2012-04-19 14:35:52 +08:00
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/****************************************************************************
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2011-03-19 14:45:51 +08:00
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Copyright (c) 2009-2010 Ricardo Quesada
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2012-04-19 14:35:52 +08:00
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Copyright (c) 2009 Matt Oswald
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2014-01-07 11:25:07 +08:00
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Copyright (c) 2010-2012 cocos2d-x.org
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2012-04-19 14:35:52 +08:00
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Copyright (c) 2011 Zynga Inc.
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2018-01-29 16:25:32 +08:00
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Copyright (c) 2013-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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2021-09-18 11:55:42 +08:00
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Copyright (c) 2021 Bytedance Inc.
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2012-04-19 14:35:52 +08:00
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2021-09-18 11:55:42 +08:00
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https://adxe.org
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2012-04-19 14:35:52 +08:00
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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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2014-04-27 01:11:22 +08:00
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#include "2d/CCSpriteBatchNode.h"
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2019-11-06 14:24:06 +08:00
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#include <stddef.h> // offsetof
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#include "base/ccTypes.h"
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2014-04-27 01:11:22 +08:00
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#include "2d/CCSprite.h"
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2014-05-10 09:39:25 +08:00
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#include "base/CCDirector.h"
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2016-06-06 16:25:00 +08:00
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#include "base/CCProfiling.h"
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2016-06-15 15:01:26 +08:00
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#include "base/ccUTF8.h"
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2014-05-17 05:36:00 +08:00
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#include "renderer/CCTextureCache.h"
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2014-04-30 08:37:36 +08:00
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#include "renderer/CCRenderer.h"
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#include "renderer/CCQuadCommand.h"
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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
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#include "renderer/ccShaders.h"
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#include "renderer/backend/ProgramState.h"
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2019-10-15 09:40:59 +08:00
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#include "renderer/backend/Device.h"
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2012-04-19 14:35:52 +08:00
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NS_CC_BEGIN
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2012-03-16 13:42:53 +08:00
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/*
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2013-06-20 14:13:12 +08:00
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* creation with Texture2D
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2012-04-19 14:35:52 +08:00
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*/
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2013-12-12 12:07:20 +08:00
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SpriteBatchNode* SpriteBatchNode::createWithTexture(Texture2D* tex, ssize_t capacity/* = DEFAULT_CAPACITY*/)
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2012-04-19 14:35:52 +08:00
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{
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2014-08-28 07:31:57 +08:00
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SpriteBatchNode *batchNode = new (std::nothrow) SpriteBatchNode();
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2015-12-16 11:53:59 +08:00
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if(batchNode && batchNode->initWithTexture(tex, capacity))
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{
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batchNode->autorelease();
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return batchNode;
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}
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delete batchNode;
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return nullptr;
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2012-04-19 14:35:52 +08:00
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}
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2012-03-16 13:42:53 +08:00
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/*
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* creation with File Image
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2012-04-19 14:35:52 +08:00
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*/
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2013-12-24 15:49:58 +08:00
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SpriteBatchNode* SpriteBatchNode::create(const std::string& fileImage, ssize_t capacity/* = DEFAULT_CAPACITY*/)
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2012-04-19 14:35:52 +08:00
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{
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2014-08-28 07:31:57 +08:00
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SpriteBatchNode *batchNode = new (std::nothrow) SpriteBatchNode();
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2015-12-16 11:53:59 +08:00
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if(batchNode && batchNode->initWithFile(fileImage, capacity))
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{
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batchNode->autorelease();
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return batchNode;
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}
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delete batchNode;
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return nullptr;
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2012-04-19 14:35:52 +08:00
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}
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2012-03-16 13:42:53 +08:00
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/*
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2013-06-20 14:13:12 +08:00
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* init with Texture2D
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2012-04-19 14:35:52 +08:00
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*/
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2015-01-26 09:49:57 +08:00
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bool SpriteBatchNode::initWithTexture(Texture2D *tex, ssize_t capacity/* = DEFAULT_CAPACITY*/)
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2012-04-19 14:35:52 +08:00
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{
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2015-12-16 11:53:59 +08:00
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if(tex == nullptr)
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{
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return false;
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}
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2013-07-20 13:01:27 +08:00
