axmol/cocos/2d/renderer/CCNewSprite.cpp

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//
// CCNewSprite.cpp
// cocos2d_libs
//
// Created by NiTe Luo on 10/31/13.
//
//
#include "CCNewSprite.h"
#include "RenderCommand.h"
#include "Renderer.h"
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#include "QuadCommand.h"
#include "CCMenuItem.h"
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#include "Frustum.h"
#include "CCDirector.h"
NS_CC_BEGIN
#if CC_SPRITEBATCHNODE_RENDER_SUBPIXEL
#define RENDER_IN_SUBPIXEL
#else
#define RENDER_IN_SUBPIXEL(__ARGS__) (ceil(__ARGS__))
#endif
NewSprite* NewSprite::create()
{
NewSprite* sprite = new NewSprite();
if(sprite && sprite->init())
{
sprite->autorelease();
return sprite;
}
CC_SAFE_DELETE(sprite);
return NULL;
}
NewSprite* NewSprite::create(const char *filename)
{
NewSprite* sprite = new NewSprite();
if(sprite && sprite->initWithFile(filename))
{
sprite->autorelease();
return sprite;
}
CC_SAFE_DELETE(sprite);
return NULL;
}
NewSprite::NewSprite()
:Sprite()
{
}
NewSprite::~NewSprite(void)
{
}
bool NewSprite::initWithTexture(Texture2D *texture, const Rect &rect, bool rotated)
{
bool result = Sprite::initWithTexture(texture, rect, rotated);
_recursiveDirty = true;
setDirty(true);
return result;
}
void NewSprite::updateQuadVertices()
{
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#ifdef CC_USE_PHYSICS
updatePhysicsTransform();
setDirty(true);
#endif
//TODO optimize the performance cache affineTransformation
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// recalculate matrix only if it is dirty
if(isDirty())
{
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// if( ! _parent || _parent == (Node*)_batchNode )
// {
// _transformToBatch = getNodeToParentTransform();
// }
// else
// {
// CCASSERT( dynamic_cast<NewSprite*>(_parent), "Logic error in Sprite. Parent must be a Sprite");
// _transformToBatch = AffineTransformConcat( getNodeToParentTransform() , static_cast<NewSprite*>(_parent)->_transformToBatch );
// }
//TODO optimize this transformation, should use parent's transformation instead
_transformToBatch = getNodeToWorldTransform();
//
// calculate the Quad based on the Affine Matrix
//
Size size = _rect.size;
float x1 = _offsetPosition.x;
float y1 = _offsetPosition.y;
float x2 = x1 + size.width;
float y2 = y1 + size.height;
float x = _transformToBatch.tx;
float y = _transformToBatch.ty;
float cr = _transformToBatch.a;
float sr = _transformToBatch.b;
float cr2 = _transformToBatch.d;
float sr2 = -_transformToBatch.c;
float ax = x1 * cr - y1 * sr2 + x;
float ay = x1 * sr + y1 * cr2 + y;
float bx = x2 * cr - y1 * sr2 + x;
float by = x2 * sr + y1 * cr2 + y;
float cx = x2 * cr - y2 * sr2 + x;
float cy = x2 * sr + y2 * cr2 + y;
float dx = x1 * cr - y2 * sr2 + x;
float dy = x1 * sr + y2 * cr2 + y;
_quad.bl.vertices = Vertex3F( RENDER_IN_SUBPIXEL(ax), RENDER_IN_SUBPIXEL(ay), _vertexZ );
_quad.br.vertices = Vertex3F( RENDER_IN_SUBPIXEL(bx), RENDER_IN_SUBPIXEL(by), _vertexZ );
_quad.tl.vertices = Vertex3F( RENDER_IN_SUBPIXEL(dx), RENDER_IN_SUBPIXEL(dy), _vertexZ );
_quad.tr.vertices = Vertex3F( RENDER_IN_SUBPIXEL(cx), RENDER_IN_SUBPIXEL(cy), _vertexZ );
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_recursiveDirty = false;
setDirty(false);
}
}
void NewSprite::draw(void)
{
updateQuadVertices();
if(!culling())
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{
return;
}
//TODO implement z order
QuadCommand* renderCommand = QuadCommand::getCommandPool().generateCommand();
renderCommand->init(0, _vertexZ, _texture->getName(), _shaderProgram, _blendFunc, &_quad, 1);
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Renderer::getInstance()->addCommand(renderCommand);
}
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bool NewSprite::culling() const
{
Frustum* frustum = Director::getInstance()->getFrustum();
AffineTransform worldTM = getNodeToWorldTransform();
//generate aabb
Point lowLeft(0,0);
Point topRight = lowLeft + Point(getContentSize());
Point lowRight(topRight.x,0);
Point topLeft(0, topRight.y);
lowLeft = PointApplyAffineTransform(lowLeft,worldTM);
lowRight = PointApplyAffineTransform(lowRight,worldTM);
topRight = PointApplyAffineTransform(topRight,worldTM);
topLeft = PointApplyAffineTransform(topLeft,worldTM);
kmVec3 point = {lowLeft.x, lowLeft.y, _vertexZ};
AABB aabb(point,point);
point = {lowRight.x, lowRight.y, _vertexZ};
aabb.expand(point);
point = {topLeft.x, topLeft.y, _vertexZ};
aabb.expand(point);
point = {topRight.x, topRight.y, _vertexZ};
aabb.expand(point);
return Frustum::IntersectResult::OUTSIDE !=frustum->intersectAABB(aabb);
}
NS_CC_END