
return programState;
}
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ax::backend::ProgramState* RendererUniformBatch::createSepiaProgramState()
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{
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auto programState =
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new backend::ProgramState(ProgramManager::getInstance()->getCustomProgram(CustomProgramType::SEPIA));
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// programState->updateUniformID();
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programState->autorelease();
return programState;
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}
std::string RendererUniformBatch::title() const
{
return "RendererUniformBatch";
}
std::string RendererUniformBatch::subtitle() const
{
return "Only 9 draw calls should appear";
}
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////
//// RendererUniformBatch2
////
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RendererUniformBatch2::RendererUniformBatch2()
{
Size s = Director::getInstance()->getWinSize();
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auto blurState = createBlurProgramState();
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auto sepiaState = createSepiaProgramState();
auto x_inc = s.width / 20;
auto y_inc = s.height / 6;
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for (int y = 0; y < 6; ++y)
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{
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for (int x = 0; x < 20; ++x)
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{
auto sprite = Sprite::create("Images/grossini.png");
sprite->setPosition(Vec2(x * x_inc, y * y_inc));
sprite->setScale(0.4);
addChild(sprite);
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auto r = AXRANDOM_0_1();
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if (r < 0.33)
sprite->setProgramState(sepiaState);
else if (r < 0.66)
sprite->setProgramState(blurState);
}
}
}
backend::ProgramState* RendererUniformBatch2::createBlurProgramState()
{
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auto programState =
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new backend::ProgramState(ProgramManager::getInstance()->getCustomProgram(CustomProgramType::BLUR));
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backend::UniformLocation loc = programState->getUniformLocation("resolution");
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auto resolution = Vec2(85, 121);
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programState->setUniform(loc, &resolution, sizeof(resolution));
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loc = programState->getUniformLocation("blurRadius");
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float blurRadius = 10.0f;
programState->setUniform(loc, &blurRadius, sizeof(blurRadius));
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loc = programState->getUniformLocation("sampleNum");
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float sampleNum = 5.0f;
programState->setUniform(loc, &sampleNum, sizeof(sampleNum));
return programState;
}
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backend::ProgramState* RendererUniformBatch2::createSepiaProgramState()
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{
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auto programState =
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new backend::ProgramState(ProgramManager::getInstance()->getCustomProgram(CustomProgramType::SEPIA));
programState->autorelease();
return programState;
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}
std::string RendererUniformBatch2::title() const
{
return "RendererUniformBatch 2";
}
std::string RendererUniformBatch2::subtitle() const
{
return "Mixing different shader states should work ok";
}
NonBatchSprites::NonBatchSprites()
{
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Size s = Director::getInstance()->getWinSize();
_spritesAnchor = Node::create();
_spritesAnchor->setPosition(0, 0);
addChild(_spritesAnchor);
_totalSprites = Label::createWithTTF(TTFConfig("fonts/arial.ttf"), "sprites");
_totalSprites->setColor(Color3B::YELLOW);
_totalSprites->enableOutline(Color4B::RED, 2);
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_totalSprites->setPosition(s.width / 2, s.height / 2);
addChild(_totalSprites);
scheduleUpdate();
}
void NonBatchSprites::createSprite()
{
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Size s = Director::getInstance()->getWinSize();
Sprite* sprite = nullptr;
if (_spriteIndex % 2 == 0)
{
sprite = Sprite::create("Images/grossini_dance_05.png");
}
else
{
sprite = Sprite::create("Images/grossini_dance_01.png");
}
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if (!sprite)
return;
auto r = rand_0_1() * 0.6 + 0.2;
sprite->setScale(r, r);
float x = ((float)std::rand()) / RAND_MAX;
float y = ((float)std::rand()) / RAND_MAX;
sprite->runAction(RepeatForever::create(RotateBy::create(1, 45)));
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sprite->setPosition(Vec2(x * s.width, y * s.height));
_spritesAnchor->addChild(sprite);
_spriteIndex++;
std::stringstream ss;
ss << _spriteIndex << " sprites";
_totalSprites->setString(ss.str());
}
void NonBatchSprites::update(float dt)
{
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if (dt <= 1.0f / 28.0f && dt >= 1.0f / 31.0f)
{
_around30fps.hit();
}
else
{
_around30fps.cancel();
}
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_maDt = 0.7f * _maDt + 0.3f * dt;
_rmaDt = 0.5f * _rmaDt + 0.5f * dt;
if (_maDt <= DEST_DT_30FPS)
{
_contSlow.cancel();
_contFast.hit();
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if (_contFast.ok())
{
auto t2 = DEST_DT_30FPS - _rmaDt;
auto delta = (int)(t2 / _rmaDt * _spriteIndex * 0.1);
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delta = std::min(20, std::max(1, delta));
for (int i = 0; i < delta; i++)
{
createSprite();
}
}
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}
else
{
_contSlow.hit();
_contFast.cancel();
}
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if (_contSlow.ok() || _around30fps.ok())
{
unscheduleUpdate();
std::stringstream ss;
ss << _spriteIndex << " sprites, DONE!";
_totalSprites->setString(ss.str());
_totalSprites->setScale(1.2);
}
}
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NonBatchSprites::~NonBatchSprites() {}
std::string NonBatchSprites::title() const
{
return "Non Batched Sprites";
}
std::string NonBatchSprites::subtitle() const
{
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#if defined(_AX_DEBUG) && _AX_DEBUG == 1
return "DEBUG: simulate lots of sprites, drop to 30 fps";
#else
return "RELEASE: simulate lots of sprites, drop to 30 fps";
#endif
}