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CCASSERT(capacity>=0, "Capacity must be >= 0");
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2013-07-26 08:47:42 +08:00
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_blendFunc = BlendFunc::ALPHA_PREMULTIPLIED;
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2014-08-07 15:31:33 +08:00
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if(!tex->hasPremultipliedAlpha())
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2014-07-08 14:08:53 +08:00
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{
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_blendFunc = BlendFunc::ALPHA_NON_PREMULTIPLIED;
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}
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2014-08-28 07:31:57 +08:00
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_textureAtlas = new (std::nothrow) TextureAtlas();
|
2012-06-12 14:33:53 +08:00
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|
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2015-12-16 11:53:59 +08:00
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if (capacity <= 0)
|
2012-06-12 14:33:53 +08:00
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{
|
2013-09-01 01:38:10 +08:00
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capacity = DEFAULT_CAPACITY;
|
2012-06-12 14:33:53 +08:00
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}
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2013-06-15 14:03:30 +08:00
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_textureAtlas->initWithTexture(tex, capacity);
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2012-04-19 14:35:52 +08:00
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2019-11-20 18:19:24 +08:00
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setProgramStateWithRegistry(backend::ProgramType::POSITION_TEXTURE_COLOR, tex);
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2012-04-19 14:35:52 +08:00
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updateBlendFunc();
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2013-12-05 10:35:10 +08:00
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_children.reserve(capacity);
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2013-11-28 17:57:13 +08:00
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2013-09-03 07:44:25 +08:00
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_descendants.reserve(capacity);
|
2019-11-20 18:19:24 +08:00
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2012-04-19 14:35:52 +08:00
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return true;
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}
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|
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2019-11-18 15:04:47 +08:00
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void SpriteBatchNode::setUniformLocation()
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{
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CCASSERT(_programState, "programState should not be nullptr");
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|
|
_mvpMatrixLocaiton = _programState->getUniformLocation("u_MVPMatrix");
|
|
|
|
_textureLocation = _programState->getUniformLocation("u_texture");
|
|
|
|
}
|
2019-11-20 18:19:24 +08:00
|
|
|
|
2019-11-18 15:04:47 +08:00
|
|
|
void SpriteBatchNode::setVertexLayout()
|
|
|
|
{
|
|
|
|
CCASSERT(_programState, "programState should not be nullptr");
|
|
|
|
//set vertexLayout according to V3F_C4B_T2F structure
|
2019-08-15 16:51:49 +08:00
|
|
|
auto vertexLayout = _programState->getVertexLayout();
|
2019-11-18 15:04:47 +08:00
|
|
|
///a_position
|
|
|
|
vertexLayout->setAttribute(backend::ATTRIBUTE_NAME_POSITION,
|
|
|
|
_programState->getAttributeLocation(backend::Attribute::POSITION),
|
|
|
|
backend::VertexFormat::FLOAT3,
|
|
|
|
0,
|
|
|
|
false);
|
|
|
|
///a_texCoord
|
|
|
|
vertexLayout->setAttribute(backend::ATTRIBUTE_NAME_TEXCOORD,
|
|
|
|
_programState->getAttributeLocation(backend::Attribute::TEXCOORD),
|
|
|
|
backend::VertexFormat::FLOAT2,
|
|
|
|
offsetof(V3F_C4B_T2F, texCoords),
|
|
|
|
false);
|
|
|
|
|
|
|
|
///a_color
|
|
|
|
vertexLayout->setAttribute(backend::ATTRIBUTE_NAME_COLOR,
|
|
|
|
_programState->getAttributeLocation(backend::Attribute::COLOR),
|
|
|
|
backend::VertexFormat::UBYTE4,
|
|
|
|
offsetof(V3F_C4B_T2F, colors),
|
|
|
|
true);
|
|
|
|
vertexLayout->setLayout(sizeof(V3F_C4B_T2F));
|
|
|
|
}
|
|
|
|
|
2020-10-16 16:23:14 +08:00
|
|
|
bool SpriteBatchNode::setProgramState(backend::ProgramState *programState, bool needsRetain)
|
2019-11-18 15:04:47 +08:00
|
|
|
{
|
|
|
|
CCASSERT(programState, "programState should not be nullptr");
|
2020-10-16 16:23:14 +08:00
|
|
|
if (Node::setProgramState(programState, needsRetain)) {
|
2020-09-09 13:03:31 +08:00
|
|
|
auto& pipelineDescriptor = _quadCommand.getPipelineDescriptor();
|
|
|
|
pipelineDescriptor.programState = _programState;
|
|
|
|
|
|
|
|
setVertexLayout();
|
2020-09-09 15:29:56 +08:00
|
|
|
updateProgramStateTexture(_textureAtlas->getTexture());
|
2020-09-09 13:03:31 +08:00
|
|
|
setUniformLocation();
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
return false;
|
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
|
|
|
}
|
|
|
|
|
2013-06-20 14:13:12 +08:00
|
|
|
bool SpriteBatchNode::init()
|
2012-05-31 06:31:08 +08:00
|
|
|
{
|
2014-08-28 07:31:57 +08:00
|
|
|
Texture2D * texture = new (std::nothrow) Texture2D();
|
2012-05-31 06:31:08 +08:00
|
|
|
texture->autorelease();
|
|
|
|
return this->initWithTexture(texture, 0);
|
|
|
|
}
|
|
|
|
|
2012-03-16 13:42:53 +08:00
|
|
|
/*
|
|
|
|
* init with FileImage
|
2012-04-19 14:35:52 +08:00
|
|
|
*/
|
2015-01-26 09:49:57 +08:00
|
|
|
bool SpriteBatchNode::initWithFile(const std::string& fileImage, ssize_t capacity/* = DEFAULT_CAPACITY*/)
|
2012-04-19 14:35:52 +08:00
|
|
|
{
|
2021-02-05 23:09:14 +08:00
|
|
|
Texture2D *texture2D = _director->getTextureCache()->addImage(fileImage);
|
2013-07-26 06:53:24 +08:00
|
|
|
return initWithTexture(texture2D, capacity);
|
2012-04-19 14:35:52 +08:00
|
|
|
}
|
|
|
|
|
2013-06-20 14:13:12 +08:00
|
|
|
SpriteBatchNode::SpriteBatchNode()
|
2013-04-12 06:02:09 +08:00
|
|
|
{
|
|
|
|
}
|
|
|
|
|
2013-06-20 14:13:12 +08:00
|
|
|
SpriteBatchNode::~SpriteBatchNode()
|
2012-04-19 14:35:52 +08:00
|
|
|
{
|
2013-06-15 14:03:30 +08:00
|
|
|
CC_SAFE_RELEASE(_textureAtlas);
|
2012-04-19 14:35:52 +08:00
|
|
|
}
|
|
|
|
|
|
|
|
// override visit
|
|
|
|
// don't call visit on it's children
|
2014-05-31 07:42:05 +08:00
|
|
|
void SpriteBatchNode::visit(Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags)
|
2012-04-19 14:35:52 +08:00
|
|
|
{
|
2013-06-20 14:13:12 +08:00
|
|
|
CC_PROFILER_START_CATEGORY(kProfilerCategoryBatchSprite, "CCSpriteBatchNode - visit");
|
2012-04-19 14:35:52 +08:00
|
|
|
|
|
|
|
// CAREFUL:
|
|
|
|
// This visit is almost identical to CocosNode#visit
|
|
|
|
// with the exception that it doesn't call visit on it's children
|
|
|
|
//
|
2013-06-20 14:13:12 +08:00
|
|
|
// The alternative is to have a void Sprite#visit, but
|
2012-09-17 15:02:24 +08:00
|
|
|
// although this is less maintainable, is faster
|
2012-04-19 14:35:52 +08:00
|
|
|
//
|
2015-06-18 10:32:30 +08:00
|
|
|
if (! _visible)
|
2012-04-19 14:35:52 +08:00
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
sortAllChildren();
|
|
|
|
|
2014-05-31 07:42:05 +08:00
|
|
|
uint32_t flags = processParentFlags(parentTransform, parentFlags);
|
2014-03-01 03:20:53 +08:00
|
|
|
|
2015-06-18 10:32:30 +08:00
|
|
|
if (isVisitableByVisitingCamera())
|
|
|
|
{
|
|
|
|
// IMPORTANT:
|
|
|
|
// To ease the migration to v3.0, we still support the Mat4 stack,
|
|
|
|
// but it is deprecated and your code should not rely on it
|
2015-12-16 11:53:59 +08:00
|
|
|
_director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
|
|
|
|
_director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewTransform);
|
2015-06-18 10:32:30 +08:00
|
|
|
|
|
|
|
draw(renderer, _modelViewTransform, flags);
|
|
|
|
|
2015-12-16 11:53:59 +08:00
|
|
|
_director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
|
2015-06-18 10:32:30 +08:00
|
|
|
// FIX ME: Why need to set _orderOfArrival to 0??
