axmol/cocos2dx/particle_nodes/CCParticleBatchNode.cpp

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/*
* Copyright (c) 2010-2012 cocos2d-x.org
* Copyright (C) 2009 Matt Oswald
* Copyright (c) 2009-2010 Ricardo Quesada
* Copyright (c) 2011 Zynga Inc.
* Copyright (c) 2011 Marco Tillemans
*
* http://www.cocos2d-x.org
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*
*/
#include "CCParticleBatchNode.h"
#include "textures/CCTextureCache.h"
#include "textures/CCTextureAtlas.h"
#include "ccConfig.h"
#include "ccMacros.h"
#include "effects/CCGrid.h"
#include "support/CCPointExtension.h"
#include "CCParticleSystem.h"
#include "shaders/CCShaderCache.h"
#include "shaders/CCGLProgram.h"
#include "shaders/ccGLStateCache.h"
#include "support/base64.h"
#include "support/zip_support/ZipUtils.h"
#include "platform/CCFileUtils.h"
#include "kazmath/GL/matrix.h"
NS_CC_BEGIN
CCParticleBatchNode::CCParticleBatchNode()
: m_pTextureAtlas(NULL)
{
}
CCParticleBatchNode::~CCParticleBatchNode()
{
CC_SAFE_RELEASE(m_pTextureAtlas);
}
/*
* creation with CCTexture2D
*/
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CCParticleBatchNode* CCParticleBatchNode::batchNodeWithTexture(CCTexture2D *tex, unsigned int capacity/* = kCCParticleDefaultCapacity*/)
{
return CCParticleBatchNode::createWithTexture(tex, capacity);
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}
CCParticleBatchNode* CCParticleBatchNode::createWithTexture(CCTexture2D *tex, unsigned int capacity/* = kCCParticleDefaultCapacity*/)
{
CCParticleBatchNode * p = new CCParticleBatchNode();
if( p && p->initWithTexture(tex, capacity))
{
p->autorelease();
return p;
}
CC_SAFE_DELETE(p);
return NULL;
}
/*
* creation with File Image
*/
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CCParticleBatchNode* CCParticleBatchNode::batchNodeWithFile(const char* imageFile, unsigned int capacity/* = kCCParticleDefaultCapacity*/)
{
return CCParticleBatchNode::create(imageFile, capacity);
}
CCParticleBatchNode* CCParticleBatchNode::create(const char* imageFile, unsigned int capacity/* = kCCParticleDefaultCapacity*/)
{
CCParticleBatchNode * p = new CCParticleBatchNode();
if( p && p->initWithFile(imageFile, capacity))
{
p->autorelease();
return p;
}
CC_SAFE_DELETE(p);
return NULL;
}
/*
* init with CCTexture2D
*/
bool CCParticleBatchNode::initWithTexture(CCTexture2D *tex, unsigned int capacity)
{
m_pTextureAtlas = new CCTextureAtlas();
m_pTextureAtlas->initWithTexture(tex, capacity);
// no lazy alloc in this node
m_pChildren = new CCArray();
m_pChildren->initWithCapacity(capacity);
m_tBlendFunc.src = CC_BLEND_SRC;
m_tBlendFunc.dst = CC_BLEND_DST;
setShaderProgram(CCShaderCache::sharedShaderCache()->programForKey(kCCShader_PositionTextureColor));
return true;
}
/*
* init with FileImage
*/
bool CCParticleBatchNode::initWithFile(const char* fileImage, unsigned int capacity)
{
CCTexture2D *tex = CCTextureCache::sharedTextureCache()->addImage(fileImage);
return initWithTexture(tex, capacity);
}
// CCParticleBatchNode - composition
// override visit.
