2011-03-19 10:07:16 +08:00
/****************************************************************************
Copyright ( c ) 2008 - 2010 Ricardo Quesada
2012-06-08 14:11:48 +08:00
Copyright ( c ) 2009 Leonardo Kasperavičius
2014-01-07 11:25:07 +08:00
Copyright ( c ) 2010 - 2012 cocos2d - x . org
2011-07-04 19:20:16 +08:00
Copyright ( c ) 2011 Zynga Inc .
2018-01-29 16:25:32 +08:00
Copyright ( c ) 2013 - 2016 Chukong Technologies Inc .
Copyright ( c ) 2017 - 2018 Xiamen Yaji Software Co . , Ltd .
2011-03-19 10:07:16 +08:00
2022-01-04 12:36:20 +08:00
https : //adxeproject.github.io/
2021-12-25 10:04:45 +08:00
2011-03-19 10:07:16 +08:00
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 .
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
2014-04-27 01:11:22 +08:00
# include "2d/CCParticleSystemQuad.h"
2014-11-17 01:29:05 +08:00
# include <algorithm>
2021-12-25 10:04:45 +08:00
# include <stddef.h> // offsetof
2019-11-06 14:24:06 +08:00
# include "base/ccTypes.h"
2014-04-27 01:11:22 +08:00
# include "2d/CCSpriteFrame.h"
2014-05-10 09:39:25 +08:00
# include "2d/CCParticleBatchNode.h"
2014-05-17 05:36:00 +08:00
# include "renderer/CCTextureAtlas.h"
2014-08-28 17:03:29 +08:00
# include "renderer/CCRenderer.h"
2014-05-10 09:39:25 +08:00
# include "base/CCDirector.h"
2014-04-30 08:37:36 +08:00
# include "base/CCEventType.h"
2014-05-01 10:09:13 +08:00
# include "base/CCConfiguration.h"
2014-04-30 08:37:36 +08:00
# include "base/CCEventListenerCustom.h"
# include "base/CCEventDispatcher.h"
2016-06-15 15:01:26 +08:00
# include "base/ccUTF8.h"
metal support for cocos2d-x (#19305)
* remove deprecated files
* remove some deprecated codes
* remove more deprecated codes
* remove ui deprecated codes
* remove more deprecated codes
* remove deprecated codes in ccmenuitem
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes
* remove more deprecated codes
* remove more deprecated codes
* remove vr related codes and ignore some modules
* remove allocator
* remove some config
* 【Feature】add back-end project file
* [Feature] add back-end file
* add pipeline descriptor and shader cache
* [Feature] support sprite for backend
* [Feature] remove unneeded code
* [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture
* [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture
* [Feature] remove macro define to .cpp file
* [Feature] add log info
* [Feature] add PipelineDescriptor for TriangleCommand
* [Feature] add PipelineDescriptor object as member of TriangleCommand
* [Feature] add getPipelineDescriptor method
* add renderbackend
* complete pipeline descriptor
* [Feature] add viewport in RenderCommand
* set viewport when rendrering
* [Feature] occur error when using RendererBackend, to be fixed.
* a workaround to fix black screen on macOS 10.14 (#19090)
* add rendererbackend init function
* fix typo
* [Feature] modify testFile
* [BugFix] modify shader path
* [Feature] set default viewport
* fix projection
* [Feature] modify log info
* [BugFix] change viewport data type to int
* [BugFix] add BindGroup to PipelienDescriptor
* [BugFix] change a_position to vec3 in sprite.vert
* [BugFix] set vertexLayout according to V3F_C4B_T2F structure
* [Feature] revert a_position to vec4
* [Feature] renderer should not use gl codes directly
* [Feature] it's better not use default value parameter
* fix depth test setting
* rendererbackend -> renderer
* clear color and depth at begin
* add metal backend
* metal support normalized attribute
* simplify codes
* update external
* add render pass desctriptor in pipeline descriptor
* fix warnings
* fix crash and memeory leak
* refactor Texture2D
* put pipeline descriptor into render command
* simplify codes
* [Feature] update Sprite
* fix crash when closing app
* [Feature] update SpriteBatchNode and TextureAtlas
* support render texture(not finish)
* [Feature] remove unused code
* make tests work on mac
* fix download-deps path error
* make tests work on iOS
* [Feature] support ttf under normal label effect
* refactor triangle command processing
* let renderer handle more common commands
* refactor backend
* make render texture work
* [Feature] refactor backend for GL
* [Feature]Renaming to make it easy to understand
* [Feature] change warp mode to CLAMP_TO_EDGE
* fix ghost
* simplify visit render queue logic
* support progress timer without rial mode
* support partcile system
* Feature/update label (#149)
* [BugFix] fix compile error
* [Feature] support outline effect in ios
* [Feature] add shader file
* [BugFix] fix begin and end RenderPass
* [Feature] update CustomCommand
* [Feature] revert project.pbxproj
* [Feature] simplify codes
* [BugFix] pack AI88 to RGBA8888 only when outline enable
* [Feature] support shadow effect in Label
* [Feature] support BMFont
* [Feature] support glow effect
* [Feature] simplify shader files
* LabelAtlas work
* handle blend function correctly
* support tile map
* don't share buffer in metal
* alloc buffer size as needed
* support more tilemap
* Merge branch 'minggo/metal-support' into feature/updateLabel
* minggo/metal-support:
support tile map
handle blend function correctly
LabelAtlas work
Feature/update label (#149)
support partcile system
# Conflicts:
# cocos/2d/CCLabel.cpp
# cocos/2d/CCSprite.cpp
# cocos/2d/CCSpriteBatchNode.cpp
# cocos/renderer/CCQuadCommand.cpp
# cocos/renderer/CCQuadCommand.h
* render texture work without saving file
* use global viewport
* grid3d works
* remove grabber
* tiled3d works
* [BugFix] fix label bug
* [Feature] add updateSubData for buffer
* [Feature] remove setVertexCount
* support depth test
* add callback command
* [Feature] add UITest
* [Feature] update UITest
* [Feature] remove unneeded codes
* fix custom command issue
* fix layer color blend issue
* [BugFix] fix iOS compile error
* [Feature] remove unneeded codes
* [Feature] fix updateVertexBuffer
* layerradial works
* add draw test back
* fix batch issue
* fix compiling error
* [BugFix] support ETC1
* [BugFix] get the correct pipelineDescriptor
* [BugFix] skip draw when backendTexture nullptr
* clipping node support
* [Feature] add shader files
* fix stencil issue in metal
* [Feature] update UILayoutTest
* [BugFix] skip drawing when vertexCount is zero
* refactor renderer
* add set global z order for stencil manager commands
* fix warnings caused by type
* remove viewport in render command
* [Feature] fix warnings caused by type
* [BugFix] clear vertexCount and indexCount for CustomComand when needed
* [Feature] update clear for CustomCommand
* ios use metal
* fix viewport issue
* fix LayerColorGradient crash
* [cmake] transport to android and windows (#160)
* save point 1
* compile on windows
* run on android
* revert useless change
* android set CC_ENABLE_CACHE_TEXTURE_DATA to 1
* add initGlew
* fix android crash
* add TODO new-renderer
* review update
* revert onGLFWWindowPosCallback
* fix android compiling error
* Impl progress radial (#162)
* progresstimer add radial impl
* default drawType to element
* dec invoke times of createVertexBuffer (#163)
* support depth/stencil format for gl backend
* simplify progress timer codes
* support motionstreak, effect is wrong
* fix motionstreak issue
* [Feature] update Scissor Test (#161)
* [Feature] update Scissor Test
* [Feature] update ScissorTest
* [Feature] rename function
* [Feature] get constant reference if needed
* [Feature] show render status (#164)
* improve performance
* fix depth state
* fill error that triangle vertex/index number bigger than buffer
* fix compiline error in release mode
* fix buffer conflict between CPU and GPU on iOS/macOS
* Renderer refactor (#165)
* use one vertes/index buffer with opengl
* fix error on windows
* custom command support index format config
* CCLayer: compact vertex data structure
* update comment
* fix doc
* support fast tilemap
* pass index format instead
* fix some wrong effect
* fix render texture error
* fix texture per-element size
* fix texture format error
* BlendFunc type refactor, GLenum -> backend::BlendFactor (#167)
* BlendFunc use backend::BlendFactor as inner field
* update comments
* use int to replace GLenum
* update xcode project fiel
* rename to GLBlendConst
* add ccConstants.h
* update xcode project file
* update copyright
* remove primitive command
* remove CCPrimitive.cpp/.h
* remove deprecated files
* remove unneeded files
* remove multiple view support
* remove multiple view support
* remove the usage of frame buffer in camera
* director don't use frame buffer
* remove FrameBuffer
* remove BatchCommand
* add some api reference
* add physics2d back
* fix crash when close app on mac
* improve render texture
* fix rendertexture issue
* fix rendertexture issue
* simplify codes
* CMake support for mac & ios (#169)
* update cmake
* fix compile error
* update 3rd libs version
* remove CCThread.h/.cpp
* remove ccthread
* use audio engine to implement simple audio engine
* remove unneeded codes
* remove deprecated codes
* remove winrt macro
* remove CC_USE_WIC
* set partcile blend function in more elegant way
* remove unneeded codes
* remove unneeded codes
* cmake works on windows
* update project setting
* improve performance
* GLFloat -> float
* sync v3 cmake improvements into metal-support (#172)
* pick: modern cmake, compile definitions improvement (#19139)
* modern cmake, use target_compile_definitions partly
* simplify macro define, remove USE_*
* modern cmake, macro define
* add physics 2d macro define into ccConfig.h
* remove USE_CHIPMUNK macro in build.gradle
* remove CocosSelectModule.cmake
* shrink useless define
* simplify compile options config, re-add if necessary
* update external for tmp CI test
* un-quote target_compile_options value
* add "-g" parameter only when debug mode
* keep single build type when generator Xcode & VS projecy
* update external for tmp CI tes
* add static_cast<char>(-1), fix -Wc++11-narrowing
* simplify win32 compile define
* not modify code, only improve compile options
# Conflicts:
# .gitignore
# cmake/Modules/CocosConfigDepend.cmake
# cocos/CMakeLists.txt
# external/config.json
# tests/cpp-tests/CMakeLists.txt
* modern cmake, improve cmake_compiler_flags (#19145)
* cmake_compiler_flags
* Fix typo
* Fix typo2
* Remove chanages from Android.mk
* correct lua template cmake build (#19149)
* don't add -Wno-deprecated into jsb target
* correct lua template cmake build
* fix win32 lua template compile error
* prevent cmake in-source-build friendly (#19151)
* pick: Copy resources to "Resources/" on win32 like in linux configuration
* add "/Z7" for cpp-tests on windows
* [cmake] fix iOS xcode property setting failed (#19208)
* fix iOS xcode property setting failed
* use search_depend_libs_recursive at dlls collect
* fix typo
* [cmake] add find_host_library into iOS toolchain file (#19230)
* pick: [lua android] use luajit & template cmake update (#19239)
* increase cmake stability , remove tests/CMakeLists.txt (#19261)
* cmake win32 Precompiled header (#19273)
* Precompiled header
* Fix
* Precompiled header for cocos
* Precompiled header jscocos2d
* Fix for COCOS2D_DEBUG is always 1 on Android (#19291)
Related #19289
* little build fix, tests cpp-tests works on mac
* sync v3 build related codes into metal-support (#173)
* strict initialization for std::array
* remove proj.win32 project configs
* modern cmake, cmake_cleanup_remove_unused_variables (#19146)
* Switch travis CI to xenial (#19207)
* Switch travis CI to xenial
* Remove language: android
* Set language: cpp
* Fix java problem
* Update sdkmanager
* Fix sdkmanger
* next sdkmanager fix
* Remove xenial from android
* revert to sdk-tools-{system}-3859397
* Remove linux cmake install
* Update before-install.sh
* Update .travis.yml
* Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212)
* Simplify install-deps-linux.sh
* Cleanup
* pick: install ninja
* update cocos2d-console submodule
* for metal-support alpha release, we only test cpp
* add HelloCpp into project(Cocos2d-x) for tmp test
* update extenal metal-support-4
* update uniform setting
* [Feature] update BindGroup
* [Feature] empty-test
* [Feature] cpp-test
* [Feature] fix GL compiler error
* [Feature] fix GL crash
* [Feature] empty-test
* [Feature] cpp-tests
* [feature] improve frameRate
* [feature] fix opengl compile error
* [feature] fix opengl compile error
* [BugFix] fix compute maxLocation error
* [Feature] update setting unifrom
* [Feature] fix namespace
* [Feature] remove unneeded code
* [Bugfix] fix project file
* [Feature] update review
* [texture2d] impl texture format support (#175)
* texture update
* update
* update texture
* commit
* compile on windows
* ddd
* rename
* rename methods
* no crash
* save gl
* save
* save
* rename
* move out pixel format convert functions
* metal crash
* update
* update android
* support gles compressed texture format
* support more compress format
* add more conversion methods
* ss
* save
* update conversion methods
* add PVRTC format support
* reformat
* add marco linux
* fix GL marcro
* pvrtc supported only by ios 8.0+
* remove unused cmake
* revert change
* refactor Texture2D::initWithData
* fix conversion log
* refactor Texture2D::initWithData
* remove some OpenGL constants for PVRTC
* add todo
* fix typo
* AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174)
* review cpp-tests, and fix part issues on start auto test
* sync png format fix: Node:Particle3D abnormal texture effects #19204
* fix cpp-tests SpritePolygon crash, wrong png format (#19170)
* fix wrong png convert format from sRGB to Gray
* erase plist index if all frames was erased
* test_A8.png have I8 format, fix it
* [CCSpriteCache] allow re-add plist & add testcase (#19175)
* allow re-add plist & add testcase
* remove comments/rename method/update testcase
* fix isSpriteFramesWithFileLoaded & add testcase
* remove used variable
* remove unused variable
* fix double free issues when js/lua-tests exit on iOS (#19236)
* disable part cases, AutoTest works without crash on mac
* update cocos2dx files json, to test cocos new next
* fix spritecache plist parsing issue (#19269)
* [linux] Fix FileUtils::getContents with folder (#19157)
* fix FileUtils::getContents on linux/mac
* use stat.st_mode
* simplify
* [CCFileUtils] win32 getFileSize (#19176)
* win32 getFileSize
* fix stat
* [cpp test-Android]20:FileUtils/2 change title (#19197)
* sync #19200
* sync #19231
* [android lua] improve performance of lua loader (#19234)
* [lua] improve performance of lua loader
* remove cache fix
* Revert "fix spritecache plist parsing issue (#19269)"
This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf.