|
|
|
|
// Please refer to https://github.com/cocos2d/cocos2d-x/pull/6920
|
|
|
|
// setOrderOfArrival(0);
|
|
|
|
|
|
|
|
CC_PROFILER_STOP_CATEGORY(kProfilerCategoryBatchSprite, "CCSpriteBatchNode - visit");
|
|
|
|
}
|
2012-04-19 14:35:52 +08:00
|
|
|
}
|
|
|
|
|
2013-06-20 14:13:12 +08:00
|
|
|
void SpriteBatchNode::addChild(Node *child, int zOrder, int tag)
|
2012-04-19 14:35:52 +08:00
|
|
|
{
|
2013-12-18 17:47:20 +08:00
|
|
|
CCASSERT(child != nullptr, "child should not be null");
|
|
|
|
CCASSERT(dynamic_cast<Sprite*>(child) != nullptr, "CCSpriteBatchNode only supports Sprites as children");
|
2013-09-01 01:38:10 +08:00
|
|
|
Sprite *sprite = static_cast<Sprite*>(child);
|
2013-06-20 14:13:12 +08:00
|
|
|
// check Sprite is using the same texture id
|
2019-05-22 09:49:11 +08:00
|
|
|
CCASSERT(sprite->getTexture()->getBackendTexture() == _textureAtlas->getTexture()->getBackendTexture(), "CCSprite is not using the same texture id");
|
2012-04-19 14:35:52 +08:00
|
|
|
|
2013-06-20 14:13:12 +08:00
|
|
|
Node::addChild(child, zOrder, tag);
|
2012-04-19 14:35:52 +08:00
|
|
|
|
2013-09-01 01:38:10 +08:00
|
|
|
appendChild(sprite);
|
2012-04-19 14:35:52 +08:00
|
|
|
}
|
|
|
|
|
2014-06-25 11:27:48 +08:00
|
|
|
void SpriteBatchNode::addChild(Node * child, int zOrder, const std::string &name)
|
|
|
|
{
|
|
|
|
CCASSERT(child != nullptr, "child should not be null");
|
|
|
|
CCASSERT(dynamic_cast<Sprite*>(child) != nullptr, "CCSpriteBatchNode only supports Sprites as children");
|
|
|
|
Sprite *sprite = static_cast<Sprite*>(child);
|
|
|
|
// check Sprite is using the same texture id
|
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
|
|
|
CCASSERT(sprite->getTexture() == _textureAtlas->getTexture(), "CCSprite is not using the same texture id");
|
2014-06-25 11:27:48 +08:00
|
|
|
|
|
|
|
Node::addChild(child, zOrder, name);
|
|
|
|
|
|
|
|
appendChild(sprite);
|
|
|
|
}
|
|
|
|
|
2012-04-19 14:35:52 +08:00
|
|
|
// override reorderChild
|
2013-06-20 14:13:12 +08:00
|
|
|
void SpriteBatchNode::reorderChild(Node *child, int zOrder)
|
2012-04-19 14:35:52 +08:00
|
|
|
{
|
2013-12-18 17:47:20 +08:00
|
|
|
CCASSERT(child != nullptr, "the child should not be null");
|
2013-12-05 10:35:10 +08:00
|
|
|
CCASSERT(_children.contains(child), "Child doesn't belong to Sprite");
|
2012-04-19 14:35:52 +08:00
|
|
|
|
2014-01-20 15:03:30 +08:00
|
|
|
if (zOrder == child->getLocalZOrder())
|
2012-04-19 14:35:52 +08:00
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
//set the z-order and sort later
|
2013-06-20 14:13:12 +08:00
|
|
|
Node::reorderChild(child, zOrder);
|
2012-04-19 14:35:52 +08:00
|
|
|
}
|
|
|
|
|
|
|
|
// override remove child
|
2013-06-20 14:13:12 +08:00
|
|
|
void SpriteBatchNode::removeChild(Node *child, bool cleanup)
|
2012-04-19 14:35:52 +08:00
|
|
|
{
|
2013-09-01 01:38:10 +08:00
|
|
|
Sprite *sprite = static_cast<Sprite*>(child);
|
2012-04-19 14:35:52 +08:00
|
|
|
|
|
|
|
// explicit null handling
|
2013-12-18 17:47:20 +08:00
|
|
|
if (sprite == nullptr)
|
2012-04-19 14:35:52 +08:00
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2013-12-05 10:35:10 +08:00
|
|
|
CCASSERT(_children.contains(sprite), "sprite batch node should contain the child");
|
2012-04-19 14:35:52 +08:00
|
|
|
|
|
|
|
// cleanup before removing
|
2013-09-01 01:38:10 +08:00
|
|
|
removeSpriteFromAtlas(sprite);
|
2012-04-19 14:35:52 +08:00
|
|
|
|
2013-09-01 01:38:10 +08:00
|
|
|
Node::removeChild(sprite, cleanup);
|
2012-04-19 14:35:52 +08:00
|
|
|
}
|
|
|
|
|
2013-12-12 12:07:20 +08:00
|
|
|
void SpriteBatchNode::removeChildAtIndex(ssize_t index, bool doCleanup)
|
2012-04-19 14:35:52 +08:00
|
|
|
{
|
2013-12-05 10:35:10 +08:00
|
|
|
CCASSERT(index>=0 && index < _children.size(), "Invalid index");
|
|
|
|
removeChild(_children.at(index), doCleanup);
|
2012-04-19 14:35:52 +08:00
|
|
|
}
|
|
|
|
|
2013-09-01 01:38:10 +08:00
|
|
|
void SpriteBatchNode::removeAllChildrenWithCleanup(bool doCleanup)
|
2012-04-19 14:35:52 +08:00
|
|
|
{
|
|
|
|
// Invalidate atlas index. issue #569
|
|
|
|
// useSelfRender should be performed on all descendants. issue #1216
|
2013-12-20 05:34:41 +08:00
|
|
|
for(const auto &sprite: _descendants) {
|
2013-09-03 07:44:25 +08:00
|
|
|
sprite->setBatchNode(nullptr);
|
2013-12-20 05:34:41 +08:00
|
|
|
}
|
2012-04-19 14:35:52 +08:00
|
|
|
|
2013-09-01 01:38:10 +08:00
|
|
|
Node::removeAllChildrenWithCleanup(doCleanup);
|
2012-04-19 14:35:52 +08:00
|
|
|
|
2013-09-03 07:44:25 +08:00
|
|
|
_descendants.clear();
|
2015-10-13 08:42:08 +08:00
|
|
|
if (_textureAtlas) {_textureAtlas->removeAllQuads();}
|
2012-04-19 14:35:52 +08:00
|
|
|
}
|
|
|
|
|
|
|
|
//override sortAllChildren
|
2013-06-20 14:13:12 +08:00
|
|
|
void SpriteBatchNode::sortAllChildren()
|
2012-04-19 14:35:52 +08:00
|
|
|
{
|
2013-06-15 14:03:30 +08:00
|
|
|
if (_reorderChildDirty)
|
2012-04-19 14:35:52 +08:00