// Don't call visit on it's children
void CCParticleBatchNode::visit()
{
// CAREFUL:
// This visit is almost identical to CCNode#visit
// with the exception that it doesn't call visit on it's children
//
// The alternative is to have a void CCSprite#visit, but
// although this is less maintainable, is faster
//
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if (!m_bVisible)
{
return;
}
kmGLPushMatrix();
if ( m_pGrid && m_pGrid->isActive())
{
m_pGrid->beforeDraw();
transformAncestors();
}
transform();
draw();
if ( m_pGrid && m_pGrid->isActive())
{
m_pGrid->afterDraw(this);
}
kmGLPopMatrix();
}
// override addChild:
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void CCParticleBatchNode::addChild(CCNode * child)
{
CCNode::addChild(child);
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}
void CCParticleBatchNode::addChild(CCNode * child, int zOrder)
{
CCNode::addChild(child, zOrder);
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}
void CCParticleBatchNode::addChild(CCNode * child, int zOrder, int tag)
{
CCAssert( child != NULL, "Argument must be non-NULL");
CCAssert( dynamic_cast<CCParticleSystem*>(child) != NULL, "CCParticleBatchNode only supports CCQuadParticleSystems as children");
CCParticleSystem* pChild = (CCParticleSystem*)child;
CCAssert( pChild->getTexture()->getName() == m_pTextureAtlas->getTexture()->getName(), "CCParticleSystem is not using the same texture id");
// If this is the 1st children, then copy blending function
if( m_pChildren->count() == 0 )
{
setBlendFunc(pChild->getBlendFunc());
}
CCAssert( m_tBlendFunc.src == pChild->getBlendFunc().src && m_tBlendFunc.dst == pChild->getBlendFunc().dst, "Can't add a PaticleSystem that uses a different blending function");
//no lazy sorting, so don't call super addChild, call helper instead
unsigned int pos = addChildHelper(pChild,zOrder,tag);
//get new atlasIndex
unsigned int atlasIndex = 0;
if (pos != 0)
{
CCParticleSystem* p = (CCParticleSystem*)m_pChildren->objectAtIndex(pos-1);
atlasIndex = p->getAtlasIndex() + p->getTotalParticles();
}
else
{
atlasIndex = 0;
}
insertChild(pChild, atlasIndex);
// update quad info
pChild->setBatchNode(this);
}
// don't use lazy sorting, reordering the particle systems quads afterwards would be too complex
// XXX research whether lazy sorting + freeing current quads and calloc a new block with size of capacity would be faster
// XXX or possibly using vertexZ for reordering, that would be fastest
// this helper is almost equivalent to CCNode's addChild, but doesn't make use of the lazy sorting
unsigned int CCParticleBatchNode::addChildHelper(CCParticleSystem* child, int z, int aTag)
{
CCAssert( child != NULL, "Argument must be non-nil");
CCAssert( child->getParent() == NULL, "child already added. It can't be added again");
if( ! m_pChildren )
{
m_pChildren = new CCArray();
m_pChildren->initWithCapacity(4);
}
//don't use a lazy insert
unsigned int pos = searchNewPositionInChildrenForZ(z);
m_pChildren->insertObject(child, pos);
child->setTag(aTag);
child->_setZOrder(z);
child->setParent(this);
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if( m_bRunning )
{
child->onEnter();
child->onEnterTransitionDidFinish();
}
return pos;
}
// Reorder will be done in this function, no "lazy" reorder to particles
void CCParticleBatchNode::reorderChild(CCNode * child, int zOrder)
{
CCAssert( child != NULL, "Child must be non-NULL");
CCAssert( dynamic_cast<CCParticleSystem*>(child) != NULL, "CCParticleBatchNode only supports CCQuadParticleSystems as children");
