2014-08-15 16:15:29 +08:00
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/****************************************************************************
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2018-01-29 16:25:32 +08:00
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Copyright (c) 2014-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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2014-08-15 16:15:29 +08:00
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "3d/CCBillBoard.h"
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#include "2d/CCSpriteFrameCache.h"
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#include "base/CCDirector.h"
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2014-10-20 16:25:24 +08:00
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#include "2d/CCCamera.h"
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2014-08-15 16:15:29 +08:00
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#include "renderer/CCRenderer.h"
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NS_CC_BEGIN
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2014-09-04 16:26:11 +08:00
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BillBoard::BillBoard()
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2015-01-13 12:17:00 +08:00
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: _mode(Mode::VIEW_POINT_ORIENTED)
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2014-09-04 16:26:11 +08:00
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, _modeDirty(false)
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2014-08-15 16:15:29 +08:00
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{
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2019-03-07 17:30:11 +08:00
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_trianglesCommand.setTransparent(true);
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_trianglesCommand.set3D(true);
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2014-09-17 18:01:18 +08:00
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Node::setAnchorPoint(Vec2(0.5f,0.5f));
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2014-08-15 16:15:29 +08:00
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}
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2014-09-04 16:26:11 +08:00
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BillBoard::~BillBoard()
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2014-08-15 16:15:29 +08:00
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{
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}
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2014-09-04 16:26:11 +08:00
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BillBoard* BillBoard::createWithTexture(Texture2D *texture, Mode mode)
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2014-08-15 16:15:29 +08:00
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{
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2016-07-26 03:06:01 +08:00
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BillBoard *billboard = new (std::nothrow) BillBoard();
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if (billboard && billboard->initWithTexture(texture))
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2014-08-15 16:15:29 +08:00
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{
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2016-07-26 03:06:01 +08:00
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billboard->_mode = mode;
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billboard->autorelease();
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return billboard;
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2014-08-15 16:15:29 +08:00
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}
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2016-07-26 03:06:01 +08:00
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CC_SAFE_DELETE(billboard);
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2014-08-15 16:15:29 +08:00
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return nullptr;
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}
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2014-09-04 16:26:11 +08:00
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BillBoard* BillBoard::create(const std::string& filename, Mode mode)
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2014-08-15 16:15:29 +08:00
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{
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2016-07-26 03:06:01 +08:00
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BillBoard *billboard = new (std::nothrow) BillBoard();
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if (billboard && billboard->initWithFile(filename))
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2014-08-15 16:15:29 +08:00
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{
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2016-07-26 03:06:01 +08:00
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billboard->_mode = mode;
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billboard->autorelease();
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return billboard;
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2014-08-15 16:15:29 +08:00
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}
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2016-07-26 03:06:01 +08:00
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CC_SAFE_DELETE(billboard);
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2014-08-15 16:15:29 +08:00
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return nullptr;
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}
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2014-09-04 16:26:11 +08:00
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BillBoard* BillBoard::create(const std::string& filename, const Rect& rect, Mode mode)
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2014-08-15 16:15:29 +08:00
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{
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2016-07-26 03:06:01 +08:00
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BillBoard *billboard = new (std::nothrow) BillBoard();
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if (billboard && billboard->initWithFile(filename, rect))
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2014-08-15 16:15:29 +08:00
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{
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2016-07-26 03:06:01 +08:00
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billboard->_mode = mode;
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billboard->autorelease();
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return billboard;
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2014-08-15 16:15:29 +08:00
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}
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2016-07-26 03:06:01 +08:00
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CC_SAFE_DELETE(billboard);
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2014-08-15 16:15:29 +08:00
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return nullptr;
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}
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2014-09-04 16:26:11 +08:00
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BillBoard* BillBoard::create(Mode mode)
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2014-08-15 16:15:29 +08:00
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{
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2016-07-26 03:06:01 +08:00
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BillBoard *billboard = new (std::nothrow) BillBoard();
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if (billboard && billboard->init())
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2014-08-15 16:15:29 +08:00
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{
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2016-07-26 03:06:01 +08:00
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billboard->_mode = mode;
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billboard->autorelease();
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return billboard;
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2014-08-15 16:15:29 +08:00
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}
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2016-07-26 03:06:01 +08:00
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CC_SAFE_DELETE(billboard);
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2014-08-15 16:15:29 +08:00
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return nullptr;
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}
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2015-01-13 10:17:47 +08:00
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void BillBoard::visit(Renderer *renderer, const Mat4& parentTransform, uint32_t parentFlags)
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{
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// quick return if not visible. children won't be drawn.
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if (!_visible)
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{
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return;
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}
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2015-01-28 15:21:57 +08:00
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bool visibleByCamera = isVisitableByVisitingCamera();
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2017-05-22 08:59:55 +08:00
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// quick return if not visible by camera and has no children.