|
|
|
{
|
2016-07-31 22:44:24 +08:00
|
|
|
sortNodes(_children);
|
2012-04-19 14:35:52 +08:00
|
|
|
|
|
|
|
//sorted now check all children
|
2013-11-28 18:23:06 +08:00
|
|
|
if (!_children.empty())
|
2012-04-19 14:35:52 +08:00
|
|
|
{
|
|
|
|
//first sort all children recursively based on zOrder
|
2013-12-20 05:34:41 +08:00
|
|
|
for(const auto &child: _children) {
|
2013-11-28 16:02:03 +08:00
|
|
|
child->sortAllChildren();
|
2013-12-20 05:34:41 +08:00
|
|
|
}
|
2012-04-19 14:35:52 +08:00
|
|
|
|
2013-12-12 12:07:20 +08:00
|
|
|
ssize_t index=0;
|
2012-04-19 14:35:52 +08:00
|
|
|
|
|
|
|
//fast dispatch, give every child a new atlasIndex based on their relative zOrder (keep parent -> child relations intact)
|
2012-09-17 15:02:24 +08:00
|
|
|
// and at the same time reorder descendants and the quads to the right index
|
2013-12-20 05:34:41 +08:00
|
|
|
for(const auto &child: _children) {
|
2013-11-28 16:02:03 +08:00
|
|
|
Sprite* sp = static_cast<Sprite*>(child);
|
|
|
|
updateAtlasIndex(sp, &index);
|
2013-12-20 05:34:41 +08:00
|
|
|
}
|
2012-04-19 14:35:52 +08:00
|
|
|
}
|
|
|
|
|
2013-06-15 14:03:30 +08:00
|
|
|
_reorderChildDirty=false;
|
2012-04-19 14:35:52 +08:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2013-12-12 12:07:20 +08:00
|
|
|
void SpriteBatchNode::updateAtlasIndex(Sprite* sprite, ssize_t* curIndex)
|
2012-04-19 14:35:52 +08:00
|
|
|
{
|
2013-11-29 10:37:40 +08:00
|
|
|
auto& array = sprite->getChildren();
|
2013-12-05 17:19:01 +08:00
|
|
|
auto count = array.size();
|
2012-04-19 14:35:52 +08:00
|
|
|
|
2013-12-12 12:07:20 +08:00
|
|
|
ssize_t oldIndex = 0;
|
2012-04-19 14:35:52 +08:00
|
|
|
|
|
|
|
if( count == 0 )
|
|
|
|
{
|
|
|
|
oldIndex = sprite->getAtlasIndex();
|
|
|
|
sprite->setAtlasIndex(*curIndex);
|
|
|
|
if (oldIndex != *curIndex){
|
|
|
|
swap(oldIndex, *curIndex);
|
|
|
|
}
|
|
|
|
(*curIndex)++;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
bool needNewIndex=true;
|
|
|
|
|
2014-01-20 15:03:30 +08:00
|
|
|
if (array.at(0)->getLocalZOrder() >= 0)
|
2012-04-19 14:35:52 +08:00
|
|
|
{
|
|
|
|
//all children are in front of the parent
|
|
|
|
oldIndex = sprite->getAtlasIndex();
|
|
|
|
sprite->setAtlasIndex(*curIndex);
|
|
|
|
if (oldIndex != *curIndex)
|
|
|
|
{
|
|
|
|
swap(oldIndex, *curIndex);
|
|
|
|
}
|
|
|
|
(*curIndex)++;
|
|
|
|
|
|
|
|
needNewIndex = false;
|
|
|
|
}
|
|
|
|
|
2013-12-20 05:34:41 +08:00
|
|
|
for(const auto &child: array) {
|
2013-11-28 16:02:03 +08:00
|
|
|
Sprite* sp = static_cast<Sprite*>(child);
|
2014-01-20 15:03:30 +08:00
|
|
|
if (needNewIndex && sp->getLocalZOrder() >= 0)
|
2012-04-19 14:35:52 +08:00
|
|
|
{
|
|
|
|
oldIndex = sprite->getAtlasIndex();
|
|
|
|
sprite->setAtlasIndex(*curIndex);
|
|
|
|
if (oldIndex != *curIndex) {
|
|
|
|
this->swap(oldIndex, *curIndex);
|
|
|
|
}
|
|
|
|
(*curIndex)++;
|
|
|
|
needNewIndex = false;
|
|
|
|
}
|
2013-11-28 16:02:03 +08:00
|
|
|
|
|
|
|
updateAtlasIndex(sp, curIndex);
|
2013-12-20 05:34:41 +08:00
|
|
|
}
|
2012-04-19 14:35:52 +08:00
|
|
|
|
|
|
|
if (needNewIndex)
|
|
|
|
{//all children have a zOrder < 0)
|
2013-09-03 07:56:14 +08:00
|
|
|
oldIndex = sprite->getAtlasIndex();
|
2012-04-19 14:35:52 +08:00
|
|
|
sprite->setAtlasIndex(*curIndex);
|
2013-09-03 07:56:14 +08:00
|
|
|
if (oldIndex != *curIndex) {
|
2012-04-19 14:35:52 +08:00
|
|
|
swap(oldIndex, *curIndex);
|
|
|
|
}
|
|
|
|
(*curIndex)++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2013-12-12 12:07:20 +08:00
|
|
|
void SpriteBatchNode::swap(ssize_t oldIndex, ssize_t newIndex)
|
2012-04-19 14:35:52 +08:00
|
|
|
{
|
2013-09-08 11:26:38 +08:00
|
|
|
CCASSERT(oldIndex>=0 && oldIndex < (int)_descendants.size() && newIndex >=0 && newIndex < (int)_descendants.size(), "Invalid index");
|
2013-09-01 01:38:10 +08:00
|
|
|
|
2013-07-05 16:49:22 +08:00
|
|
|
V3F_C4B_T2F_Quad* quads = _textureAtlas->getQuads();
|
2013-09-03 07:44:25 +08:00
|
|
|
std::swap( quads[oldIndex], quads[newIndex] );
|
2012-04-19 14:35:52 +08:00
|
|
|
|
|
|
|
//update the index of other swapped item
|
|
|
|
|
2013-09-03 07:44:25 +08:00
|
|
|
auto oldIt = std::next( _descendants.begin(), oldIndex );
|
|
|
|
auto newIt = std::next( _descendants.begin(), newIndex );
|
|
|
|
|
|
|
|
(*newIt)->setAtlasIndex(oldIndex);
|
2013-09-03 07:56:14 +08:00
|
|
|
// (*oldIt)->setAtlasIndex(newIndex);
|
2013-09-03 07:44:25 +08:00
|
|
|
|
|
|
|
std::swap( *oldIt, *newIt );
|
2012-04-19 14:35:52 +08:00
|
|
|
}
|
|
|
|
|
2013-06-20 14:13:12 +08:00
|
|
|
void SpriteBatchNode::reorderBatch(bool reorder)
|
2012-04-19 14:35:52 +08:00
|
|
|
{
|
2013-06-15 14:03:30 +08:00
|
|
|
_reorderChildDirty=reorder;
|
2012-04-19 14:35:52 +08:00
|
|
|
}
|
|
|
|
|
2014-05-31 07:42:05 +08:00
|
|
|
void SpriteBatchNode::draw(Renderer *renderer, const Mat4 &transform, uint32_t flags)
|
2012-04-19 14:35:52 +08:00
|
|
|
{
|
|
|
|