* remove win32 project files ref in template.json
* add metal framework lnk ref into cpp template
* test on iOS, and disable part cases
* alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227)
* changes AudioCache to use alBufferData instead of alBufferDataStatic
(also makes test 19 faster to trigger openal bugs faster)
The original problem: CrashIfClientProvidedBogusAudioBufferList
https://github.com/cocos2d/cocos2d-x/issues/18948
is not happening anymore, but there's still a not very frequent issue
that makes OpenAL crash with a call stack like this.
AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList
It happes more frequently when the device is "cold", which means after
half an hour of not using the device (locked).
I could not find the actual source code for iOS OpenAL, so I used the
macOS versions:
https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html
They seem to use CAGuard.h to make sure the dead buffer list
has no threading issues. I'm worried because the CAGuard code I found
has macos and win32 define but no iOS, so I'm not sure. I guess the
iOS version is different and has the guard.
I could not find a place in the code that's unprotected by the locks
except the InitializeBufferMap() which should not be called more than
once from cocos, and there's a workaround in AudioEngine-impl for it.
I reduced the occurence of the CleanUpDeadBufferList crash by moving
the guard in ~AudioCache to cover the alDeleteBuffers call.
* remove hack method "setTimeout" on audio
* AutoTest works on iOS
* support set ios deployment target for root project
* enable all texture2d cases, since Jiang have fixed
* add CCTextureUtils to xcode project file (#176)
* add leak cases for SpriteFrameCache (#177)
* re-add SpriteFrameCache cases
* update template file json
* Update SpriteFrameCacheTest.cpp
* fix compiling error
2019-01-18 15:08:25 +08:00
# include "renderer/ccShaders.h"
# include "renderer/backend/ProgramState.h"
2014-08-28 17:03:29 +08:00
2012-04-18 18:43:45 +08:00
NS_CC_BEGIN
2010-12-28 11:55:34 +08:00
2013-06-20 14:13:12 +08:00
ParticleSystemQuad : : ParticleSystemQuad ( )
2012-04-19 14:35:52 +08:00
{
2020-10-26 14:49:14 +08:00
auto & pipelinePS = _quadCommand . getPipelineDescriptor ( ) . programState ;
2021-12-25 10:04:45 +08:00
auto * program = backend : : Program : : getBuiltinProgram ( backend : : ProgramType : : POSITION_TEXTURE_COLOR ) ;
2020-10-26 14:49:14 +08:00
//!!! support etc1 with alpha?
2021-12-08 00:11:53 +08:00
pipelinePS = ( new backend : : ProgramState ( program ) ) ;
2020-10-26 14:49:14 +08:00
_mvpMatrixLocaiton = pipelinePS - > getUniformLocation ( " u_MVPMatrix " ) ;
2021-12-25 10:04:45 +08:00
_textureLocation = pipelinePS - > getUniformLocation ( " u_texture " ) ;
auto vertexLayout = pipelinePS - > getVertexLayout ( ) ;
2020-10-26 14:49:14 +08:00
const auto & attributeInfo = pipelinePS - > getProgram ( ) - > getActiveAttributes ( ) ;
2021-12-25 10:04:45 +08:00
auto iter = attributeInfo . find ( " a_position " ) ;
if ( iter ! = attributeInfo . end ( ) )
2019-03-12 19:40:13 +08:00
{
2019-08-15 16:51:49 +08:00
vertexLayout - > setAttribute ( " a_position " , iter - > second . location , backend : : VertexFormat : : FLOAT3 , 0 , false ) ;
2019-03-12 19:40:13 +08:00
}
iter = attributeInfo . find ( " a_texCoord " ) ;
2021-12-25 10:04:45 +08:00
if ( iter ! = attributeInfo . end ( ) )
2019-03-12 19:40:13 +08:00
{
2021-12-25 10:04:45 +08:00
vertexLayout - > setAttribute ( " a_texCoord " , iter - > second . location , backend : : VertexFormat : : FLOAT2 ,
offsetof ( V3F_C4B_T2F , texCoords ) , false ) ;
2019-03-12 19:40:13 +08:00
}
iter = attributeInfo . find ( " a_color " ) ;
2021-12-25 10:04:45 +08:00
if ( iter ! = attributeInfo . end ( ) )
2019-03-12 19:40:13 +08:00
{
2021-12-25 10:04:45 +08:00
vertexLayout - > setAttribute ( " a_color " , iter - > second . location , backend : : VertexFormat : : UBYTE4 ,
offsetof ( V3F_C4B_T2F , colors ) , true ) ;
2019-03-12 19:40:13 +08:00
}
2019-08-15 16:51:49 +08:00
vertexLayout - > setLayout ( sizeof ( V3F_C4B_T2F ) ) ;
2012-03-14 14:55:17 +08:00
}
2013-06-20 14:13:12 +08:00
ParticleSystemQuad : : ~ ParticleSystemQuad ( )
2010-12-28 11:55:34 +08:00
{
2013-12-18 17:47:20 +08:00
if ( nullptr = = _batchNode )
2012-04-13 11:40:56 +08:00
{
2013-06-15 14:03:30 +08:00
CC_SAFE_FREE ( _quads ) ;
CC_SAFE_FREE ( _indices ) ;
2012-04-13 11:40:56 +08:00
}
2020-10-26 14:49:14 +08:00
CC_SAFE_RELEASE_NULL ( _quadCommand . getPipelineDescriptor ( ) . programState ) ;
2010-12-28 11:55:34 +08:00
}
2013-06-20 14:13:12 +08:00
// implementation ParticleSystemQuad
2012-06-14 15:13:16 +08:00
2021-12-26 23:26:34 +08:00
ParticleSystemQuad * ParticleSystemQuad : : create ( std : : string_view filename )
2011-06-14 16:27:47 +08:00
{
2021-12-25 10:04:45 +08:00
ParticleSystemQuad * ret = new ParticleSystemQuad ( ) ;
2021-12-08 00:11:53 +08:00
if ( ret - > initWithFile ( filename ) )
2011-06-14 16:27:47 +08:00
{
2013-11-15 08:21:49 +08:00
ret - > autorelease ( ) ;
return ret ;
2011-06-14 16:27:47 +08:00
}
2013-11-15 08:21:49 +08:00
CC_SAFE_DELETE ( ret ) ;
return ret ;
2011-06-14 16:27:47 +08:00
}
2021-12-25 10:04:45 +08:00
ParticleSystemQuad * ParticleSystemQuad : : createWithTotalParticles ( int numberOfParticles )
{
2022-05-22 20:58:36 +08:00
CCASSERT ( numberOfParticles < = 10000 , " Adding more than 10000 particles will crash the renderer, the mesh generated has an index format of U_SHORT (uint16_t) " ) ;
2021-12-25 10:04:45 +08:00
ParticleSystemQuad * ret = new ParticleSystemQuad ( ) ;
2021-12-08 00:11:53 +08:00
if ( ret - > initWithTotalParticles ( numberOfParticles ) )
2012-09-21 08:24:18 +08:00
{
2013-11-15 08:21:49 +08:00
ret - > autorelease ( ) ;
return ret ;
2012-09-21 08:24:18 +08:00
}
2013-11-15 08:21:49 +08:00
CC_SAFE_DELETE ( ret ) ;
return ret ;
2012-09-21 08:24:18 +08:00
}
2021-12-25 10:04:45 +08:00
ParticleSystemQuad * ParticleSystemQuad : : create ( ValueMap & dictionary )
2014-05-06 06:50:08 +08:00
{
2021-12-25 10:04:45 +08:00
ParticleSystemQuad * ret = new ParticleSystemQuad ( ) ;
2021-12-08 00:11:53 +08:00
if ( ret - > initWithDictionary ( dictionary ) )
2014-05-06 06:50:08 +08:00
{
ret - > autorelease ( ) ;
return ret ;
}
CC_SAFE_DELETE ( ret ) ;
return ret ;
}
2021-12-25 10:04:45 +08:00
// implementation ParticleSystemQuad
// overriding the init method
2014-05-06 06:50:08 +08:00
bool ParticleSystemQuad : : initWithTotalParticles ( int numberOfParticles )
{
// base initialization
2021-12-25 10:04:45 +08:00
if ( ParticleSystem : : initWithTotalParticles ( numberOfParticles ) )
2014-05-06 06:50:08 +08:00
{
// allocating data space
2021-12-25 10:04:45 +08:00
if ( ! this - > allocMemory ( ) )
{
2014-05-06 06:50:08 +08:00
this - > release ( ) ;
return false ;
}
initIndices ( ) ;
2021-12-25 10:04:45 +08:00
// setupVBO();
2014-05-06 06:50:08 +08:00
# if CC_ENABLE_CACHE_TEXTURE_DATA
// Need to listen the event only when not use batchnode, because it will use VBO
2021-12-25 10:04:45 +08:00
auto listener = EventListenerCustom : : create ( EVENT_RENDERER_RECREATED ,
CC_CALLBACK_1 ( ParticleSystemQuad : : listenRendererRecreated , this ) ) ;
2014-05-06 06:50:08 +08:00
_eventDispatcher - > addEventListenerWithSceneGraphPriority ( listener , this ) ;
# endif
return true ;
}
return false ;
}
2012-09-21 08:24:18 +08:00
2011-07-04 19:20:16 +08:00
// pointRect should be in Texture coordinates, not pixel coordinates
2013-06-20 14:13:12 +08:00
void ParticleSystemQuad : : initTexCoordsWithRect ( const Rect & pointRect )
2010-12-28 11:55:34 +08:00
{
2012-03-14 14:55:17 +08:00
// convert to Tex coords
2010-12-28 11:55:34 +08:00
2021-12-25 10:04:45 +08:00
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 ( ) ) ;
2010-12-28 11:55:34 +08:00
2021-12-25 10:04:45 +08:00
float wide = ( float ) pointRect . size . width ;