CCAssert( m_pChildren->containsObject(child), "Child doesn't belong to batch" );
CCParticleSystem* pChild = (CCParticleSystem*)(child);
if( zOrder == child->getZOrder() )
{
return;
}
// no reordering if only 1 child
if( m_pChildren->count() > 1)
{
unsigned int newIndex = 0, oldIndex = 0;
getCurrentIndex(&oldIndex, &newIndex, pChild, zOrder);
if( oldIndex != newIndex )
{
// reorder m_pChildren->array
pChild->retain();
m_pChildren->removeObjectAtIndex(oldIndex);
m_pChildren->insertObject(pChild, newIndex);
pChild->release();
// save old altasIndex
unsigned int oldAtlasIndex = pChild->getAtlasIndex();
// update atlas index
updateAllAtlasIndexes();
// Find new AtlasIndex
unsigned int newAtlasIndex = 0;
for( unsigned int i=0;i < m_pChildren->count();i++)
{
CCParticleSystem* pNode = (CCParticleSystem*)m_pChildren->objectAtIndex(i);
if( pNode == pChild )
{
newAtlasIndex = pChild->getAtlasIndex();
break;
}
}
// reorder textureAtlas quads
m_pTextureAtlas->moveQuadsFromIndex(oldAtlasIndex, pChild->getTotalParticles(), newAtlasIndex);
pChild->updateWithNoTime();
}
}
pChild->_setZOrder(zOrder);
}
void CCParticleBatchNode::getCurrentIndex(unsigned int* oldIndex, unsigned int* newIndex, CCNode* child, int z)
{
bool foundCurrentIdx = false;
bool foundNewIdx = false;
int minusOne = 0;
unsigned int count = m_pChildren->count();
for( unsigned int i=0; i < count; i++ )
{
CCNode* pNode = (CCNode *)m_pChildren->objectAtIndex(i);
// new index
if( pNode->getZOrder() > z && ! foundNewIdx )
{
*newIndex = i;
foundNewIdx = true;
if( foundCurrentIdx && foundNewIdx )
{
break;
}
}
// current index
if( child == pNode )
{
*oldIndex = i;
foundCurrentIdx = true;
if( ! foundNewIdx )
{
minusOne = -1;
}
if( foundCurrentIdx && foundNewIdx )
{
break;
}
}
}
if( ! foundNewIdx )
{
*newIndex = count;
}
*newIndex += minusOne;
}
unsigned int CCParticleBatchNode::searchNewPositionInChildrenForZ(int z)
{
unsigned int count = m_pChildren->count();
for( unsigned int i=0; i < count; i++ )
{
CCNode *child = (CCNode *)m_pChildren->objectAtIndex(i);
if (child->getZOrder() > z)
{
return i;
}
}
return count;
}
// override removeChild:
void CCParticleBatchNode::removeChild(CCNode* child, bool cleanup)
{
// explicit nil handling
if (child == NULL)
{
return;
}
CCAssert( dynamic_cast<CCParticleSystem*>(child) != NULL, "CCParticleBatchNode only supports CCQuadParticleSystems as children");
CCAssert(m_pChildren->containsObject(child), "CCParticleBatchNode doesn't contain the sprite. Can't remove it");
CCParticleSystem* pChild = (CCParticleSystem*)child;
CCNode::removeChild(pChild, cleanup);
// remove child helper
m_pTextureAtlas->removeQuadsAtIndex(pChild->getAtlasIndex(), pChild->getTotalParticles());
// after memmove of data, empty the quads at the end of array
m_pTextureAtlas->fillWithEmptyQuadsFromIndex(m_pTextureAtlas->getTotalQuads(), pChild->getTotalParticles());
// particle could be reused for self rendering
pChild->setBatchNode(NULL);
updateAllAtlasIndexes();
}
void CCParticleBatchNode::removeChildAtIndex(unsigned int index, bool doCleanup)
{
removeChild((CCParticleSystem *)m_pChildren->objectAtIndex(index),doCleanup);
}
void CCParticleBatchNode::removeAllChildrenWithCleanup(bool doCleanup)
{
arrayMakeObjectsPerformSelectorWithObject(m_pChildren, setBatchNode, NULL, CCParticleSystem*);
CCNode::removeAllChildrenWithCleanup(doCleanup);
m_pTextureAtlas->removeAllQuads();
}
void CCParticleBatchNode::draw(void)
{
CC_PROFILER_STOP("CCParticleBatchNode - draw");