// Optimization: Fast Dispatch
|
2013-06-15 14:03:30 +08:00
|
|
|
if( _textureAtlas->getTotalQuads() == 0 )
|
2012-04-19 14:35:52 +08:00
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2015-01-07 17:08:04 +08:00
|
|
|
for (const auto &child : _children)
|
|
|
|
{
|
2013-11-28 16:02:03 +08:00
|
|
|
child->updateTransform();
|
2015-01-07 17:08:04 +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
|
|
|
|
2021-02-05 23:09:14 +08:00
|
|
|
const auto& matrixProjection = _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
|
|
|
auto programState = _quadCommand.getPipelineDescriptor().programState;
|
|
|
|
programState->setUniform(_mvpMatrixLocaiton, matrixProjection.m, sizeof(matrixProjection.m));
|
|
|
|
_quadCommand.init(_globalZOrder, _textureAtlas->getTexture(), _blendFunc, _textureAtlas->getQuads(), _textureAtlas->getTotalQuads(), transform, flags);
|
|
|
|
renderer->addCommand(&_quadCommand);
|
2012-04-19 14:35:52 +08:00
|
|
|
}
|
|
|
|
|
2014-11-26 09:53:52 +08:00
|
|
|
void SpriteBatchNode::increaseAtlasCapacity()
|
2012-04-19 14:35:52 +08:00
|
|
|
{
|
|
|
|
// if we're going beyond the current TextureAtlas's capacity,
|
|
|
|
// all the previously initialized sprites will need to redo their texture coords
|
|
|
|
// this is likely computationally expensive
|
2013-12-12 12:07:20 +08:00
|
|
|
ssize_t quantity = (_textureAtlas->getCapacity() + 1) * 4 / 3;
|
2012-04-19 14:35:52 +08:00
|
|
|
|
2013-12-31 16:32:16 +08:00
|
|
|
CCLOG("cocos2d: SpriteBatchNode: resizing TextureAtlas capacity from [%d] to [%d].",
|
|
|
|
static_cast<int>(_textureAtlas->getCapacity()),
|
2014-01-05 11:59:32 +08:00
|
|
|
static_cast<int>(quantity));
|
2012-04-19 14:35:52 +08:00
|
|
|
|
2013-06-15 14:03:30 +08:00
|
|
|
if (! _textureAtlas->resizeCapacity(quantity))
|
2012-04-19 14:35:52 +08:00
|
|
|
{
|
|
|
|
// serious problems
|
2012-06-08 14:11:48 +08:00
|
|
|
CCLOGWARN("cocos2d: WARNING: Not enough memory to resize the atlas");
|
2013-07-20 13:01:27 +08:00
|
|
|
CCASSERT(false, "Not enough memory to resize the atlas");
|
2012-04-19 14:35:52 +08:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2016-08-14 00:38:42 +08:00
|
|
|
void SpriteBatchNode::reserveCapacity(ssize_t newCapacity)
|
|
|
|
{
|
|
|
|
if (newCapacity <= _textureAtlas->getCapacity())
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (! _textureAtlas->resizeCapacity(newCapacity))
|
|
|
|
{
|
|
|
|
// serious problems
|
|
|
|
CCLOGWARN("cocos2d: WARNING: Not enough memory to resize the atlas");
|
|
|
|
CCASSERT(false, "Not enough memory to resize the atlas");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2013-12-12 12:07:20 +08:00
|
|
|
ssize_t SpriteBatchNode::rebuildIndexInOrder(Sprite *parent, ssize_t index)
|
2012-04-19 14:35:52 +08:00
|
|
|
{
|
2013-12-05 10:35:10 +08:00
|
|
|
CCASSERT(index>=0 && index < _children.size(), "Invalid index");
|
2013-09-01 01:38:10 +08:00
|
|
|
|
2013-11-29 10:37:40 +08:00
|
|
|
auto& children = parent->getChildren();
|
2013-12-20 05:34:41 +08:00
|
|
|
for(const auto &child: children) {
|
2013-11-28 16:02:03 +08:00
|
|
|
Sprite* sp = static_cast<Sprite*>(child);
|
2014-01-20 15:03:30 +08:00
|
|
|
if (sp && (sp->getLocalZOrder() < 0))
|
2012-03-16 13:42:53 +08:00
|
|
|
{
|
2013-11-28 16:02:03 +08:00
|
|
|
index = rebuildIndexInOrder(sp, index);
|
2012-04-19 14:35:52 +08:00
|
|
|
}
|
2013-12-20 05:34:41 +08:00
|
|
|
}
|
2012-04-19 14:35:52 +08:00
|
|
|
|
|
|
|
// ignore self (batch node)
|
2014-02-20 10:53:49 +08:00
|
|
|
if (parent != static_cast<Ref*>(this))
|
2012-04-19 14:35:52 +08:00
|
|
|
{
|
2013-09-01 01:38:10 +08:00
|
|
|
parent->setAtlasIndex(index);
|
|
|
|
index++;
|
2012-04-19 14:35:52 +08:00
|
|
|
}
|
|
|
|
|
2013-12-20 05:34:41 +08:00
|
|
|
for(const auto &child: children) {
|
2013-11-28 16:02:03 +08:00
|
|
|
Sprite* sp = static_cast<Sprite*>(child);
|
2014-01-20 15:03:30 +08:00
|
|
|
if (sp && (sp->getLocalZOrder() >= 0))
|
2012-03-16 13:42:53 +08:00
|
|
|
{
|
2013-11-28 16:02:03 +08:00
|
|
|
index = rebuildIndexInOrder(sp, index);
|
2012-04-19 14:35:52 +08:00
|
|
|
}
|
2013-12-20 05:34:41 +08:00
|
|
|
}
|
2012-04-19 14:35:52 +08:00
|
|
|
|
2013-09-01 01:38:10 +08:00
|
|
|
return index;
|
2012-04-19 14:35:52 +08:00
|
|
|
}
|
|
|
|
|
2013-12-12 12:07:20 +08:00
|
|
|
ssize_t SpriteBatchNode::highestAtlasIndexInChild(Sprite *sprite)
|
2012-04-19 14:35:52 +08:00
|
|
|
{
|
2013-11-29 10:37:40 +08:00
|
|
|
auto& children = sprite->getChildren();
|
2012-04-19 14:35:52 +08:00
|
|
|
|
2017-03-14 11:09:31 +08:00
|
|
|
if (children.empty())
|
2012-04-19 14:35:52 +08:00
|
|
|
{
|
2013-09-01 01:38:10 +08:00
|
|
|
return sprite->getAtlasIndex();
|
2012-04-19 14:35:52 +08:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2013-12-05 10:35:10 +08:00
|
|
|
return highestAtlasIndexInChild( static_cast<Sprite*>(children.back()));
|