float high = ( float ) pointRect . size . height ;
2011-01-05 17:01:08 +08:00
2013-06-15 14:03:30 +08:00
if ( _texture )
2011-03-19 10:07:16 +08:00
{
2019-06-05 17:58:33 +08:00
wide = ( float ) _texture - > getPixelsWide ( ) ;
high = ( float ) _texture - > getPixelsHigh ( ) ;
2011-01-05 17:01:08 +08:00
}
2010-12-28 11:55:34 +08:00
2011-03-19 10:07:16 +08:00
# if CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL
2021-12-25 10:04:45 +08:00
float left = ( rect . origin . x * 2 + 1 ) / ( wide * 2 ) ;
float bottom = ( rect . origin . y * 2 + 1 ) / ( high * 2 ) ;
float right = left + ( rect . size . width * 2 - 2 ) / ( wide * 2 ) ;
float top = bottom + ( rect . size . height * 2 - 2 ) / ( high * 2 ) ;
2011-03-19 10:07:16 +08:00
# else
2021-12-25 10:04:45 +08:00
float left = rect . origin . x / wide ;
2019-06-05 17:58:33 +08:00
float bottom = rect . origin . y / high ;
2021-12-25 10:04:45 +08:00
float right = left + rect . size . width / wide ;
float top = bottom + rect . size . height / high ;
# endif // ! CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL
2010-12-28 11:55:34 +08:00
2012-04-19 14:35:52 +08:00
// Important. Texture in cocos2d are inverted, so the Y component should be inverted
2014-11-17 01:29:05 +08:00
std : : swap ( top , bottom ) ;
2012-04-19 14:35:52 +08:00
2021-12-25 10:04:45 +08:00
V3F_C4B_T2F_Quad * quads = nullptr ;
2012-04-19 14:35:52 +08:00
unsigned int start = 0 , end = 0 ;
2013-06-15 14:03:30 +08:00
if ( _batchNode )
2012-04-19 14:35:52 +08:00
{
2013-06-15 14:03:30 +08:00
quads = _batchNode - > getTextureAtlas ( ) - > getQuads ( ) ;
start = _atlasIndex ;
2021-12-25 10:04:45 +08:00
end = _atlasIndex + _totalParticles ;
2012-04-19 14:35:52 +08:00
}
else
{
2013-06-15 14:03:30 +08:00
quads = _quads ;
2012-04-19 14:35:52 +08:00
start = 0 ;
2021-12-25 10:04:45 +08:00
end = _totalParticles ;
2012-04-19 14:35:52 +08:00
}
2021-12-25 10:04:45 +08:00
for ( unsigned int i = start ; i < end ; i + + )
2012-04-19 14:35:52 +08:00
{
// 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 ;
}
2010-12-28 11:55:34 +08:00
}
2014-02-13 10:33:57 +08:00
void ParticleSystemQuad : : updateTexCoords ( )
{
if ( _texture )
{
2021-10-23 23:27:14 +08:00
const Vec2 & s = _texture - > getContentSize ( ) ;
2014-02-13 10:33:57 +08:00
initTexCoordsWithRect ( Rect ( 0 , 0 , s . width , s . height ) ) ;
}
}
2021-12-25 10:04:45 +08:00
void ParticleSystemQuad : : setTextureWithRect ( Texture2D * texture , const Rect & rect )
2010-12-28 11:55:34 +08:00
{
2012-04-19 14:35:52 +08:00
// Only update the texture if is different from the current one
2021-12-25 10:04:45 +08:00
if ( ! _texture | | texture - > getBackendTexture ( ) ! = _texture - > getBackendTexture ( ) )
2012-04-19 14:35:52 +08:00
{
2013-06-20 14:13:12 +08:00
ParticleSystem : : setTexture ( texture ) ;
2019-11-20 18:19:24 +08:00
auto programState = _quadCommand . getPipelineDescriptor ( ) . programState ;
programState - > setTexture ( _texture - > getBackendTexture ( ) ) ;
2012-04-19 14:35:52 +08:00
}
2010-12-28 11:55:34 +08:00
2012-04-19 14:35:52 +08:00
this - > initTexCoordsWithRect ( rect ) ;
2010-12-28 11:55:34 +08:00
}
2014-02-13 10:33:57 +08:00
2013-06-20 14:13:12 +08:00
void ParticleSystemQuad : : setTexture ( Texture2D * texture )
2010-12-28 11:55:34 +08:00
{
2021-10-23 23:27:14 +08:00
const Vec2 & s = texture - > getContentSize ( ) ;
2013-07-12 14:30:26 +08:00
this - > setTextureWithRect ( texture , Rect ( 0 , 0 , s . width , s . height ) ) ;
2010-12-28 11:55:34 +08:00
}
2014-02-13 10:33:57 +08:00
2021-12-25 10:04:45 +08:00
void ParticleSystemQuad : : setDisplayFrame ( SpriteFrame * spriteFrame )
2010-12-28 11:55:34 +08:00
{
2021-12-25 10:04:45 +08:00
CCASSERT ( spriteFrame - > getOffsetInPixels ( ) . isZero ( ) , " QuadParticle only supports SpriteFrames with no offsets " ) ;
2010-12-28 11:55:34 +08:00
2017-01-12 11:48:30 +08:00
this - > setTextureWithRect ( spriteFrame - > getTexture ( ) , spriteFrame - > getRect ( ) ) ;
2010-12-28 11:55:34 +08:00
}
2012-04-13 17:24:50 +08:00
2013-06-20 14:13:12 +08:00
void ParticleSystemQuad : : initIndices ( )
2010-12-28 11:55:34 +08:00
{
2021-12-25 10:04:45 +08:00
for ( int i = 0 ; i < _totalParticles ; + + i )
2012-04-19 14:35:52 +08:00
{
2021-12-25 10:04:45 +08:00
const unsigned int i6 = i * 6 ;
const unsigned int i4 = i * 4 ;
_indices [ i6 + 0 ] = ( unsigned short ) i4 + 0 ;
_indices [ i6 + 1 ] = ( unsigned short ) i4 + 1 ;
_indices [ i6 + 2 ] = ( unsigned short ) i4 + 2 ;
_indices [ i6 + 5 ] = ( unsigned short ) i4 + 1 ;
_indices [ i6 + 4 ] = ( unsigned short ) i4 + 2 ;
_indices [ i6 + 3 ] = ( unsigned short ) i4 + 3 ;
2012-04-19 14:35:52 +08:00
}
2010-12-28 11:55:34 +08:00
}
2012-04-13 17:24:50 +08:00
2022-05-21 21:48:46 +08:00
inline void updatePosWithParticle ( V3F_C4B_T2F_Quad * quad ,
const Vec2 & newPosition ,
float size ,
float rotation ,
float staticRotation )
2010-12-28 11:55:34 +08:00
{
2015-08-31 17:25:34 +08:00
// vertices
2021-12-25 10:04:45 +08:00
float size_2 = size / 2 ;
float x1 = - size_2 ;
float y1 = - size_2 ;
2019-06-05 17:58:33 +08:00
float x2 = size_2 ;
float y2 = size_2 ;
2021-12-25 10:04:45 +08:00
float x = newPosition . x ;
float y = newPosition . y ;
2022-05-21 21:48:46 +08:00
float r = ( float ) - CC_DEGREES_TO_RADIANS ( rotation + staticRotation ) ;
2019-06-05 17:58:33 +08:00
float cr = cosf ( r ) ;
float sr = sinf ( r ) ;
float ax = x1 * cr - y1 * sr + x ;
float ay = x1 * sr + y1 * cr + y ;
float bx = x2 * cr - y1 * sr + x ;
float by = x2 * sr + y1 * cr + y ;
float cx = x2 * cr - y2 * sr + x ;
float cy = x2 * sr + y2 * cr + y ;
float dx = x1 * cr - y2 * sr + x ;
float dy = x1 * sr + y2 * cr + y ;
2021-12-25 10:04:45 +08:00
2015-08-31 17:25:34 +08:00
// bottom-left
quad - > bl . vertices . x = ax ;
quad - > bl . vertices . y = ay ;
2021-12-25 10:04:45 +08:00
2015-08-31 17:25:34 +08:00
// bottom-right vertex:
quad - > br . vertices . x = bx ;
quad - > br . vertices . y = by ;
2021-12-25 10:04:45 +08:00
2015-08-31 17:25:34 +08:00
// top-left vertex:
quad - > tl . vertices . x = dx ;
quad - > tl . vertices . y = dy ;
2021-12-25 10:04:45 +08:00
2015-08-31 17:25:34 +08:00
// top-right vertex:
quad - > tr . vertices . x = cx ;
quad - > tr . vertices . y = cy ;
}
2012-04-19 14:35:52 +08:00
2015-08-31 17:25:34 +08:00
void ParticleSystemQuad : : updateParticleQuads ( )
{
2021-12-25 10:04:45 +08:00
if ( _particleCount < = 0 )
{
2015-08-31 17:25:34 +08:00
return ;
}
2021-12-25 10:04:45 +08:00
2015-08-31 17:25:34 +08:00
Vec2 currentPosition ;
if ( _positionType = = PositionType : : FREE )
{
currentPosition = this - > convertToWorldSpace ( Vec2 : : ZERO ) ;
}
else if ( _positionType = = PositionType : : RELATIVE )
{
currentPosition = _position ;
}
2021-12-25 10:04:45 +08:00
V3F_C4B_T2F_Quad * startQuad ;
2015-08-31 17:25:34 +08:00
Vec2 pos = Vec2 : : ZERO ;
2013-06-15 14:03:30 +08:00
if ( _batchNode )
2012-04-19 14:35:52 +08:00
{
2021-12-25 10:04:45 +08:00
V3F_C4B_T2F_Quad * batchQuads = _batchNode - > getTextureAtlas ( ) - > getQuads ( ) ;
startQuad = & ( batchQuads [ _atlasIndex ] ) ;
pos = _position ;
2012-04-19 14:35:52 +08:00
}
else
{
2015-08-31 17:25:34 +08:00
startQuad = & ( _quads [ 0 ] ) ;
2012-04-19 14:35:52 +08:00
}
2021-12-25 10:04:45 +08:00
if ( _positionType = = PositionType : : FREE )
2012-04-19 14:35:52 +08:00
{
2015-08-31 17:25:34 +08:00
Vec3 p1 ( currentPosition . x , currentPosition . y , 0 ) ;
Mat4 worldToNodeTM = getWorldToNodeTransform ( ) ;
worldToNodeTM . transformPoint ( & p1 ) ;
Vec3 p2 ;
Vec2 newPos ;
2022-05-21 21:48:46 +08:00
float * startX = _particleData . startPosX ;
float * startY = _particleData . startPosY ;
float * x = _particleData . posx ;
float * y = _particleData . posy ;
float * s = _particleData . size ;
float * r = _particleData . rotation ;
float * sr = _particleData . staticRotation ;
2015-08-31 17:25:34 +08:00