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if (!visibleByCamera && _children.empty())
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{
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return;
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}
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2015-01-13 10:17:47 +08:00
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uint32_t flags = processParentFlags(parentTransform, parentFlags);
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2015-01-13 12:06:50 +08:00
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//Add 3D flag so all the children will be rendered as 3D object
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flags |= FLAGS_RENDER_AS_3D;
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2015-01-13 10:17:47 +08:00
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//Update Billboard transform
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2017-01-12 10:14:04 +08:00
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bool dirty = calculateBillboardTransform();
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2015-01-13 12:06:50 +08:00
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if(dirty)
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{
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flags |= FLAGS_TRANSFORM_DIRTY;
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}
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2015-01-13 10:17:47 +08:00
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2021-02-05 23:09:14 +08:00
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_director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
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_director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewTransform);
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2015-01-13 10:17:47 +08:00
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int i = 0;
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if(!_children.empty())
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{
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sortAllChildren();
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// draw children zOrder < 0
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2016-10-27 15:10:24 +08:00
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for(auto size = _children.size(); i < size; ++i)
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2015-01-13 10:17:47 +08:00
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{
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auto node = _children.at(i);
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if (node && node->getLocalZOrder() < 0)
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2015-01-13 12:06:50 +08:00
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node->visit(renderer, _modelViewTransform, flags);
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2015-01-13 10:17:47 +08:00
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else
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break;
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}
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// self draw
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if (visibleByCamera)
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2015-01-13 12:06:50 +08:00
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this->draw(renderer, _modelViewTransform, flags);
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2016-10-27 15:10:24 +08:00
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for(auto it=_children.cbegin()+i, itCend = _children.cend(); it != itCend; ++it)
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2015-01-13 12:06:50 +08:00
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(*it)->visit(renderer, _modelViewTransform, flags);
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2015-01-13 10:17:47 +08:00
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}
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else if (visibleByCamera)
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{
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2015-01-13 12:06:50 +08:00
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this->draw(renderer, _modelViewTransform, flags);
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2015-01-13 10:17:47 +08:00
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}
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2021-02-05 23:09:14 +08:00
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_director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
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2015-01-13 10:17:47 +08:00
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}
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2017-01-12 10:14:04 +08:00
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bool BillBoard::calculateBillboardTransform()
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2014-08-15 16:15:29 +08:00
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{
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2015-01-13 10:17:47 +08:00
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//Get camera world position
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2014-08-28 19:22:01 +08:00
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auto camera = Camera::getVisitingCamera();
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2014-09-03 15:28:15 +08:00
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const Mat4& camWorldMat = camera->getNodeToWorldTransform();
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2015-01-13 10:17:47 +08:00
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2015-01-13 12:06:50 +08:00
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//TODO: use math lib to calculate math lib Make it easier to read and maintain
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2015-01-28 15:21:57 +08:00
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if (memcmp(_camWorldMat.m, camWorldMat.m, sizeof(float) * 16) != 0 || memcmp(_mvTransform.m, _modelViewTransform.m, sizeof(float) * 16) != 0 || _modeDirty || true)
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2014-08-29 17:11:18 +08:00
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{
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2015-01-13 10:17:47 +08:00
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//Rotate based on anchor point
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2014-10-14 15:08:36 +08:00
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Vec3 anchorPoint(_anchorPointInPoints.x , _anchorPointInPoints.y , 0.0f);
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2015-01-13 10:17:47 +08:00
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Mat4 localToWorld = _modelViewTransform;
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2014-10-14 15:08:36 +08:00
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localToWorld.translate(anchorPoint);
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2015-01-13 10:17:47 +08:00
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//Decide billboard mode
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2014-09-03 17:17:57 +08:00
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Vec3 camDir;
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2014-09-03 18:04:48 +08:00
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switch (_mode)
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{
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2015-01-13 10:17:47 +08:00
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case Mode::VIEW_POINT_ORIENTED:
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Optimize Vec3
small function Vec3 move to Vec3.inl
Added:
add(float xx, float yy, float zz);
setZero();
Change all code:
