axmol/cocos/2d/CCParticleSystemQuad.cpp

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/****************************************************************************
Copyright (c) 2008-2010 Ricardo Quesada
Copyright (c) 2009 Leonardo Kasperavičius
Copyright (c) 2010-2012 cocos2d-x.org
Copyright (c) 2011 Zynga Inc.
Copyright (c) 2013-2016 Chukong Technologies Inc.
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
http://www.cocos2d-x.org
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
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#include "2d/CCParticleSystemQuad.h"
#include <algorithm>
#include "2d/CCSpriteFrame.h"
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#include "2d/CCParticleBatchNode.h"
Squashed commit of the following: commit a794d107ad85667e3d754f0b6251fc864dfbf288 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 14:33:49 2014 -0700 Yeah... everything compiles on win32 and wp8 commit 4740be6e4a0d16f742c27996e7ab2c100adc76af Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 13:58:38 2014 -0700 CCIME moved to base and compiles on Android commit ff3e1bf1eb27a01019f4e1b56d1aebbe2d385f72 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 13:02:57 2014 -0700 compiles Ok for Windows Phone 8 commit 8160a4eb2ecdc61b5bd1cf56b90d2da6f11e3ebd Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 12:25:31 2014 -0700 fixes for Windows Phone 8 commit 418197649efc93032aee0adc205e502101cdb53d Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 11:15:13 2014 -0700 Compiles on Win32 commit 08813ed7cf8ac1079ffadeb1ce78ea9e833e1a33 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 10:08:31 2014 -0700 Compiles on linux! commit 118896521e5b335a5257090b6863f1fb2a2002fe Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 09:30:42 2014 -0700 moves cocos/2d/platform -> cocos/platform commit 4fe9319d7717b0c1bccb2db0156eeb86255a89e0 Merge: bd68ec2 511295e Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 08:24:41 2014 -0700 Merge remote-tracking branch 'cocos2d/v3' into files commit bd68ec2f0e3a826d8b2f4b60564ba65ce766bc56 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Thu May 15 19:36:23 2014 -0700 files in the correct directory
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#include "renderer/CCTextureAtlas.h"
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#include "renderer/ccGLStateCache.h"
#include "renderer/CCRenderer.h"
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#include "base/CCDirector.h"
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#include "base/CCEventType.h"
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#include "base/CCConfiguration.h"
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#include "base/CCEventListenerCustom.h"
#include "base/CCEventDispatcher.h"
#include "base/ccUTF8.h"
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NS_CC_BEGIN
ParticleSystemQuad::ParticleSystemQuad()
:_quads(nullptr)
,_indices(nullptr)
,_VAOname(0)
{
memset(_buffersVBO, 0, sizeof(_buffersVBO));
}
ParticleSystemQuad::~ParticleSystemQuad()
{
if (nullptr == _batchNode)
{
CC_SAFE_FREE(_quads);
CC_SAFE_FREE(_indices);
glDeleteBuffers(2, &_buffersVBO[0]);
if (Configuration::getInstance()->supportsShareableVAO())
{
glDeleteVertexArrays(1, &_VAOname);
GL::bindVAO(0);
}
}
}
// implementation ParticleSystemQuad
ParticleSystemQuad * ParticleSystemQuad::create(const std::string& filename)
{
ParticleSystemQuad *ret = new (std::nothrow) ParticleSystemQuad();
if (ret && ret->initWithFile(filename))
{
ret->autorelease();
return ret;
}
CC_SAFE_DELETE(ret);
return ret;
}
ParticleSystemQuad * ParticleSystemQuad::createWithTotalParticles(int numberOfParticles) {