V3F_C4B_T2F_Quad * quadStart = startQuad ;
2022-05-21 21:48:46 +08:00
for ( int i = 0 ; i < _particleCount ; + + i , + + startX , + + startY , + + x , + + y , + + quadStart , + + s , + + r , + + sr )
2015-08-31 17:25:34 +08:00
{
p2 . set ( * startX , * startY , 0 ) ;
worldToNodeTM . transformPoint ( & p2 ) ;
2021-12-25 10:04:45 +08:00
newPos . set ( * x , * y ) ;
2015-08-31 17:25:34 +08:00
p2 = p1 - p2 ;
newPos . x - = p2 . x - pos . x ;
newPos . y - = p2 . y - pos . y ;
2022-05-21 21:48:46 +08:00
updatePosWithParticle ( quadStart , newPos , * s , * r , * sr ) ;
2015-08-31 17:25:34 +08:00
}
}
2021-12-25 10:04:45 +08:00
else if ( _positionType = = PositionType : : RELATIVE )
2012-04-24 15:02:18 +08:00
{
2015-08-31 17:25:34 +08:00
Vec2 newPos ;
2021-12-25 10:04:45 +08:00
float * startX = _particleData . startPosX ;
float * startY = _particleData . startPosY ;
float * x = _particleData . posx ;
float * y = _particleData . posy ;
float * s = _particleData . size ;
float * r = _particleData . rotation ;
2022-05-21 21:48:46 +08:00
float * sr = _particleData . staticRotation ;
2015-08-31 17:25:34 +08:00
V3F_C4B_T2F_Quad * quadStart = startQuad ;
2022-05-21 21:48:46 +08:00
for ( int i = 0 ; i < _particleCount ; + + i , + + startX , + + startY , + + x , + + y , + + quadStart , + + s , + + r , + + sr )
2015-08-31 17:25:34 +08:00
{
newPos . set ( * x , * y ) ;
newPos . x = * x - ( currentPosition . x - * startX ) ;
newPos . y = * y - ( currentPosition . y - * startY ) ;
newPos + = pos ;
2022-05-21 21:48:46 +08:00
updatePosWithParticle ( quadStart , newPos , * s , * r , * sr ) ;
2015-08-31 17:25:34 +08:00
}
}
else
{
Vec2 newPos ;
2021-12-25 10:04:45 +08:00
float * startX = _particleData . startPosX ;
float * startY = _particleData . startPosY ;
float * x = _particleData . posx ;
float * y = _particleData . posy ;
float * s = _particleData . size ;
float * r = _particleData . rotation ;
2022-05-21 21:48:46 +08:00
float * sr = _particleData . staticRotation ;
2015-08-31 17:25:34 +08:00
V3F_C4B_T2F_Quad * quadStart = startQuad ;
2022-05-21 21:48:46 +08:00
for ( int i = 0 ; i < _particleCount ; + + i , + + startX , + + startY , + + x , + + y , + + quadStart , + + s , + + r , + + sr )
2015-08-31 17:25:34 +08:00
{
newPos . set ( * x + pos . x , * y + pos . y ) ;
2022-05-21 21:48:46 +08:00
updatePosWithParticle ( quadStart , newPos , * s , * r , * sr ) ;
2015-08-31 17:25:34 +08:00
}
}
2021-12-25 10:04:45 +08:00
2022-05-21 21:48:46 +08:00
auto setTexCoords = [ this ] ( V3F_C4B_T2F_Quad * quad , unsigned short * cellIndex ) {
2022-05-20 06:15:39 +08:00
2022-05-21 21:48:46 +08:00
float left = 0.0F , bottom = 0.0F , top = 1.0F , right = 1.0F ;
2022-05-20 06:15:39 +08:00
2022-05-22 20:58:36 +08:00
// TODO: index.isRotated should be treated accordingly
2022-05-21 21:56:56 +08:00
2022-05-22 20:58:36 +08:00
auto & index = _animationIndices . at ( * cellIndex ) ;
2022-05-21 21:48:46 +08:00
2022-05-22 20:58:36 +08:00
auto texWidth = _texture - > getPixelsWide ( ) ;
auto texHeight = _texture - > getPixelsHigh ( ) ;
2022-05-21 21:48:46 +08:00
2022-05-22 20:58:36 +08:00
left = index . rect . origin . x / texWidth ;
right = ( index . rect . origin . x + index . rect . size . x ) / texWidth ;
2022-05-21 21:48:46 +08:00
2022-05-22 20:58:36 +08:00
top = index . rect . origin . y / texHeight ;
bottom = ( index . rect . origin . y + index . rect . size . y ) / texHeight ;
2022-05-20 06:15:39 +08:00
quad - > bl . texCoords . u = left ;
quad - > bl . texCoords . v = bottom ;
quad - > br . texCoords . u = right ;
quad - > br . texCoords . v = bottom ;
quad - > tl . texCoords . u = left ;
quad - > tl . texCoords . v = top ;
quad - > tr . texCoords . u = right ;
quad - > tr . texCoords . v = top ;
} ;
2021-12-25 10:04:45 +08:00
// set color
if ( _opacityModifyRGB )
2015-08-31 17:25:34 +08:00
{
2022-05-21 21:48:46 +08:00
V3F_C4B_T2F_Quad * quad = startQuad ;
float * r = _particleData . colorR ;
float * g = _particleData . colorG ;
float * b = _particleData . colorB ;
float * a = _particleData . colorA ;
2022-05-20 06:15:39 +08:00
2022-05-23 16:32:54 +08:00
for ( int i = 0 ; i < _particleCount ; + + i , + + quad , + + r , + + g , + + b , + + a )
2015-08-31 17:25:34 +08:00
{
2019-06-05 17:58:33 +08:00
uint8_t colorR = * r * * a * 255 ;
uint8_t colorG = * g * * a * 255 ;
uint8_t colorB = * b * * a * 255 ;
uint8_t colorA = * a * 255 ;
2015-08-31 17:25:34 +08:00
quad - > bl . colors . set ( colorR , colorG , colorB , colorA ) ;
quad - > br . colors . set ( colorR , colorG , colorB , colorA ) ;
quad - > tl . colors . set ( colorR , colorG , colorB , colorA ) ;
quad - > tr . colors . set ( colorR , colorG , colorB , colorA ) ;
}
}
else
{
2022-05-21 21:48:46 +08:00
V3F_C4B_T2F_Quad * quad = startQuad ;
float * r = _particleData . colorR ;
float * g = _particleData . colorG ;
float * b = _particleData . colorB ;
float * a = _particleData . colorA ;
2022-05-20 06:15:39 +08:00
2022-05-23 16:32:54 +08:00
for ( int i = 0 ; i < _particleCount ; + + i , + + quad , + + r , + + g , + + b , + + a )
2015-08-31 17:25:34 +08:00
{
2019-06-05 17:58:33 +08:00
uint8_t colorR = * r * 255 ;
uint8_t colorG = * g * 255 ;
uint8_t colorB = * b * 255 ;
uint8_t colorA = * a * 255 ;
2015-08-31 17:25:34 +08:00
quad - > bl . colors . set ( colorR , colorG , colorB , colorA ) ;
quad - > br . colors . set ( colorR , colorG , colorB , colorA ) ;
quad - > tl . colors . set ( colorR , colorG , colorB , colorA ) ;
quad - > tr . colors . set ( colorR , colorG , colorB , colorA ) ;
}
2012-04-19 14:35:52 +08:00
}
2022-05-23 16:32:54 +08:00
// The reason for using for-loops separately for every property is because
// When the processor needs to read from or write to a location in memory,
// it first checks whether a copy of that data is in the cpu's cache.
// And wether if every property's memory of the particle system is continuous,
// for the purpose of improving cache hit rate, we should process only one property in one for-loop.
// It was proved to be effective especially for low-end devices.
if ( _isLifeAnimated | | _isEmitterAnimated | | _isLoopAnimated )
{
V3F_C4B_T2F_Quad * quad = startQuad ;
unsigned short * cellIndex = _particleData . animCellIndex ;
for ( int i = 0 ; i < _particleCount ; + + i , + + quad , + + cellIndex )
setTexCoords ( quad , cellIndex ) ;
}
2010-12-28 11:55:34 +08:00
}
2015-08-31 17:25:34 +08:00
2010-12-28 11:55:34 +08:00
// overriding draw method
2021-12-25 10:04:45 +08:00
void ParticleSystemQuad : : draw ( Renderer * renderer , const Mat4 & transform , uint32_t flags )
2013-12-03 04:13:05 +08:00
{
2021-12-25 10:04:45 +08:00
// quad command
if ( _particleCount > 0 )
2013-12-05 10:20:22 +08:00
{
metal support for cocos2d-x (#19305)
* remove deprecated files
* remove some deprecated codes
* remove more deprecated codes
* remove ui deprecated codes
* remove more deprecated codes
* remove deprecated codes in ccmenuitem
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes
* remove more deprecated codes
* remove more deprecated codes
* remove vr related codes and ignore some modules
* remove allocator
* remove some config
* 【Feature】add back-end project file
* [Feature] add back-end file
* add pipeline descriptor and shader cache
* [Feature] support sprite for backend
* [Feature] remove unneeded code
* [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture
* [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture
* [Feature] remove macro define to .cpp file
* [Feature] add log info
* [Feature] add PipelineDescriptor for TriangleCommand
* [Feature] add PipelineDescriptor object as member of TriangleCommand
* [Feature] add getPipelineDescriptor method
* add renderbackend
* complete pipeline descriptor
* [Feature] add viewport in RenderCommand
* set viewport when rendrering
* [Feature] occur error when using RendererBackend, to be fixed.