_vec3 = Vec3(x, y, z); -> _vec3.set(x, y, z);
Vec3 vec3 = Vec3(x, y, z); -> Vec3 vec3(x, y, z);
_vec3 += Vec3(x, y, z); -> _vec3.add(x, y, z);
_vec3 = Vec3::ZERO; -> _vec3.setZero();
2015-04-05 18:09:50 +08:00
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camDir.set(localToWorld.m[12] - camWorldMat.m[12], localToWorld.m[13] - camWorldMat.m[13], localToWorld.m[14] - camWorldMat.m[14]);
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2015-01-13 10:17:47 +08:00
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break;
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case Mode::VIEW_PLANE_ORIENTED:
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camWorldMat.transformVector(Vec3(0.0f, 0.0f, -1.0f), &camDir);
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break;
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default:
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2014-09-05 14:59:14 +08:00
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CCASSERT(false, "invalid billboard mode");
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2015-01-13 10:17:47 +08:00
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break;
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2014-09-03 18:04:48 +08:00
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}
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2014-09-04 16:26:11 +08:00
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_modeDirty = false;
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2015-01-13 10:17:47 +08:00
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2014-09-03 15:28:15 +08:00
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if (camDir.length() < MATH_TOLERANCE)
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{
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camDir.set(camWorldMat.m[8], camWorldMat.m[9], camWorldMat.m[10]);
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}
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camDir.normalize();
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2017-05-22 08:59:55 +08:00
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2014-12-04 15:19:41 +08:00
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Mat4 rotationMatrix;
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rotationMatrix.setIdentity();
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2015-01-29 07:28:14 +08:00
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Optimize Vec3
small function Vec3 move to Vec3.inl
Added:
add(float xx, float yy, float zz);
setZero();
Change all code:
_vec3 = Vec3(x, y, z); -> _vec3.set(x, y, z);
Vec3 vec3 = Vec3(x, y, z); -> Vec3 vec3(x, y, z);
_vec3 += Vec3(x, y, z); -> _vec3.add(x, y, z);
_vec3 = Vec3::ZERO; -> _vec3.setZero();
2015-04-05 18:09:50 +08:00
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Vec3 upAxis(rotationMatrix.m[4],rotationMatrix.m[5],rotationMatrix.m[6]);
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2014-10-14 15:08:36 +08:00
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Vec3 x, y;
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camWorldMat.transformVector(upAxis, &y);
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Vec3::cross(camDir, y, &x);
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x.normalize();
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Vec3::cross(x, camDir, &y);
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y.normalize();
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2015-01-13 10:17:47 +08:00
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2014-10-14 15:08:36 +08:00
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float xlen = sqrtf(localToWorld.m[0] * localToWorld.m[0] + localToWorld.m[1] * localToWorld.m[1] + localToWorld.m[2] * localToWorld.m[2]);
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float ylen = sqrtf(localToWorld.m[4] * localToWorld.m[4] + localToWorld.m[5] * localToWorld.m[5] + localToWorld.m[6] * localToWorld.m[6]);
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float zlen = sqrtf(localToWorld.m[8] * localToWorld.m[8] + localToWorld.m[9] * localToWorld.m[9] + localToWorld.m[10] * localToWorld.m[10]);
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2015-01-13 10:17:47 +08:00
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2015-01-13 12:06:50 +08:00
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Mat4 billboardTransform;
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billboardTransform.m[0] = x.x * xlen; billboardTransform.m[1] = x.y * xlen; billboardTransform.m[2] = x.z * xlen;
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billboardTransform.m[4] = y.x * ylen; billboardTransform.m[5] = y.y * ylen; billboardTransform.m[6] = y.z * ylen;
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billboardTransform.m[8] = -camDir.x * zlen; billboardTransform.m[9] = -camDir.y * zlen; billboardTransform.m[10] = -camDir.z * zlen;
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billboardTransform.m[12] = localToWorld.m[12]; billboardTransform.m[13] = localToWorld.m[13]; billboardTransform.m[14] = localToWorld.m[14];
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2015-01-13 10:17:47 +08:00
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2015-01-13 12:06:50 +08:00
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billboardTransform.translate(-anchorPoint);
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2015-01-28 15:21:57 +08:00
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_mvTransform = _modelViewTransform = billboardTransform;
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2015-01-13 10:17:47 +08:00
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2014-09-03 15:28:15 +08:00
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_camWorldMat = camWorldMat;
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2015-01-13 12:06:50 +08:00
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return true;
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2014-08-29 17:11:18 +08:00
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}
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2015-01-13 12:06:50 +08:00
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return false;
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2015-01-13 10:17:47 +08:00
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}
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2016-11-16 09:48:37 +08:00
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void BillBoard::draw(Renderer *renderer, const Mat4 &/*transform*/, uint32_t flags)
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2015-01-13 10:17:47 +08:00
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{
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2014-09-03 09:02:32 +08:00
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//FIXME: frustum culling here
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2015-03-06 09:57:48 +08:00
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flags |= Node::FLAGS_RENDER_AS_3D;
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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
|
|
|
_trianglesCommand.init(0, _texture, _blendFunc, _polyInfo.triangles, _modelViewTransform, flags);
|
2019-02-19 14:56:21 +08:00
|
|
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setMVPMatrixUniform(); //update uniform
|
2015-05-22 15:54:56 +08:00
|
|
|
renderer->addCommand(&_trianglesCommand);
|
2014-08-15 16:15:29 +08:00
|
|
|
}
|
|
|
|
|
2014-09-04 16:26:11 +08:00
|
|
|
void BillBoard::setMode( Mode mode )
|
2014-09-03 18:04:48 +08:00
|
|
|
{
|
|
|
|
_mode = mode;
|
2014-09-04 16:26:11 +08:00
|
|
|
_modeDirty = true;
|
2014-09-03 18:04:48 +08:00
|
|
|
}
|
|
|
|
|
2014-09-04 16:26:11 +08:00
|
|
|
BillBoard::Mode BillBoard::getMode() const
|
2014-09-03 18:04:48 +08:00
|
|
|
{
|
|
|
|
return _mode;
|
|
|
|
}
|
|
|
|
|
2014-08-15 17:43:04 +08:00
|
|
|
NS_CC_END
|