ParticleSystemQuad *ret = new (std::nothrow) ParticleSystemQuad();
if (ret && ret->initWithTotalParticles(numberOfParticles))
{
ret->autorelease();
return ret;
}
CC_SAFE_DELETE(ret);
return ret;
}
ParticleSystemQuad * ParticleSystemQuad::create(ValueMap &dictionary)
{
ParticleSystemQuad *ret = new (std::nothrow) ParticleSystemQuad();
if (ret && ret->initWithDictionary(dictionary))
{
ret->autorelease();
return ret;
}
CC_SAFE_DELETE(ret);
return ret;
}
//implementation ParticleSystemQuad
// overriding the init method
bool ParticleSystemQuad::initWithTotalParticles(int numberOfParticles)
{
// base initialization
if( ParticleSystem::initWithTotalParticles(numberOfParticles) )
{
// allocating data space
if( ! this->allocMemory() ) {
this->release();
return false;
}
initIndices();
if (Configuration::getInstance()->supportsShareableVAO())
{
setupVBOandVAO();
}
else
{
setupVBO();
}
setGLProgramState(GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR_NO_MVP));
#if CC_ENABLE_CACHE_TEXTURE_DATA
// Need to listen the event only when not use batchnode, because it will use VBO
auto listener = EventListenerCustom::create(EVENT_RENDERER_RECREATED, CC_CALLBACK_1(ParticleSystemQuad::listenRendererRecreated, this));
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
#endif
return true;
}
return false;
}
// pointRect should be in Texture coordinates, not pixel coordinates
void ParticleSystemQuad::initTexCoordsWithRect(const Rect& pointRect)
{
// convert to Tex coords
Rect rect = Rect(
pointRect.origin.x * CC_CONTENT_SCALE_FACTOR(),
pointRect.origin.y * CC_CONTENT_SCALE_FACTOR(),
pointRect.size.width * CC_CONTENT_SCALE_FACTOR(),
pointRect.size.height * CC_CONTENT_SCALE_FACTOR());
GLfloat wide = (GLfloat) pointRect.size.width;
GLfloat high = (GLfloat) pointRect.size.height;
if (_texture)
{
wide = (GLfloat)_texture->getPixelsWide();
high = (GLfloat)_texture->getPixelsHigh();
}
#if CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL
GLfloat left = (rect.origin.x*2+1) / (wide*2);
GLfloat bottom = (rect.origin.y*2+1) / (high*2);
GLfloat right = left + (rect.size.width*2-2) / (wide*2);
GLfloat top = bottom + (rect.size.height*2-2) / (high*2);
#else
GLfloat left = rect.origin.x / wide;
GLfloat bottom = rect.origin.y / high;
GLfloat right = left + rect.size.width / wide;
GLfloat top = bottom + rect.size.height / high;
#endif // ! CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL
// Important. Texture in cocos2d are inverted, so the Y component should be inverted
std::swap(top, bottom);
V3F_C4B_T2F_Quad *quads = nullptr;
unsigned int start = 0, end = 0;
if (_batchNode)
{
quads = _batchNode->getTextureAtlas()->getQuads();
start = _atlasIndex;
end = _atlasIndex + _totalParticles;
}
else
{
quads = _quads;
start = 0;
end = _totalParticles;
}
for(unsigned int i=start; i<end; i++)
{
// bottom-left vertex:
quads[i].bl.texCoords.u = left;
quads[i].bl.texCoords.v = bottom;
// bottom-right vertex:
quads[i].br.texCoords.u = right;
quads[i].br.texCoords.v = bottom;
// top-left vertex:
quads[i].tl.texCoords.u = left;
quads[i].tl.texCoords.v = top;
// top-right vertex:
quads[i].tr.texCoords.u = right;
quads[i].tr.texCoords.v = top;
}
}
void ParticleSystemQuad::updateTexCoords()
{
if (_texture)
{
const Size& s = _texture->getContentSize();
initTexCoordsWithRect(Rect(0, 0, s.width, s.height));
}
}
void ParticleSystemQuad::setTextureWithRect(Texture2D *texture, const Rect& rect)
{
// Only update the texture if is different from the current one
if( !_texture || texture->getName() != _texture->getName() )
{
ParticleSystem::setTexture(texture);
}
this->initTexCoordsWithRect(rect);
}
void ParticleSystemQuad::setTexture(Texture2D* texture)
{
const Size& s = texture->getContentSize();