* a workaround to fix black screen on macOS 10.14 (#19090)
* add rendererbackend init function
* fix typo
* [Feature] modify testFile
* [BugFix] modify shader path
* [Feature] set default viewport
* fix projection
* [Feature] modify log info
* [BugFix] change viewport data type to int
* [BugFix] add BindGroup to PipelienDescriptor
* [BugFix] change a_position to vec3 in sprite.vert
* [BugFix] set vertexLayout according to V3F_C4B_T2F structure
* [Feature] revert a_position to vec4
* [Feature] renderer should not use gl codes directly
* [Feature] it's better not use default value parameter
* fix depth test setting
* rendererbackend -> renderer
* clear color and depth at begin
* add metal backend
* metal support normalized attribute
* simplify codes
* update external
* add render pass desctriptor in pipeline descriptor
* fix warnings
* fix crash and memeory leak
* refactor Texture2D
* put pipeline descriptor into render command
* simplify codes
* [Feature] update Sprite
* fix crash when closing app
* [Feature] update SpriteBatchNode and TextureAtlas
* support render texture(not finish)
* [Feature] remove unused code
* make tests work on mac
* fix download-deps path error
* make tests work on iOS
* [Feature] support ttf under normal label effect
* refactor triangle command processing
* let renderer handle more common commands
* refactor backend
* make render texture work
* [Feature] refactor backend for GL
* [Feature]Renaming to make it easy to understand
* [Feature] change warp mode to CLAMP_TO_EDGE
* fix ghost
* simplify visit render queue logic
* support progress timer without rial mode
* support partcile system
* Feature/update label (#149)
* [BugFix] fix compile error
* [Feature] support outline effect in ios
* [Feature] add shader file
* [BugFix] fix begin and end RenderPass
* [Feature] update CustomCommand
* [Feature] revert project.pbxproj
* [Feature] simplify codes
* [BugFix] pack AI88 to RGBA8888 only when outline enable
* [Feature] support shadow effect in Label
* [Feature] support BMFont
* [Feature] support glow effect
* [Feature] simplify shader files
* LabelAtlas work
* handle blend function correctly
* support tile map
* don't share buffer in metal
* alloc buffer size as needed
* support more tilemap
* Merge branch 'minggo/metal-support' into feature/updateLabel
* minggo/metal-support:
support tile map
handle blend function correctly
LabelAtlas work
Feature/update label (#149)
support partcile system
# Conflicts:
# cocos/2d/CCLabel.cpp
# cocos/2d/CCSprite.cpp
# cocos/2d/CCSpriteBatchNode.cpp
# cocos/renderer/CCQuadCommand.cpp
# cocos/renderer/CCQuadCommand.h
* render texture work without saving file
* use global viewport
* grid3d works
* remove grabber
* tiled3d works
* [BugFix] fix label bug
* [Feature] add updateSubData for buffer
* [Feature] remove setVertexCount
* support depth test
* add callback command
* [Feature] add UITest
* [Feature] update UITest
* [Feature] remove unneeded codes
* fix custom command issue
* fix layer color blend issue
* [BugFix] fix iOS compile error
* [Feature] remove unneeded codes
* [Feature] fix updateVertexBuffer
* layerradial works
* add draw test back
* fix batch issue
* fix compiling error
* [BugFix] support ETC1
* [BugFix] get the correct pipelineDescriptor
* [BugFix] skip draw when backendTexture nullptr
* clipping node support
* [Feature] add shader files
* fix stencil issue in metal
* [Feature] update UILayoutTest
* [BugFix] skip drawing when vertexCount is zero
* refactor renderer
* add set global z order for stencil manager commands
* fix warnings caused by type
* remove viewport in render command
* [Feature] fix warnings caused by type
* [BugFix] clear vertexCount and indexCount for CustomComand when needed
* [Feature] update clear for CustomCommand
* ios use metal
* fix viewport issue
* fix LayerColorGradient crash
* [cmake] transport to android and windows (#160)
* save point 1
* compile on windows
* run on android
* revert useless change
* android set CC_ENABLE_CACHE_TEXTURE_DATA to 1
* add initGlew
* fix android crash
* add TODO new-renderer
* review update
* revert onGLFWWindowPosCallback
* fix android compiling error
* Impl progress radial (#162)
* progresstimer add radial impl
* default drawType to element
* dec invoke times of createVertexBuffer (#163)
* support depth/stencil format for gl backend
* simplify progress timer codes
* support motionstreak, effect is wrong
* fix motionstreak issue
* [Feature] update Scissor Test (#161)
* [Feature] update Scissor Test
* [Feature] update ScissorTest
* [Feature] rename function
* [Feature] get constant reference if needed
* [Feature] show render status (#164)
* improve performance
* fix depth state
* fill error that triangle vertex/index number bigger than buffer
* fix compiline error in release mode
* fix buffer conflict between CPU and GPU on iOS/macOS
* Renderer refactor (#165)
* use one vertes/index buffer with opengl
* fix error on windows
* custom command support index format config
* CCLayer: compact vertex data structure
* update comment
* fix doc
* support fast tilemap
* pass index format instead
* fix some wrong effect
* fix render texture error
* fix texture per-element size
* fix texture format error
* BlendFunc type refactor, GLenum -> backend::BlendFactor (#167)
* BlendFunc use backend::BlendFactor as inner field
* update comments
* use int to replace GLenum
* update xcode project fiel
* rename to GLBlendConst
* add ccConstants.h
* update xcode project file
* update copyright
* remove primitive command
* remove CCPrimitive.cpp/.h
* remove deprecated files
* remove unneeded files
* remove multiple view support
* remove multiple view support
* remove the usage of frame buffer in camera
* director don't use frame buffer
* remove FrameBuffer
* remove BatchCommand
* add some api reference
* add physics2d back
* fix crash when close app on mac
* improve render texture
* fix rendertexture issue
* fix rendertexture issue
* simplify codes
* CMake support for mac & ios (#169)
* update cmake
* fix compile error
* update 3rd libs version
* remove CCThread.h/.cpp
* remove ccthread
* use audio engine to implement simple audio engine
* remove unneeded codes
* remove deprecated codes
* remove winrt macro
* remove CC_USE_WIC
* set partcile blend function in more elegant way
* remove unneeded codes
* remove unneeded codes
* cmake works on windows
* update project setting
* improve performance
* GLFloat -> float
* sync v3 cmake improvements into metal-support (#172)
* pick: modern cmake, compile definitions improvement (#19139)
* modern cmake, use target_compile_definitions partly
* simplify macro define, remove USE_*
* modern cmake, macro define
* add physics 2d macro define into ccConfig.h
* remove USE_CHIPMUNK macro in build.gradle
* remove CocosSelectModule.cmake
* shrink useless define
* simplify compile options config, re-add if necessary
* update external for tmp CI test
* un-quote target_compile_options value
* add "-g" parameter only when debug mode
* keep single build type when generator Xcode & VS projecy
* update external for tmp CI tes
* add static_cast<char>(-1), fix -Wc++11-narrowing
* simplify win32 compile define
* not modify code, only improve compile options
# Conflicts:
# .gitignore
# cmake/Modules/CocosConfigDepend.cmake
# cocos/CMakeLists.txt
# external/config.json
# tests/cpp-tests/CMakeLists.txt
* modern cmake, improve cmake_compiler_flags (#19145)
* cmake_compiler_flags
* Fix typo
* Fix typo2
* Remove chanages from Android.mk
* correct lua template cmake build (#19149)
* don't add -Wno-deprecated into jsb target
* correct lua template cmake build
* fix win32 lua template compile error
* prevent cmake in-source-build friendly (#19151)
* pick: Copy resources to "Resources/" on win32 like in linux configuration
* add "/Z7" for cpp-tests on windows
* [cmake] fix iOS xcode property setting failed (#19208)
* fix iOS xcode property setting failed
* use search_depend_libs_recursive at dlls collect
* fix typo
* [cmake] add find_host_library into iOS toolchain file (#19230)
* pick: [lua android] use luajit & template cmake update (#19239)
* increase cmake stability , remove tests/CMakeLists.txt (#19261)
* cmake win32 Precompiled header (#19273)
* Precompiled header
* Fix
* Precompiled header for cocos
* Precompiled header jscocos2d
* Fix for COCOS2D_DEBUG is always 1 on Android (#19291)
Related #19289
* little build fix, tests cpp-tests works on mac
* sync v3 build related codes into metal-support (#173)
* strict initialization for std::array
* remove proj.win32 project configs
* modern cmake, cmake_cleanup_remove_unused_variables (#19146)
* Switch travis CI to xenial (#19207)
* Switch travis CI to xenial
* Remove language: android
* Set language: cpp
* Fix java problem
* Update sdkmanager
* Fix sdkmanger
* next sdkmanager fix
* Remove xenial from android
* revert to sdk-tools-{system}-3859397
* Remove linux cmake install
* Update before-install.sh
* Update .travis.yml
* Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212)
* Simplify install-deps-linux.sh
* Cleanup
* pick: install ninja
* update cocos2d-console submodule
* for metal-support alpha release, we only test cpp
* add HelloCpp into project(Cocos2d-x) for tmp test
* update extenal metal-support-4
* update uniform setting
* [Feature] update BindGroup
* [Feature] empty-test
* [Feature] cpp-test
* [Feature] fix GL compiler error
* [Feature] fix GL crash
* [Feature] empty-test
* [Feature] cpp-tests
* [feature] improve frameRate
* [feature] fix opengl compile error
* [feature] fix opengl compile error
* [BugFix] fix compute maxLocation error
* [Feature] update setting unifrom
* [Feature] fix namespace
* [Feature] remove unneeded code
* [Bugfix] fix project file
* [Feature] update review
* [texture2d] impl texture format support (#175)
* texture update
* update
* update texture
* commit
* compile on windows
* ddd
* rename
* rename methods
* no crash
* save gl
* save
* save
* rename
* move out pixel format convert functions
* metal crash
* update
* update android
* support gles compressed texture format
* support more compress format
* add more conversion methods
* ss
* save
* update conversion methods
* add PVRTC format support
* reformat
* add marco linux
* fix GL marcro
* pvrtc supported only by ios 8.0+
* remove unused cmake
* revert change
* refactor Texture2D::initWithData
* fix conversion log
* refactor Texture2D::initWithData
* remove some OpenGL constants for PVRTC
* add todo
* fix typo
* AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174)
* review cpp-tests, and fix part issues on start auto test
* sync png format fix: Node:Particle3D abnormal texture effects #19204
* fix cpp-tests SpritePolygon crash, wrong png format (#19170)
* fix wrong png convert format from sRGB to Gray
* erase plist index if all frames was erased
* test_A8.png have I8 format, fix it
* [CCSpriteCache] allow re-add plist & add testcase (#19175)
* allow re-add plist & add testcase
* remove comments/rename method/update testcase
* fix isSpriteFramesWithFileLoaded & add testcase
* remove used variable
* remove unused variable
* fix double free issues when js/lua-tests exit on iOS (#19236)
* disable part cases, AutoTest works without crash on mac
* update cocos2dx files json, to test cocos new next
* fix spritecache plist parsing issue (#19269)
* [linux] Fix FileUtils::getContents with folder (#19157)
* fix FileUtils::getContents on linux/mac
* use stat.st_mode
* simplify
* [CCFileUtils] win32 getFileSize (#19176)
* win32 getFileSize
* fix stat
* [cpp test-Android]20:FileUtils/2 change title (#19197)
* sync #19200
* sync #19231
* [android lua] improve performance of lua loader (#19234)
* [lua] improve performance of lua loader
* remove cache fix
* Revert "fix spritecache plist parsing issue (#19269)"
This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf.
* remove win32 project files ref in template.json
* add metal framework lnk ref into cpp template
* test on iOS, and disable part cases
* alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227)
* changes AudioCache to use alBufferData instead of alBufferDataStatic
(also makes test 19 faster to trigger openal bugs faster)
The original problem: CrashIfClientProvidedBogusAudioBufferList
https://github.com/cocos2d/cocos2d-x/issues/18948
is not happening anymore, but there's still a not very frequent issue
that makes OpenAL crash with a call stack like this.
AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList
It happes more frequently when the device is "cold", which means after
half an hour of not using the device (locked).
I could not find the actual source code for iOS OpenAL, so I used the
macOS versions:
https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html
They seem to use CAGuard.h to make sure the dead buffer list
has no threading issues. I'm worried because the CAGuard code I found
has macos and win32 define but no iOS, so I'm not sure. I guess the
iOS version is different and has the guard.
I could not find a place in the code that's unprotected by the locks
except the InitializeBufferMap() which should not be called more than
once from cocos, and there's a workaround in AudioEngine-impl for it.
I reduced the occurence of the CleanUpDeadBufferList crash by moving
the guard in ~AudioCache to cover the alDeleteBuffers call.
* remove hack method "setTimeout" on audio
* AutoTest works on iOS
* support set ios deployment target for root project
* enable all texture2d cases, since Jiang have fixed
* add CCTextureUtils to xcode project file (#176)
* add leak cases for SpriteFrameCache (#177)
* re-add SpriteFrameCache cases
* update template file json
* Update SpriteFrameCacheTest.cpp
* fix compiling error
2019-01-18 15:08:25 +08:00
auto programState = _quadCommand . getPipelineDescriptor ( ) . programState ;
2019-11-20 18:44:45 +08:00
2021-02-05 23:09:14 +08:00
cocos2d : : Mat4 projectionMat = _director - > getMatrix ( MATRIX_STACK_TYPE : : MATRIX_STACK_PROJECTION ) ;
metal support for cocos2d-x (#19305)
* remove deprecated files
* remove some deprecated codes
* remove more deprecated codes
* remove ui deprecated codes
* remove more deprecated codes
* remove deprecated codes in ccmenuitem
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes
* remove more deprecated codes
* remove more deprecated codes
* remove vr related codes and ignore some modules
* remove allocator
* remove some config
* 【Feature】add back-end project file
* [Feature] add back-end file
* add pipeline descriptor and shader cache
* [Feature] support sprite for backend
* [Feature] remove unneeded code
* [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture
* [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture
* [Feature] remove macro define to .cpp file
* [Feature] add log info
* [Feature] add PipelineDescriptor for TriangleCommand
* [Feature] add PipelineDescriptor object as member of TriangleCommand
* [Feature] add getPipelineDescriptor method
* add renderbackend
* complete pipeline descriptor
* [Feature] add viewport in RenderCommand
* set viewport when rendrering
* [Feature] occur error when using RendererBackend, to be fixed.