2012-04-19 14:35:52 +08:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2013-12-12 12:07:20 +08:00
|
|
|
ssize_t SpriteBatchNode::lowestAtlasIndexInChild(Sprite *sprite)
|
2012-04-19 14:35:52 +08:00
|
|
|
{
|
2013-11-29 10:37:40 +08:00
|
|
|
auto& children = sprite->getChildren();
|
2012-04-19 14:35:52 +08:00
|
|
|
|
2020-08-18 14:29:09 +08:00
|
|
|
if (children.empty())
|
2012-04-19 14:35:52 +08:00
|
|
|
{
|
2013-09-01 01:38:10 +08:00
|
|
|
return sprite->getAtlasIndex();
|
2012-04-19 14:35:52 +08:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2013-12-05 10:35:10 +08:00
|
|
|
return lowestAtlasIndexInChild(static_cast<Sprite*>(children.at(0)));
|
2012-04-19 14:35:52 +08:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2013-12-12 12:07:20 +08:00
|
|
|
ssize_t SpriteBatchNode::atlasIndexForChild(Sprite *sprite, int nZ)
|
2012-04-19 14:35:52 +08:00
|
|
|
{
|
2013-11-29 10:37:40 +08:00
|
|
|
auto& siblings = sprite->getParent()->getChildren();
|
2013-12-05 17:19:01 +08:00
|
|
|
auto childIndex = siblings.getIndex(sprite);
|
2012-04-19 14:35:52 +08:00
|
|
|
|
|
|
|
// ignore parent Z if parent is spriteSheet
|
2013-09-01 01:38:10 +08:00
|
|
|
bool ignoreParent = (SpriteBatchNode*)(sprite->getParent()) == this;
|
2013-12-18 17:47:20 +08:00
|
|
|
Sprite *prev = nullptr;
|
2013-09-01 01:38:10 +08:00
|
|
|
if (childIndex > 0 && childIndex != -1)
|
2012-04-19 14:35:52 +08:00
|
|
|
{
|
2013-12-05 10:35:10 +08:00
|
|
|
prev = static_cast<Sprite*>(siblings.at(childIndex - 1));
|
2012-04-19 14:35:52 +08:00
|
|
|
}
|
|
|
|
|
|
|
|
// first child of the sprite sheet
|
2013-09-01 01:38:10 +08:00
|
|
|
if (ignoreParent)
|
2012-04-19 14:35:52 +08:00
|
|
|
{
|
2013-09-01 01:38:10 +08:00
|
|
|
if (childIndex == 0)
|
2012-04-19 14:35:52 +08:00
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
2013-09-01 01:38:10 +08:00
|
|
|
return highestAtlasIndexInChild(prev) + 1;
|
2012-04-19 14:35:52 +08:00
|
|
|
}
|
|
|
|
|
2013-06-20 14:13:12 +08:00
|
|
|
// parent is a Sprite, so, it must be taken into account
|
2012-04-19 14:35:52 +08:00
|
|
|
|
2013-06-20 14:13:12 +08:00
|
|
|
// first child of an Sprite ?
|
2013-09-01 01:38:10 +08:00
|
|
|
if (childIndex == 0)
|
2012-04-19 14:35:52 +08:00
|
|
|
{
|
2013-09-01 01:38:10 +08:00
|
|
|
Sprite *p = static_cast<Sprite*>(sprite->getParent());
|
2012-04-19 14:35:52 +08:00
|
|
|
|
|
|
|
// less than parent and brothers
|
|
|
|
if (nZ < 0)
|
|
|
|
{
|
|
|
|
return p->getAtlasIndex();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
return p->getAtlasIndex() + 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// previous & sprite belong to the same branch
|
2014-01-20 15:03:30 +08:00
|
|
|
if ((prev->getLocalZOrder() < 0 && nZ < 0) || (prev->getLocalZOrder() >= 0 && nZ >= 0))
|
2012-04-19 14:35:52 +08:00
|
|
|
{
|
2013-09-01 01:38:10 +08:00
|
|
|
return highestAtlasIndexInChild(prev) + 1;
|
2012-04-19 14:35:52 +08:00
|
|
|
}
|
|
|
|
|
|
|
|
// else (previous < 0 and sprite >= 0 )
|
2013-09-01 01:38:10 +08:00
|
|
|
Sprite *p = static_cast<Sprite*>(sprite->getParent());
|
2012-04-19 14:35:52 +08:00
|
|
|
return p->getAtlasIndex() + 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Should not happen. Error calculating Z on SpriteSheet
|
2013-07-20 13:01:27 +08:00
|
|
|
CCASSERT(0, "should not run here");
|
2012-04-19 14:35:52 +08:00
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
// addChild helper, faster than insertChild
|
2013-06-20 14:13:12 +08:00
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|
|
void SpriteBatchNode::appendChild(Sprite* sprite)
|
2012-04-19 14:35:52 +08:00
|
|
|
{
|
2013-06-15 14:03:30 +08:00
|
|
|
_reorderChildDirty=true;
|
2012-04-19 14:35:52 +08:00
|
|
|
sprite->setBatchNode(this);
|
|
|
|
sprite->setDirty(true);
|
|
|
|
|
2013-06-15 14:03:30 +08:00
|
|
|
if(_textureAtlas->getTotalQuads() == _textureAtlas->getCapacity()) {
|
2012-04-19 14:35:52 +08:00
|
|
|
increaseAtlasCapacity();
|
|
|
|
}
|
|
|
|
|
2013-09-03 07:44:25 +08:00
|
|
|
_descendants.push_back(sprite);
|
2013-12-06 16:32:06 +08:00
|
|
|
int index = static_cast<int>(_descendants.size()-1);
|
2012-04-19 14:35:52 +08:00
|
|
|
|
|
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|
sprite->setAtlasIndex(index);
|
|
|
|
|
2013-07-05 16:49:22 +08:00
|
|
|
V3F_C4B_T2F_Quad quad = sprite->getQuad();
|
2013-06-15 14:03:30 +08:00
|
|
|
_textureAtlas->insertQuad(&quad, index);
|
2012-04-19 14:35:52 +08:00
|
|
|
|
|
|
|
// add children recursively
|
2013-12-17 17:45:29 +08:00
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|
auto& children = sprite->getChildren();
|
2021-09-18 11:55:42 +08:00
|
|
|
|
|
|
|
|
|
|
|
// adxe Github issue #502
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|
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|
for (auto iter = children.begin(); iter != children.end();)
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|
|
|
{
|
|
|
|