if( m_pTextureAtlas->getTotalQuads() == 0 )
{
return;
}
CC_NODE_DRAW_SETUP();
ccGLBlendFunc( m_tBlendFunc.src, m_tBlendFunc.dst );
m_pTextureAtlas->drawQuads();
CC_PROFILER_STOP("CCParticleBatchNode - draw");
}
void CCParticleBatchNode::increaseAtlasCapacityTo(unsigned int quantity)
{
CCLOG("cocos2d: CCParticleBatchNode: resizing TextureAtlas capacity from [%lu] to [%lu].",
(long)m_pTextureAtlas->getCapacity(),
(long)quantity);
if( ! m_pTextureAtlas->resizeCapacity(quantity) ) {
// serious problems
CCLOGWARN("cocos2d: WARNING: Not enough memory to resize the atlas");
CCAssert(false,"XXX: CCParticleBatchNode #increaseAtlasCapacity SHALL handle this assert");
}
}
//sets a 0'd quad into the quads array
void CCParticleBatchNode::disableParticle(unsigned int particleIndex)
{
ccV3F_C4B_T2F_Quad* quad = &((m_pTextureAtlas->getQuads())[particleIndex]);
quad->br.vertices.x = quad->br.vertices.y = quad->tr.vertices.x = quad->tr.vertices.y = quad->tl.vertices.x = quad->tl.vertices.y = quad->bl.vertices.x = quad->bl.vertices.y = 0.0f;
}
// CCParticleBatchNode - add / remove / reorder helper methods
// add child helper
void CCParticleBatchNode::insertChild(CCParticleSystem* pSystem, unsigned int index)
{
pSystem->setAtlasIndex(index);
if(m_pTextureAtlas->getTotalQuads() + pSystem->getTotalParticles() > m_pTextureAtlas->getCapacity())
{
increaseAtlasCapacityTo(m_pTextureAtlas->getTotalQuads() + pSystem->getTotalParticles());
// after a realloc empty quads of textureAtlas can be filled with gibberish (realloc doesn't perform calloc), insert empty quads to prevent it
m_pTextureAtlas->fillWithEmptyQuadsFromIndex(m_pTextureAtlas->getCapacity() - pSystem->getTotalParticles(), pSystem->getTotalParticles());
}
// make room for quads, not necessary for last child
if (pSystem->getAtlasIndex() + pSystem->getTotalParticles() != m_pTextureAtlas->getTotalQuads())
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{
m_pTextureAtlas->moveQuadsFromIndex(index, index+pSystem->getTotalParticles());
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}
// increase totalParticles here for new particles, update method of particle-system will fill the quads
m_pTextureAtlas->increaseTotalQuadsWith(pSystem->getTotalParticles());
updateAllAtlasIndexes();
}
//rebuild atlas indexes
void CCParticleBatchNode::updateAllAtlasIndexes()
{
CCObject *pObj = NULL;
unsigned int index = 0;
CCARRAY_FOREACH(m_pChildren,pObj)
{
CCParticleSystem* child = (CCParticleSystem*)pObj;
child->setAtlasIndex(index);
index += child->getTotalParticles();
}
}
// CCParticleBatchNode - CocosNodeTexture protocol
void CCParticleBatchNode::updateBlendFunc(void)
{
if( ! m_pTextureAtlas->getTexture()->hasPremultipliedAlpha()) {
m_tBlendFunc.src = GL_SRC_ALPHA;
m_tBlendFunc.dst = GL_ONE_MINUS_SRC_ALPHA;
}
}
void CCParticleBatchNode::setTexture(CCTexture2D* texture)
{
m_pTextureAtlas->setTexture(texture);
// If the new texture has No premultiplied alpha, AND the blendFunc hasn't been changed, then update it
if( texture && ! texture->hasPremultipliedAlpha() && ( m_tBlendFunc.src == CC_BLEND_SRC && m_tBlendFunc.dst == CC_BLEND_DST ) )
{
m_tBlendFunc.src = GL_SRC_ALPHA;
m_tBlendFunc.dst = GL_ONE_MINUS_SRC_ALPHA;
}
}
CCTexture2D* CCParticleBatchNode::getTexture(void)
{
return m_pTextureAtlas->getTexture();
}
void CCParticleBatchNode::setBlendFunc(ccBlendFunc blendFunc)
{
m_tBlendFunc = blendFunc;
}
// returns the blending function used for the texture
ccBlendFunc CCParticleBatchNode::getBlendFunc(void)
{
return m_tBlendFunc;
}
NS_CC_END