* a workaround to fix black screen on macOS 10.14 (#19090)
* add rendererbackend init function
* fix typo
* [Feature] modify testFile
* [BugFix] modify shader path
* [Feature] set default viewport
* fix projection
* [Feature] modify log info
* [BugFix] change viewport data type to int
* [BugFix] add BindGroup to PipelienDescriptor
* [BugFix] change a_position to vec3 in sprite.vert
* [BugFix] set vertexLayout according to V3F_C4B_T2F structure
* [Feature] revert a_position to vec4
* [Feature] renderer should not use gl codes directly
* [Feature] it's better not use default value parameter
* fix depth test setting
* rendererbackend -> renderer
* clear color and depth at begin
* add metal backend
* metal support normalized attribute
* simplify codes
* update external
* add render pass desctriptor in pipeline descriptor
* fix warnings
* fix crash and memeory leak
* refactor Texture2D
* put pipeline descriptor into render command
* simplify codes
* [Feature] update Sprite
* fix crash when closing app
* [Feature] update SpriteBatchNode and TextureAtlas
* support render texture(not finish)
* [Feature] remove unused code
* make tests work on mac
* fix download-deps path error
* make tests work on iOS
* [Feature] support ttf under normal label effect
* refactor triangle command processing
* let renderer handle more common commands
* refactor backend
* make render texture work
* [Feature] refactor backend for GL
* [Feature]Renaming to make it easy to understand
* [Feature] change warp mode to CLAMP_TO_EDGE
* fix ghost
* simplify visit render queue logic
* support progress timer without rial mode
* support partcile system
* Feature/update label (#149)
* [BugFix] fix compile error
* [Feature] support outline effect in ios
* [Feature] add shader file
* [BugFix] fix begin and end RenderPass
* [Feature] update CustomCommand
* [Feature] revert project.pbxproj
* [Feature] simplify codes
* [BugFix] pack AI88 to RGBA8888 only when outline enable
* [Feature] support shadow effect in Label
* [Feature] support BMFont
* [Feature] support glow effect
* [Feature] simplify shader files
* LabelAtlas work
* handle blend function correctly
* support tile map
* don't share buffer in metal
* alloc buffer size as needed
* support more tilemap
* Merge branch 'minggo/metal-support' into feature/updateLabel
* minggo/metal-support:
support tile map
handle blend function correctly
LabelAtlas work
Feature/update label (#149)
support partcile system
# Conflicts:
# cocos/2d/CCLabel.cpp
# cocos/2d/CCSprite.cpp
# cocos/2d/CCSpriteBatchNode.cpp
# cocos/renderer/CCQuadCommand.cpp
# cocos/renderer/CCQuadCommand.h
* render texture work without saving file
* use global viewport
* grid3d works
* remove grabber
* tiled3d works
* [BugFix] fix label bug
* [Feature] add updateSubData for buffer
* [Feature] remove setVertexCount
* support depth test
* add callback command
* [Feature] add UITest
* [Feature] update UITest
* [Feature] remove unneeded codes
* fix custom command issue
* fix layer color blend issue
* [BugFix] fix iOS compile error
* [Feature] remove unneeded codes
* [Feature] fix updateVertexBuffer
* layerradial works
* add draw test back
* fix batch issue
* fix compiling error
* [BugFix] support ETC1
* [BugFix] get the correct pipelineDescriptor
* [BugFix] skip draw when backendTexture nullptr
* clipping node support
* [Feature] add shader files
* fix stencil issue in metal
* [Feature] update UILayoutTest
* [BugFix] skip drawing when vertexCount is zero
* refactor renderer
* add set global z order for stencil manager commands
* fix warnings caused by type
* remove viewport in render command
* [Feature] fix warnings caused by type
* [BugFix] clear vertexCount and indexCount for CustomComand when needed
* [Feature] update clear for CustomCommand
* ios use metal
* fix viewport issue
* fix LayerColorGradient crash
* [cmake] transport to android and windows (#160)
* save point 1
* compile on windows
* run on android
* revert useless change
* android set CC_ENABLE_CACHE_TEXTURE_DATA to 1
* add initGlew
* fix android crash
* add TODO new-renderer
* review update
* revert onGLFWWindowPosCallback
* fix android compiling error
* Impl progress radial (#162)
* progresstimer add radial impl
* default drawType to element
* dec invoke times of createVertexBuffer (#163)
* support depth/stencil format for gl backend
* simplify progress timer codes
* support motionstreak, effect is wrong
* fix motionstreak issue
* [Feature] update Scissor Test (#161)
* [Feature] update Scissor Test
* [Feature] update ScissorTest
* [Feature] rename function
* [Feature] get constant reference if needed
* [Feature] show render status (#164)
* improve performance
* fix depth state
* fill error that triangle vertex/index number bigger than buffer
* fix compiline error in release mode
* fix buffer conflict between CPU and GPU on iOS/macOS
* Renderer refactor (#165)
* use one vertes/index buffer with opengl
* fix error on windows
* custom command support index format config
* CCLayer: compact vertex data structure
* update comment
* fix doc
* support fast tilemap
* pass index format instead
* fix some wrong effect
* fix render texture error
* fix texture per-element size
* fix texture format error
* BlendFunc type refactor, GLenum -> backend::BlendFactor (#167)
* BlendFunc use backend::BlendFactor as inner field
* update comments
* use int to replace GLenum
* update xcode project fiel
* rename to GLBlendConst
* add ccConstants.h
* update xcode project file
* update copyright
* remove primitive command
* remove CCPrimitive.cpp/.h
* remove deprecated files
* remove unneeded files
* remove multiple view support
* remove multiple view support
* remove the usage of frame buffer in camera
* director don't use frame buffer
* remove FrameBuffer
* remove BatchCommand
* add some api reference
* add physics2d back
* fix crash when close app on mac
* improve render texture
* fix rendertexture issue
* fix rendertexture issue
* simplify codes
* CMake support for mac & ios (#169)
* update cmake
* fix compile error
* update 3rd libs version
* remove CCThread.h/.cpp
* remove ccthread
* use audio engine to implement simple audio engine
* remove unneeded codes
* remove deprecated codes
* remove winrt macro
* remove CC_USE_WIC
* set partcile blend function in more elegant way
* remove unneeded codes
* remove unneeded codes
* cmake works on windows
* update project setting
* improve performance
* GLFloat -> float
* sync v3 cmake improvements into metal-support (#172)
* pick: modern cmake, compile definitions improvement (#19139)
* modern cmake, use target_compile_definitions partly
* simplify macro define, remove USE_*
* modern cmake, macro define
* add physics 2d macro define into ccConfig.h
* remove USE_CHIPMUNK macro in build.gradle
* remove CocosSelectModule.cmake
* shrink useless define
* simplify compile options config, re-add if necessary
* update external for tmp CI test
* un-quote target_compile_options value
* add "-g" parameter only when debug mode
* keep single build type when generator Xcode & VS projecy
* update external for tmp CI tes
* add static_cast<char>(-1), fix -Wc++11-narrowing
* simplify win32 compile define
* not modify code, only improve compile options
# Conflicts:
# .gitignore
# cmake/Modules/CocosConfigDepend.cmake
# cocos/CMakeLists.txt
# external/config.json
# tests/cpp-tests/CMakeLists.txt
* modern cmake, improve cmake_compiler_flags (#19145)
* cmake_compiler_flags
* Fix typo
* Fix typo2
* Remove chanages from Android.mk
* correct lua template cmake build (#19149)
* don't add -Wno-deprecated into jsb target
* correct lua template cmake build
* fix win32 lua template compile error
* prevent cmake in-source-build friendly (#19151)
* pick: Copy resources to "Resources/" on win32 like in linux configuration
* add "/Z7" for cpp-tests on windows
* [cmake] fix iOS xcode property setting failed (#19208)
* fix iOS xcode property setting failed
* use search_depend_libs_recursive at dlls collect
* fix typo
* [cmake] add find_host_library into iOS toolchain file (#19230)
* pick: [lua android] use luajit & template cmake update (#19239)
* increase cmake stability , remove tests/CMakeLists.txt (#19261)
* cmake win32 Precompiled header (#19273)
* Precompiled header
* Fix
* Precompiled header for cocos
* Precompiled header jscocos2d
* Fix for COCOS2D_DEBUG is always 1 on Android (#19291)
Related #19289
* little build fix, tests cpp-tests works on mac
* sync v3 build related codes into metal-support (#173)
* strict initialization for std::array
* remove proj.win32 project configs
* modern cmake, cmake_cleanup_remove_unused_variables (#19146)
* Switch travis CI to xenial (#19207)
* Switch travis CI to xenial
* Remove language: android
* Set language: cpp
* Fix java problem
* Update sdkmanager
* Fix sdkmanger
* next sdkmanager fix
* Remove xenial from android
* revert to sdk-tools-{system}-3859397
* Remove linux cmake install
* Update before-install.sh
* Update .travis.yml
* Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212)
* Simplify install-deps-linux.sh
* Cleanup
* pick: install ninja
* update cocos2d-console submodule
* for metal-support alpha release, we only test cpp
* add HelloCpp into project(Cocos2d-x) for tmp test
* update extenal metal-support-4
* update uniform setting
* [Feature] update BindGroup
* [Feature] empty-test
* [Feature] cpp-test
* [Feature] fix GL compiler error
* [Feature] fix GL crash
* [Feature] empty-test
* [Feature] cpp-tests
* [feature] improve frameRate
* [feature] fix opengl compile error
* [feature] fix opengl compile error
* [BugFix] fix compute maxLocation error
* [Feature] update setting unifrom
* [Feature] fix namespace
* [Feature] remove unneeded code
* [Bugfix] fix project file
* [Feature] update review
* [texture2d] impl texture format support (#175)
* texture update
* update
* update texture
* commit
* compile on windows
* ddd
* rename
* rename methods
* no crash
* save gl
* save
* save
* rename
* move out pixel format convert functions
* metal crash
* update
* update android
* support gles compressed texture format
* support more compress format
* add more conversion methods
* ss
* save
* update conversion methods
* add PVRTC format support
* reformat
* add marco linux
* fix GL marcro
* pvrtc supported only by ios 8.0+
* remove unused cmake
* revert change
* refactor Texture2D::initWithData
* fix conversion log
* refactor Texture2D::initWithData
* remove some OpenGL constants for PVRTC
* add todo
* fix typo
* AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174)
* review cpp-tests, and fix part issues on start auto test
* sync png format fix: Node:Particle3D abnormal texture effects #19204
* fix cpp-tests SpritePolygon crash, wrong png format (#19170)
* fix wrong png convert format from sRGB to Gray
* erase plist index if all frames was erased
* test_A8.png have I8 format, fix it
* [CCSpriteCache] allow re-add plist & add testcase (#19175)
* allow re-add plist & add testcase
* remove comments/rename method/update testcase
* fix isSpriteFramesWithFileLoaded & add testcase
* remove used variable
* remove unused variable
* fix double free issues when js/lua-tests exit on iOS (#19236)
* disable part cases, AutoTest works without crash on mac
* update cocos2dx files json, to test cocos new next
* fix spritecache plist parsing issue (#19269)
* [linux] Fix FileUtils::getContents with folder (#19157)
* fix FileUtils::getContents on linux/mac
* use stat.st_mode
* simplify
* [CCFileUtils] win32 getFileSize (#19176)
* win32 getFileSize
* fix stat
* [cpp test-Android]20:FileUtils/2 change title (#19197)
* sync #19200
* sync #19231
* [android lua] improve performance of lua loader (#19234)
* [lua] improve performance of lua loader
* remove cache fix
* Revert "fix spritecache plist parsing issue (#19269)"
This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf.
* remove win32 project files ref in template.json
* add metal framework lnk ref into cpp template
* test on iOS, and disable part cases
* alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227)
* changes AudioCache to use alBufferData instead of alBufferDataStatic
(also makes test 19 faster to trigger openal bugs faster)
The original problem: CrashIfClientProvidedBogusAudioBufferList
https://github.com/cocos2d/cocos2d-x/issues/18948
is not happening anymore, but there's still a not very frequent issue
that makes OpenAL crash with a call stack like this.
AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList
It happes more frequently when the device is "cold", which means after
half an hour of not using the device (locked).
I could not find the actual source code for iOS OpenAL, so I used the
macOS versions:
https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html
They seem to use CAGuard.h to make sure the dead buffer list
has no threading issues. I'm worried because the CAGuard code I found
has macos and win32 define but no iOS, so I'm not sure. I guess the
iOS version is different and has the guard.
I could not find a place in the code that's unprotected by the locks
except the InitializeBufferMap() which should not be called more than
once from cocos, and there's a workaround in AudioEngine-impl for it.
I reduced the occurence of the CleanUpDeadBufferList crash by moving
the guard in ~AudioCache to cover the alDeleteBuffers call.