this->setTextureWithRect(texture, Rect(0, 0, s.width, s.height));
}
void ParticleSystemQuad::setDisplayFrame(SpriteFrame *spriteFrame)
{
CCASSERT(spriteFrame->getOffsetInPixels().isZero(),
"QuadParticle only supports SpriteFrames with no offsets");
this->setTextureWithRect(spriteFrame->getTexture(), spriteFrame->getRect());
}
void ParticleSystemQuad::initIndices()
{
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for(int i = 0; i < _totalParticles; ++i)
{
const unsigned int i6 = i*6;
const unsigned int i4 = i*4;
_indices[i6+0] = (GLushort) i4+0;
_indices[i6+1] = (GLushort) i4+1;
_indices[i6+2] = (GLushort) i4+2;
_indices[i6+5] = (GLushort) i4+1;
_indices[i6+4] = (GLushort) i4+2;
_indices[i6+3] = (GLushort) i4+3;
}
}
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inline void updatePosWithParticle(V3F_C4B_T2F_Quad *quad, const Vec2& newPosition,float size,float rotation)
{
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// vertices
GLfloat size_2 = size/2;
GLfloat x1 = -size_2;
GLfloat y1 = -size_2;
GLfloat x2 = size_2;
GLfloat y2 = size_2;
GLfloat x = newPosition.x;
GLfloat y = newPosition.y;
GLfloat r = (GLfloat)-CC_DEGREES_TO_RADIANS(rotation);
GLfloat cr = cosf(r);
GLfloat sr = sinf(r);
GLfloat ax = x1 * cr - y1 * sr + x;
GLfloat ay = x1 * sr + y1 * cr + y;
GLfloat bx = x2 * cr - y1 * sr + x;
GLfloat by = x2 * sr + y1 * cr + y;
GLfloat cx = x2 * cr - y2 * sr + x;
GLfloat cy = x2 * sr + y2 * cr + y;
GLfloat dx = x1 * cr - y2 * sr + x;
GLfloat dy = x1 * sr + y2 * cr + y;
// bottom-left
quad->bl.vertices.x = ax;
quad->bl.vertices.y = ay;
// bottom-right vertex:
quad->br.vertices.x = bx;
quad->br.vertices.y = by;
// top-left vertex:
quad->tl.vertices.x = dx;
quad->tl.vertices.y = dy;
// top-right vertex:
quad->tr.vertices.x = cx;
quad->tr.vertices.y = cy;
}
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void ParticleSystemQuad::updateParticleQuads()
{
if (_particleCount <= 0) {
return;
}
Vec2 currentPosition;
if (_positionType == PositionType::FREE)
{
currentPosition = this->convertToWorldSpace(Vec2::ZERO);
}
else if (_positionType == PositionType::RELATIVE)
{
currentPosition = _position;
}
V3F_C4B_T2F_Quad *startQuad;
Vec2 pos = Vec2::ZERO;
if (_batchNode)
{
V3F_C4B_T2F_Quad *batchQuads = _batchNode->getTextureAtlas()->getQuads();
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startQuad = &(batchQuads[_atlasIndex]);
pos = _position;
}
else
{
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startQuad = &(_quads[0]);
}
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if( _positionType == PositionType::FREE )
{
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Vec3 p1(currentPosition.x, currentPosition.y, 0);
Mat4 worldToNodeTM = getWorldToNodeTransform();
worldToNodeTM.transformPoint(&p1);
Vec3 p2;
Vec2 newPos;
float* startX = _particleData.startPosX;
float* startY = _particleData.startPosY;
float* x = _particleData.posx;
float* y = _particleData.posy;
float* s = _particleData.size;
float* r = _particleData.rotation;
V3F_C4B_T2F_Quad* quadStart = startQuad;
for (int i = 0 ; i < _particleCount; ++i, ++startX, ++startY, ++x, ++y, ++quadStart, ++s, ++r)
{
p2.set(*startX, *startY, 0);
worldToNodeTM.transformPoint(&p2);
newPos.set(*x,*y);
p2 = p1 - p2;
newPos.x -= p2.x - pos.x;
newPos.y -= p2.y - pos.y;
updatePosWithParticle(quadStart, newPos, *s, *r);
}
}
else if( _positionType == PositionType::RELATIVE )
{
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Vec2 newPos;
float* startX = _particleData.startPosX;
float* startY = _particleData.startPosY;
float* x = _particleData.posx;
float* y = _particleData.posy;
float* s = _particleData.size;
float* r = _particleData.rotation;
V3F_C4B_T2F_Quad* quadStart = startQuad;