auto child = *iter;
|
2016-06-21 10:13:53 +08:00
|
|
|
#if CC_SPRITE_DEBUG_DRAW
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// when using CC_SPRITE_DEBUG_DRAW, a DrawNode is appended to sprites. remove it since only Sprites can be used
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// as children in SpriteBatchNode
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|
// Github issue #14730
|
2021-09-18 11:55:42 +08:00
|
|
|
if (dynamic_cast<DrawNode*>(child))
|
|
|
|
{
|
2021-09-18 14:06:52 +08:00
|
|
|
sprite->resetChild(child, true);
|
2021-09-18 11:55:42 +08:00
|
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|
iter = children.erase(iter);
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|
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|
continue;
|
2016-06-21 10:13:53 +08:00
|
|
|
}
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|
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|
#endif
|
2021-09-18 11:55:42 +08:00
|
|
|
CCASSERT(dynamic_cast<Sprite*>(child) != nullptr,
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|
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"You can only add Sprites (or subclass of Sprite) to SpriteBatchNode");
|
2013-11-28 16:02:03 +08:00
|
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|
appendChild(static_cast<Sprite*>(child));
|
2021-09-18 11:55:42 +08:00
|
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|
++iter;
|
2013-12-20 05:34:41 +08:00
|
|
|
}
|
2012-04-19 14:35:52 +08:00
|
|
|
}
|
|
|
|
|
2013-07-26 06:53:24 +08:00
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|
void SpriteBatchNode::removeSpriteFromAtlas(Sprite *sprite)
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2012-04-19 14:35:52 +08:00
|
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|
{
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|
|
|
// remove from TextureAtlas
|
2013-07-26 06:53:24 +08:00
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_textureAtlas->removeQuadAtIndex(sprite->getAtlasIndex());
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2012-04-19 14:35:52 +08:00
|
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|
|
|
|
// Cleanup sprite. It might be reused (issue #569)
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2013-12-18 17:47:20 +08:00
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|
sprite->setBatchNode(nullptr);
|
2012-04-19 14:35:52 +08:00
|
|
|
|
2013-09-03 07:44:25 +08:00
|
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|
auto it = std::find(_descendants.begin(), _descendants.end(), sprite );
|
|
|
|
if( it != _descendants.end() )
|
2012-04-19 14:35:52 +08:00
|
|
|
{
|
2013-09-03 07:44:25 +08:00
|
|
|
auto next = std::next(it);
|
2012-04-19 14:35:52 +08:00
|
|
|
|
2014-02-17 21:15:26 +08:00
|
|
|
Sprite *spr = nullptr;
|
2016-10-27 15:10:24 +08:00
|
|
|
for(auto nextEnd = _descendants.end(); next != nextEnd; ++next) {
|
2014-02-17 21:15:26 +08:00
|
|
|
spr = *next;
|
2013-11-11 12:49:38 +08:00
|
|
|
spr->setAtlasIndex( spr->getAtlasIndex() - 1 );
|
2013-12-20 05:34:41 +08:00
|
|
|
}
|
2013-09-03 07:44:25 +08:00
|
|
|
|
|
|
|
_descendants.erase(it);
|
2012-04-19 14:35:52 +08:00
|
|
|
}
|
|
|
|
|
|
|
|
// remove children recursively
|
2013-11-29 10:37:40 +08:00
|
|
|
auto& children = sprite->getChildren();
|
2013-12-20 05:34:41 +08:00
|
|
|
for(const auto &obj: children) {
|
2013-11-28 16:02:03 +08:00
|
|
|
Sprite* child = static_cast<Sprite*>(obj);
|
|
|
|
if (child)
|
2012-03-16 13:42:53 +08:00
|
|
|
{
|
2013-11-28 16:02:03 +08:00
|
|
|
removeSpriteFromAtlas(child);
|
2012-04-19 14:35:52 +08:00
|
|
|
}
|
2013-12-20 05:34:41 +08:00
|
|
|
}
|
2012-04-19 14:35:52 +08:00
|
|
|
}
|
|
|
|
|
2014-11-26 09:53:52 +08:00
|
|
|
void SpriteBatchNode::updateBlendFunc()
|
2012-04-19 14:35:52 +08:00
|
|
|
{
|
2013-06-15 14:03:30 +08:00
|
|
|
if (! _textureAtlas->getTexture()->hasPremultipliedAlpha())
|
2014-10-09 10:54:35 +08:00
|
|
|
{
|
2013-07-26 04:36:19 +08:00
|
|
|
_blendFunc = BlendFunc::ALPHA_NON_PREMULTIPLIED;
|
2014-10-09 10:54:35 +08:00
|
|
|
setOpacityModifyRGB(false);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
_blendFunc = BlendFunc::ALPHA_PREMULTIPLIED;
|
|
|
|
setOpacityModifyRGB(true);
|
|
|
|
}
|
2012-04-19 14:35:52 +08:00
|
|
|
}
|
|
|
|
|
|
|
|
// CocosNodeTexture protocol
|
2013-07-05 16:49:22 +08:00
|
|
|
void SpriteBatchNode::setBlendFunc(const BlendFunc &blendFunc)
|
2012-04-19 14:35:52 +08:00
|
|
|
{
|
2013-06-15 14:03:30 +08:00
|
|
|
_blendFunc = blendFunc;
|
2012-04-19 14:35:52 +08:00
|
|
|
}
|
|
|
|
|
2014-11-26 09:53:52 +08:00
|
|
|
const BlendFunc& SpriteBatchNode::getBlendFunc() const
|
2012-04-19 14:35:52 +08:00
|
|
|
{
|
2013-06-15 14:03:30 +08:00
|
|
|
return _blendFunc;
|
2012-04-19 14:35:52 +08:00
|
|
|
}
|
|
|
|
|
2014-11-26 09:53:52 +08:00
|
|
|
Texture2D* SpriteBatchNode::getTexture() const
|