* remove hack method "setTimeout" on audio
* AutoTest works on iOS
* support set ios deployment target for root project
* enable all texture2d cases, since Jiang have fixed
* add CCTextureUtils to xcode project file (#176)
* add leak cases for SpriteFrameCache (#177)
* re-add SpriteFrameCache cases
* update template file json
* Update SpriteFrameCacheTest.cpp
* fix compiling error
2019-01-18 15:08:25 +08:00
programState - > setUniform ( _mvpMatrixLocaiton , projectionMat . m , sizeof ( projectionMat . m ) ) ;
2021-12-25 10:04:45 +08:00
metal support for cocos2d-x (#19305)
* remove deprecated files
* remove some deprecated codes
* remove more deprecated codes
* remove ui deprecated codes
* remove more deprecated codes
* remove deprecated codes in ccmenuitem
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes
* remove more deprecated codes
* remove more deprecated codes
* remove vr related codes and ignore some modules
* remove allocator
* remove some config
* 【Feature】add back-end project file
* [Feature] add back-end file
* add pipeline descriptor and shader cache
* [Feature] support sprite for backend
* [Feature] remove unneeded code
* [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture
* [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture
* [Feature] remove macro define to .cpp file
* [Feature] add log info
* [Feature] add PipelineDescriptor for TriangleCommand
* [Feature] add PipelineDescriptor object as member of TriangleCommand
* [Feature] add getPipelineDescriptor method
* add renderbackend
* complete pipeline descriptor
* [Feature] add viewport in RenderCommand
* set viewport when rendrering
* [Feature] occur error when using RendererBackend, to be fixed.
* a workaround to fix black screen on macOS 10.14 (#19090)
* add rendererbackend init function
* fix typo
* [Feature] modify testFile
* [BugFix] modify shader path
* [Feature] set default viewport
* fix projection
* [Feature] modify log info
* [BugFix] change viewport data type to int
* [BugFix] add BindGroup to PipelienDescriptor
* [BugFix] change a_position to vec3 in sprite.vert
* [BugFix] set vertexLayout according to V3F_C4B_T2F structure
* [Feature] revert a_position to vec4
* [Feature] renderer should not use gl codes directly
* [Feature] it's better not use default value parameter
* fix depth test setting
* rendererbackend -> renderer
* clear color and depth at begin
* add metal backend
* metal support normalized attribute
* simplify codes
* update external
* add render pass desctriptor in pipeline descriptor
* fix warnings
* fix crash and memeory leak
* refactor Texture2D
* put pipeline descriptor into render command
* simplify codes
* [Feature] update Sprite
* fix crash when closing app
* [Feature] update SpriteBatchNode and TextureAtlas
* support render texture(not finish)
* [Feature] remove unused code
* make tests work on mac
* fix download-deps path error
* make tests work on iOS
* [Feature] support ttf under normal label effect
* refactor triangle command processing
* let renderer handle more common commands
* refactor backend
* make render texture work
* [Feature] refactor backend for GL
* [Feature]Renaming to make it easy to understand
* [Feature] change warp mode to CLAMP_TO_EDGE
* fix ghost
* simplify visit render queue logic
* support progress timer without rial mode
* support partcile system
* Feature/update label (#149)
* [BugFix] fix compile error
* [Feature] support outline effect in ios
* [Feature] add shader file
* [BugFix] fix begin and end RenderPass
* [Feature] update CustomCommand
* [Feature] revert project.pbxproj
* [Feature] simplify codes
* [BugFix] pack AI88 to RGBA8888 only when outline enable
* [Feature] support shadow effect in Label
* [Feature] support BMFont
* [Feature] support glow effect
* [Feature] simplify shader files
* LabelAtlas work
* handle blend function correctly
* support tile map
* don't share buffer in metal
* alloc buffer size as needed
* support more tilemap
* Merge branch 'minggo/metal-support' into feature/updateLabel
* minggo/metal-support:
support tile map
handle blend function correctly
LabelAtlas work
Feature/update label (#149)
support partcile system
# Conflicts:
# cocos/2d/CCLabel.cpp
# cocos/2d/CCSprite.cpp
# cocos/2d/CCSpriteBatchNode.cpp
# cocos/renderer/CCQuadCommand.cpp
# cocos/renderer/CCQuadCommand.h
* render texture work without saving file
* use global viewport
* grid3d works
* remove grabber
* tiled3d works
* [BugFix] fix label bug
* [Feature] add updateSubData for buffer
* [Feature] remove setVertexCount
* support depth test
* add callback command
* [Feature] add UITest
* [Feature] update UITest
* [Feature] remove unneeded codes
* fix custom command issue
* fix layer color blend issue
* [BugFix] fix iOS compile error
* [Feature] remove unneeded codes
* [Feature] fix updateVertexBuffer
* layerradial works
* add draw test back
* fix batch issue
* fix compiling error
* [BugFix] support ETC1
* [BugFix] get the correct pipelineDescriptor
* [BugFix] skip draw when backendTexture nullptr
* clipping node support
* [Feature] add shader files
* fix stencil issue in metal
* [Feature] update UILayoutTest
* [BugFix] skip drawing when vertexCount is zero
* refactor renderer
* add set global z order for stencil manager commands
* fix warnings caused by type
* remove viewport in render command
* [Feature] fix warnings caused by type
* [BugFix] clear vertexCount and indexCount for CustomComand when needed
* [Feature] update clear for CustomCommand
* ios use metal
* fix viewport issue
* fix LayerColorGradient crash
* [cmake] transport to android and windows (#160)
* save point 1
* compile on windows
* run on android
* revert useless change
* android set CC_ENABLE_CACHE_TEXTURE_DATA to 1
* add initGlew
* fix android crash
* add TODO new-renderer
* review update
* revert onGLFWWindowPosCallback
* fix android compiling error
* Impl progress radial (#162)
* progresstimer add radial impl
* default drawType to element
* dec invoke times of createVertexBuffer (#163)
* support depth/stencil format for gl backend
* simplify progress timer codes
* support motionstreak, effect is wrong
* fix motionstreak issue
* [Feature] update Scissor Test (#161)
* [Feature] update Scissor Test
* [Feature] update ScissorTest
* [Feature] rename function
* [Feature] get constant reference if needed
* [Feature] show render status (#164)
* improve performance
* fix depth state
* fill error that triangle vertex/index number bigger than buffer
* fix compiline error in release mode
* fix buffer conflict between CPU and GPU on iOS/macOS
* Renderer refactor (#165)
* use one vertes/index buffer with opengl
* fix error on windows
* custom command support index format config
* CCLayer: compact vertex data structure
* update comment
* fix doc
* support fast tilemap
* pass index format instead
* fix some wrong effect
* fix render texture error
* fix texture per-element size
* fix texture format error
* BlendFunc type refactor, GLenum -> backend::BlendFactor (#167)
* BlendFunc use backend::BlendFactor as inner field
* update comments
* use int to replace GLenum
* update xcode project fiel
* rename to GLBlendConst
* add ccConstants.h
* update xcode project file
* update copyright
* remove primitive command
* remove CCPrimitive.cpp/.h
* remove deprecated files
* remove unneeded files
* remove multiple view support
* remove multiple view support
* remove the usage of frame buffer in camera
* director don't use frame buffer
* remove FrameBuffer
* remove BatchCommand
* add some api reference
* add physics2d back
* fix crash when close app on mac
* improve render texture
* fix rendertexture issue
* fix rendertexture issue
* simplify codes
* CMake support for mac & ios (#169)
* update cmake
* fix compile error
* update 3rd libs version
* remove CCThread.h/.cpp
* remove ccthread
* use audio engine to implement simple audio engine
* remove unneeded codes
* remove deprecated codes
* remove winrt macro
* remove CC_USE_WIC
* set partcile blend function in more elegant way
* remove unneeded codes
* remove unneeded codes
* cmake works on windows
* update project setting
* improve performance
* GLFloat -> float
* sync v3 cmake improvements into metal-support (#172)
* pick: modern cmake, compile definitions improvement (#19139)
* modern cmake, use target_compile_definitions partly
* simplify macro define, remove USE_*
* modern cmake, macro define
* add physics 2d macro define into ccConfig.h
* remove USE_CHIPMUNK macro in build.gradle
* remove CocosSelectModule.cmake
* shrink useless define
* simplify compile options config, re-add if necessary
* update external for tmp CI test
* un-quote target_compile_options value
* add "-g" parameter only when debug mode
* keep single build type when generator Xcode & VS projecy
* update external for tmp CI tes
* add static_cast<char>(-1), fix -Wc++11-narrowing
* simplify win32 compile define
* not modify code, only improve compile options
# Conflicts:
# .gitignore
# cmake/Modules/CocosConfigDepend.cmake
# cocos/CMakeLists.txt
# external/config.json
# tests/cpp-tests/CMakeLists.txt
* modern cmake, improve cmake_compiler_flags (#19145)
* cmake_compiler_flags
* Fix typo
* Fix typo2
* Remove chanages from Android.mk
* correct lua template cmake build (#19149)
* don't add -Wno-deprecated into jsb target
* correct lua template cmake build
* fix win32 lua template compile error
* prevent cmake in-source-build friendly (#19151)
* pick: Copy resources to "Resources/" on win32 like in linux configuration
* add "/Z7" for cpp-tests on windows
* [cmake] fix iOS xcode property setting failed (#19208)
* fix iOS xcode property setting failed
* use search_depend_libs_recursive at dlls collect
* fix typo
* [cmake] add find_host_library into iOS toolchain file (#19230)
* pick: [lua android] use luajit & template cmake update (#19239)
* increase cmake stability , remove tests/CMakeLists.txt (#19261)
* cmake win32 Precompiled header (#19273)
* Precompiled header
* Fix
* Precompiled header for cocos
* Precompiled header jscocos2d
* Fix for COCOS2D_DEBUG is always 1 on Android (#19291)
Related #19289
* little build fix, tests cpp-tests works on mac
* sync v3 build related codes into metal-support (#173)
* strict initialization for std::array
* remove proj.win32 project configs
* modern cmake, cmake_cleanup_remove_unused_variables (#19146)
* Switch travis CI to xenial (#19207)
* Switch travis CI to xenial
* Remove language: android
* Set language: cpp
* Fix java problem
* Update sdkmanager
* Fix sdkmanger
* next sdkmanager fix
* Remove xenial from android
* revert to sdk-tools-{system}-3859397
* Remove linux cmake install
* Update before-install.sh
* Update .travis.yml
* Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212)
* Simplify install-deps-linux.sh
* Cleanup
* pick: install ninja
* update cocos2d-console submodule
* for metal-support alpha release, we only test cpp
* add HelloCpp into project(Cocos2d-x) for tmp test
* update extenal metal-support-4
* update uniform setting
* [Feature] update BindGroup
* [Feature] empty-test
* [Feature] cpp-test
* [Feature] fix GL compiler error
* [Feature] fix GL crash
* [Feature] empty-test
* [Feature] cpp-tests
* [feature] improve frameRate
* [feature] fix opengl compile error
* [feature] fix opengl compile error
* [BugFix] fix compute maxLocation error
* [Feature] update setting unifrom
* [Feature] fix namespace
* [Feature] remove unneeded code
* [Bugfix] fix project file
* [Feature] update review
* [texture2d] impl texture format support (#175)
* texture update
* update
* update texture
* commit
* compile on windows
* ddd
* rename
* rename methods
* no crash
* save gl
* save
* save
* rename
* move out pixel format convert functions
* metal crash
* update
* update android
* support gles compressed texture format
* support more compress format
* add more conversion methods
* ss
* save
* update conversion methods
* add PVRTC format support
* reformat
* add marco linux
* fix GL marcro
* pvrtc supported only by ios 8.0+
* remove unused cmake
* revert change
* refactor Texture2D::initWithData
* fix conversion log
* refactor Texture2D::initWithData
* remove some OpenGL constants for PVRTC
* add todo
* fix typo
* AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174)
* review cpp-tests, and fix part issues on start auto test
* sync png format fix: Node:Particle3D abnormal texture effects #19204
* fix cpp-tests SpritePolygon crash, wrong png format (#19170)
* fix wrong png convert format from sRGB to Gray
* erase plist index if all frames was erased
* test_A8.png have I8 format, fix it
* [CCSpriteCache] allow re-add plist & add testcase (#19175)
* allow re-add plist & add testcase
* remove comments/rename method/update testcase
* fix isSpriteFramesWithFileLoaded & add testcase
* remove used variable
* remove unused variable
* fix double free issues when js/lua-tests exit on iOS (#19236)
* disable part cases, AutoTest works without crash on mac
* update cocos2dx files json, to test cocos new next
* fix spritecache plist parsing issue (#19269)
* [linux] Fix FileUtils::getContents with folder (#19157)
* fix FileUtils::getContents on linux/mac
* use stat.st_mode
* simplify
* [CCFileUtils] win32 getFileSize (#19176)
* win32 getFileSize
* fix stat
* [cpp test-Android]20:FileUtils/2 change title (#19197)
* sync #19200
* sync #19231
* [android lua] improve performance of lua loader (#19234)
* [lua] improve performance of lua loader
* remove cache fix
* Revert "fix spritecache plist parsing issue (#19269)"
This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf.
* remove win32 project files ref in template.json
* add metal framework lnk ref into cpp template
* test on iOS, and disable part cases
* alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227)
* changes AudioCache to use alBufferData instead of alBufferDataStatic
(also makes test 19 faster to trigger openal bugs faster)
The original problem: CrashIfClientProvidedBogusAudioBufferList
https://github.com/cocos2d/cocos2d-x/issues/18948
is not happening anymore, but there's still a not very frequent issue
that makes OpenAL crash with a call stack like this.
AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList
It happes more frequently when the device is "cold", which means after
half an hour of not using the device (locked).
I could not find the actual source code for iOS OpenAL, so I used the
macOS versions:
https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html
They seem to use CAGuard.h to make sure the dead buffer list
has no threading issues. I'm worried because the CAGuard code I found
has macos and win32 define but no iOS, so I'm not sure. I guess the
iOS version is different and has the guard.
I could not find a place in the code that's unprotected by the locks
except the InitializeBufferMap() which should not be called more than
once from cocos, and there's a workaround in AudioEngine-impl for it.
I reduced the occurence of the CleanUpDeadBufferList crash by moving
the guard in ~AudioCache to cover the alDeleteBuffers call.
* remove hack method "setTimeout" on audio
* AutoTest works on iOS
* support set ios deployment target for root project
* enable all texture2d cases, since Jiang have fixed
* add CCTextureUtils to xcode project file (#176)
* add leak cases for SpriteFrameCache (#177)
* re-add SpriteFrameCache cases
* update template file json
* Update SpriteFrameCacheTest.cpp
* fix compiling error
2019-01-18 15:08:25 +08:00
_quadCommand . init ( _globalZOrder , _texture , _blendFunc , _quads , _particleCount , transform , flags ) ;
2015-01-16 06:00:49 +08:00
renderer - > addCommand ( & _quadCommand ) ;
2013-12-05 10:20:22 +08:00
}
2013-12-03 04:13:05 +08:00
}
2013-09-08 11:26:38 +08:00
void ParticleSystemQuad : : setTotalParticles ( int tp )
2012-04-19 14:35:52 +08:00
{
2012-09-17 15:02:24 +08:00
// If we are setting the total number of particles to a number higher
2012-04-19 14:35:52 +08:00
// than what is allocated, we need to allocate new arrays
2021-12-25 10:04:45 +08:00
if ( tp > _allocatedParticles )
2012-04-19 14:35:52 +08:00
{
// Allocate new memory
2021-12-25 10:04:45 +08:00
size_t quadsSize = sizeof ( _quads [ 0 ] ) * tp * 1 ;
2013-06-15 14:03:30 +08:00
size_t indicesSize = sizeof ( _indices [ 0 ] ) * tp * 6 * 1 ;
2012-04-19 14:35:52 +08:00
2015-08-31 17:25:34 +08:00
_particleData . release ( ) ;
2015-10-10 17:55:05 +08:00
if ( ! _particleData . init ( tp ) )
2015-08-31 17:25:34 +08:00
{
CCLOG ( " Particle system: not enough memory " ) ;
return ;
}
2013-07-05 16:49:22 +08:00
V3F_C4B_T2F_Quad * quadsNew = ( V3F_C4B_T2F_Quad * ) realloc ( _quads , quadsSize ) ;
2019-06-05 17:58:33 +08:00
unsigned short * indicesNew = ( unsigned short * ) realloc ( _indices , indicesSize ) ;
2012-04-19 14:35:52 +08:00
2015-08-31 17:25:34 +08:00
if ( quadsNew & & indicesNew )
2012-04-19 14:35:52 +08:00
{
// Assign pointers
2021-12-25 10:04:45 +08:00
_quads = quadsNew ;
2013-06-15 14:03:30 +08:00
_indices = indicesNew ;
2012-04-19 14:35:52 +08:00
// Clear the memory
2013-06-15 14:03:30 +08:00
memset ( _quads , 0 , quadsSize ) ;
memset ( _indices , 0 , indicesSize ) ;
2021-12-25 10:04:45 +08:00
2013-06-15 14:03:30 +08:00
_allocatedParticles = tp ;
2012-04-19 14:35:52 +08:00
}
else
{
// Out of memory, failed to resize some array
2021-12-25 10:04:45 +08:00
if ( quadsNew )
_quads = quadsNew ;
if ( indicesNew )
_indices = indicesNew ;
2012-04-19 14:35:52 +08:00
CCLOG ( " Particle system: out of memory " ) ;
return ;
}
2013-06-15 14:03:30 +08:00
_totalParticles = tp ;
2012-04-19 14:35:52 +08:00
// Init particles
2013-06-15 14:03:30 +08:00
if ( _batchNode )
2012-04-19 14:35:52 +08:00
{
2013-09-08 11:26:38 +08:00
for ( int i = 0 ; i < _totalParticles ; i + + )
2012-04-19 14:35:52 +08:00
{
2015-08-31 17:25:34 +08:00
_particleData . atlasIndex [ i ] = i ;
2012-04-19 14:35:52 +08:00
}
}
2013-02-27 16:24:33 +08:00
initIndices ( ) ;
2021-12-25 10:04:45 +08:00
// setupVBO();
2022-01-04 12:36:20 +08:00
// fixed https://adxeproject.github.io//issues/3990
2014-02-11 18:25:57 +08:00
// Updates texture coords.
2014-02-13 10:33:57 +08:00
updateTexCoords ( ) ;
2012-04-19 14:35:52 +08:00
}
else
{
2013-06-15 14:03:30 +08:00
_totalParticles = tp ;
2012-04-19 14:35:52 +08:00
}
2021-12-25 10:04:45 +08:00
2014-07-29 10:48:20 +08:00
// fixed issue #5762
// reset the emission rate
setEmissionRate ( _totalParticles / _life ) ;
2021-12-25 10:04:45 +08:00
2013-02-27 16:24:33 +08:00
resetSystem ( ) ;
2012-03-14 14:55:17 +08:00
}
2011-03-19 10:07:16 +08:00
2016-11-09 10:34:50 +08:00
void ParticleSystemQuad : : listenRendererRecreated ( EventCustom * /*event*/ )
2012-04-24 15:02:18 +08:00
{
2021-12-25 10:04:45 +08:00
// when comes to foreground in android, _buffersVBO and _VAOname is a wild handle
// before recreating, we need to reset them to 0
// memset(_buffersVBO, 0, sizeof(_buffersVBO));
// if (Configuration::getInstance()->supportsShareableVAO())
// {
// _VAOname = 0;
// setupVBOandVAO();
// }
// else
// {
// setupVBO();
// }
2012-04-24 15:02:18 +08:00
}
2013-06-20 14:13:12 +08:00
bool ParticleSystemQuad : : allocMemory ( )
2012-03-14 14:55:17 +08:00
{
2021-12-25 10:04:45 +08:00
CCASSERT ( ! _batchNode , " Memory should not be alloced when not using batchNode " ) ;
2011-03-19 10:07:16 +08:00
2013-06-15 14:03:30 +08:00
CC_SAFE_FREE ( _quads ) ;
CC_SAFE_FREE ( _indices ) ;
2012-04-13 17:24:50 +08:00
2021-12-25 10:04:45 +08:00
_quads = ( V3F_C4B_T2F_Quad * ) malloc ( _totalParticles * sizeof ( V3F_C4B_T2F_Quad ) ) ;
2019-06-05 17:58:33 +08:00
_indices = ( unsigned short * ) malloc ( _totalParticles * 6 * sizeof ( unsigned short ) ) ;
2021-12-25 10:04:45 +08:00
if ( ! _quads | | ! _indices )
2012-04-19 14:35:52 +08:00
{
CCLOG ( " cocos2d: Particle system: not enough memory " ) ;
2013-06-15 14:03:30 +08:00
CC_SAFE_FREE ( _quads ) ;
CC_SAFE_FREE ( _indices ) ;
2012-03-21 21:53:03 +08:00
2012-04-19 14:35:52 +08:00
return false ;
}
2012-04-07 12:02:40 +08:00
2013-07-05 16:49:22 +08:00
memset ( _quads , 0 , _totalParticles * sizeof ( V3F_C4B_T2F_Quad ) ) ;
2019-06-05 17:58:33 +08:00
memset ( _indices , 0 , _totalParticles * 6 * sizeof ( unsigned short ) ) ;
2012-04-07 12:02:40 +08:00
2012-04-19 14:35:52 +08:00
return true ;
2012-03-14 14:55:17 +08:00
}
2010-12-28 11:55:34 +08:00
2021-12-25 10:04:45 +08:00
void ParticleSystemQuad : : setBatchNode ( ParticleBatchNode * batchNode )
2012-04-19 14:35:52 +08:00
{
2021-12-25 10:04:45 +08:00
if ( _batchNode ! = batchNode )
2012-04-19 14:35:52 +08:00
{
2013-06-20 14:13:12 +08:00
ParticleBatchNode * oldBatch = _batchNode ;
2012-04-19 14:35:52 +08:00
2013-06-20 14:13:12 +08:00
ParticleSystem : : setBatchNode ( batchNode ) ;
2012-04-19 14:35:52 +08:00
// NEW: is self render ?
2021-12-25 10:04:45 +08:00
if ( ! batchNode )
2012-04-19 14:35:52 +08:00
{
allocMemory ( ) ;
2013-02-27 16:24:33 +08:00
initIndices ( ) ;
2012-04-19 14:35:52 +08:00
setTexture ( oldBatch - > getTexture ( ) ) ;
2021-12-25 10:04:45 +08:00
// setupVBO();
2012-04-19 14:35:52 +08:00
}
// OLD: was it self render ? cleanup
2021-12-25 10:04:45 +08:00
else if ( ! oldBatch )
2012-04-19 14:35:52 +08:00
{
// copy current state to batch
2021-12-25 10:04:45 +08:00
V3F_C4B_T2F_Quad * batchQuads = _batchNode - > getTextureAtlas ( ) - > getQuads ( ) ;
V3F_C4B_T2F_Quad * quad = & ( batchQuads [ _atlasIndex ] ) ;
memcpy ( quad , _quads , _totalParticles * sizeof ( _quads [ 0 ] ) ) ;
2012-04-19 14:35:52 +08:00
2013-06-15 14:03:30 +08:00
CC_SAFE_FREE ( _quads ) ;
CC_SAFE_FREE ( _indices ) ;
2012-04-19 14:35:52 +08:00
}
}
2010-12-28 11:55:34 +08:00
}
2011-03-19 10:07:16 +08:00
2021-12-25 10:04:45 +08:00
ParticleSystemQuad * ParticleSystemQuad : : create ( )
{
ParticleSystemQuad * particleSystemQuad = new ParticleSystemQuad ( ) ;
2021-12-08 00:11:53 +08:00
if ( particleSystemQuad - > init ( ) )
2012-06-02 07:38:43 +08:00
{
2013-12-18 17:47:20 +08:00
particleSystemQuad - > autorelease ( ) ;
return particleSystemQuad ;
2012-06-02 07:38:43 +08:00
}
2013-12-18 17:47:20 +08:00
CC_SAFE_DELETE ( particleSystemQuad ) ;
return nullptr ;
2012-06-02 07:38:43 +08:00
}
2013-12-13 06:30:22 +08:00
std : : string ParticleSystemQuad : : getDescription ( ) const
{
return StringUtils : : format ( " <ParticleSystemQuad | Tag = %d, Total Particles = %d> " , _tag , _totalParticles ) ;
}
2012-04-18 18:43:45 +08:00
NS_CC_END