2012-04-19 14:35:52 +08:00
|
|
|
{
|
2013-06-15 14:03:30 +08:00
|
|
|
return _textureAtlas->getTexture();
|
2012-04-19 14:35:52 +08:00
|
|
|
}
|
|
|
|
|
2013-06-20 14:13:12 +08:00
|
|
|
void SpriteBatchNode::setTexture(Texture2D *texture)
|
2012-04-19 14:35:52 +08:00
|
|
|
{
|
2013-06-15 14:03:30 +08:00
|
|
|
_textureAtlas->setTexture(texture);
|
2019-11-20 18:35:48 +08:00
|
|
|
setProgramStateWithRegistry(backend::ProgramType::POSITION_TEXTURE_COLOR, texture);
|
2012-04-19 14:35:52 +08:00
|
|
|
updateBlendFunc();
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2013-06-20 14:13:12 +08:00
|
|
|
// SpriteSheet Extension
|
|
|
|
//implementation SpriteSheet (TMXTiledMapExtension)
|
2012-04-19 14:35:52 +08:00
|
|
|
|
2013-12-12 12:07:20 +08:00
|
|
|
void SpriteBatchNode::insertQuadFromSprite(Sprite *sprite, ssize_t index)
|
2012-04-19 14:35:52 +08:00
|
|
|
{
|
2013-12-18 17:47:20 +08:00
|
|
|
CCASSERT( sprite != nullptr, "Argument must be non-nullptr");
|
2013-07-20 13:01:27 +08:00
|
|
|
CCASSERT( dynamic_cast<Sprite*>(sprite), "CCSpriteBatchNode only supports Sprites as children");
|
2012-04-19 14:35:52 +08:00
|
|
|
|
2012-11-14 18:05:15 +08:00
|
|
|
// make needed room
|
2013-06-15 14:03:30 +08:00
|
|
|
while(index >= _textureAtlas->getCapacity() || _textureAtlas->getCapacity() == _textureAtlas->getTotalQuads())
|
2012-04-19 14:35:52 +08:00
|
|
|
{
|
|
|
|
this->increaseAtlasCapacity();
|
|
|
|
}
|
|
|
|
//
|
|
|
|
// update the quad directly. Don't add the sprite to the scene graph
|
|
|
|
//
|
|
|
|
sprite->setBatchNode(this);
|
|
|
|
sprite->setAtlasIndex(index);
|
|
|
|
|
2013-07-05 16:49:22 +08:00
|
|
|
V3F_C4B_T2F_Quad quad = sprite->getQuad();
|
2013-06-15 14:03:30 +08:00
|
|
|
_textureAtlas->insertQuad(&quad, index);
|
2012-04-19 14:35:52 +08:00
|
|
|
|
2014-08-30 03:54:24 +08:00
|
|
|
// FIXME:: updateTransform will update the textureAtlas too, using updateQuad.
|
|
|
|
// FIXME:: so, it should be AFTER the insertQuad
|
2012-04-19 14:35:52 +08:00
|
|
|
sprite->setDirty(true);
|
|
|
|
sprite->updateTransform();
|
|
|
|
}
|
|
|
|
|
2013-12-12 12:07:20 +08:00
|
|
|
void SpriteBatchNode::updateQuadFromSprite(Sprite *sprite, ssize_t index)
|
2012-11-14 18:05:15 +08:00
|
|
|
{
|
2013-12-18 17:47:20 +08:00
|
|
|
CCASSERT(sprite != nullptr, "Argument must be non-nil");
|
|
|
|
CCASSERT(dynamic_cast<Sprite*>(sprite) != nullptr, "CCSpriteBatchNode only supports Sprites as children");
|
2012-11-14 18:05:15 +08:00
|
|
|
|
2015-01-08 10:22:45 +08:00
|
|
|
// make needed room
|
|
|
|
while (index >= _textureAtlas->getCapacity() || _textureAtlas->getCapacity() == _textureAtlas->getTotalQuads())
|
2012-11-14 18:05:15 +08:00
|
|
|
{
|
2015-01-08 10:22:45 +08:00
|
|
|
this->increaseAtlasCapacity();
|
2012-11-14 18:05:15 +08:00
|
|
|
}
|
|
|
|
|
2015-01-08 10:22:45 +08:00
|
|
|
//
|
|
|
|
// update the quad directly. Don't add the sprite to the scene graph
|
|
|
|
//
|
|
|
|
sprite->setBatchNode(this);
|
2012-11-14 18:05:15 +08:00
|
|
|
sprite->setAtlasIndex(index);
|
|
|
|
|
2015-01-08 10:22:45 +08:00
|
|
|
sprite->setDirty(true);
|
|
|
|
|
|
|
|
// UpdateTransform updates the textureAtlas quad
|
|
|
|
sprite->updateTransform();
|
2012-11-14 18:05:15 +08:00
|
|
|
}
|
|
|
|
|
2013-07-22 14:28:19 +08:00
|
|
|
SpriteBatchNode * SpriteBatchNode::addSpriteWithoutQuad(Sprite*child, int z, int aTag)
|
2012-04-19 14:35:52 +08:00
|
|
|
{
|
2013-12-18 17:47:20 +08:00
|
|
|
CCASSERT( child != nullptr, "Argument must be non-nullptr");
|
2013-07-20 13:01:27 +08:00
|
|
|
CCASSERT( dynamic_cast<Sprite*>(child), "CCSpriteBatchNode only supports Sprites as children");
|
2012-04-19 14:35:52 +08:00
|
|
|
|
|
|
|
// quad index is Z
|
|
|
|
child->setAtlasIndex(z);
|
|
|
|
|
2014-08-30 03:54:24 +08:00
|
|
|
// FIXME:: optimize with a binary search
|
2014-02-17 21:15:26 +08:00
|
|
|
auto it = _descendants.begin();
|
2016-10-27 15:10:24 +08:00
|
|
|
for (auto itEnd = _descendants.end(); it != itEnd; ++it)
|
2014-02-17 21:15:26 +08:00
|
|
|
{
|
|
|
|
if((*it)->getAtlasIndex() >= z)
|
|
|
|
break;
|
2013-12-20 05:34:41 +08:00
|
|
|
}
|
2013-09-03 07:44:25 +08:00
|
|
|
|
|
|
|
_descendants.insert(it, child);
|
2012-04-19 14:35:52 +08:00
|
|
|
|
|
|
|
// IMPORTANT: Call super, and not self. Avoid adding it to the texture atlas array
|
2013-06-20 14:13:12 +08:00
|
|
|
Node::addChild(child, z, aTag);
|
2013-09-03 07:44:25 +08:00
|
|
|
|
2012-04-19 14:35:52 +08:00
|
|
|
//#issue 1262 don't use lazy sorting, tiles are added as quads not as sprites, so sprites need to be added in order
|
|
|
|
reorderBatch(false);
|
|
|
|
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
|
2013-12-13 06:30:22 +08:00
|
|
|
std::string SpriteBatchNode::getDescription() const
|
|
|
|
{
|
|
|
|
return StringUtils::format("<SpriteBatchNode | tag = %d>", _tag);
|
|
|
|
}
|
|
|
|
|
2012-04-19 14:35:52 +08:00
|
|
|
NS_CC_END
|