for (int i = 0 ; i < _particleCount; ++i, ++startX, ++startY, ++x, ++y, ++quadStart, ++s, ++r)
{
newPos.set(*x, *y);
newPos.x = *x - (currentPosition.x - *startX);
newPos.y = *y - (currentPosition.y - *startY);
newPos += pos;
updatePosWithParticle(quadStart, newPos, *s, *r);
}
}
else
{
Vec2 newPos;
float* startX = _particleData.startPosX;
float* startY = _particleData.startPosY;
float* x = _particleData.posx;
float* y = _particleData.posy;
float* s = _particleData.size;
float* r = _particleData.rotation;
V3F_C4B_T2F_Quad* quadStart = startQuad;
for (int i = 0 ; i < _particleCount; ++i, ++startX, ++startY, ++x, ++y, ++quadStart, ++s, ++r)
{
newPos.set(*x + pos.x, *y + pos.y);
updatePosWithParticle(quadStart, newPos, *s, *r);
}
}
//set color
if(_opacityModifyRGB)
{
V3F_C4B_T2F_Quad* quad = startQuad;
float* r = _particleData.colorR;
float* g = _particleData.colorG;
float* b = _particleData.colorB;
float* a = _particleData.colorA;
for (int i = 0; i < _particleCount; ++i,++quad,++r,++g,++b,++a)
{
GLubyte colorR = *r * *a * 255;
GLubyte colorG = *g * *a * 255;
GLubyte colorB = *b * *a * 255;
GLubyte colorA = *a * 255;
quad->bl.colors.set(colorR, colorG, colorB, colorA);
quad->br.colors.set(colorR, colorG, colorB, colorA);
quad->tl.colors.set(colorR, colorG, colorB, colorA);
quad->tr.colors.set(colorR, colorG, colorB, colorA);
}
}
else
{
V3F_C4B_T2F_Quad* quad = startQuad;
float* r = _particleData.colorR;
float* g = _particleData.colorG;
float* b = _particleData.colorB;
float* a = _particleData.colorA;
for (int i = 0; i < _particleCount; ++i,++quad,++r,++g,++b,++a)
{
GLubyte colorR = *r * 255;
GLubyte colorG = *g * 255;
GLubyte colorB = *b * 255;
GLubyte colorA = *a * 255;
quad->bl.colors.set(colorR, colorG, colorB, colorA);
quad->br.colors.set(colorR, colorG, colorB, colorA);
quad->tl.colors.set(colorR, colorG, colorB, colorA);
quad->tr.colors.set(colorR, colorG, colorB, colorA);
}
}
}
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void ParticleSystemQuad::postStep()
{
glBindBuffer(GL_ARRAY_BUFFER, _buffersVBO[0]);
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// Option 1: Sub Data
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(_quads[0])*_totalParticles, _quads);
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// Option 2: Data
// glBufferData(GL_ARRAY_BUFFER, sizeof(quads_[0]) * particleCount, quads_, GL_DYNAMIC_DRAW);
// Option 3: Orphaning + glMapBuffer
// glBufferData(GL_ARRAY_BUFFER, sizeof(_quads[0])*_totalParticles, nullptr, GL_STREAM_DRAW);
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// void *buf = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
// memcpy(buf, _quads, sizeof(_quads[0])*_totalParticles);
// glUnmapBuffer(GL_ARRAY_BUFFER);
glBindBuffer(GL_ARRAY_BUFFER, 0);
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CHECK_GL_ERROR_DEBUG();
}
// overriding draw method
void ParticleSystemQuad::draw(Renderer *renderer, const Mat4 &transform, uint32_t flags)
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{
//quad command
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if(_particleCount > 0)
{
_quadCommand.init(_globalZOrder, _texture, getGLProgramState(), _blendFunc, _quads, _particleCount, transform, flags);
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renderer->addCommand(&_quadCommand);
}
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}
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void ParticleSystemQuad::setTotalParticles(int tp)
{
// If we are setting the total number of particles to a number higher
// than what is allocated, we need to allocate new arrays
if( tp > _allocatedParticles )
{
// Allocate new memory
size_t quadsSize = sizeof(_quads[0]) * tp * 1;
size_t indicesSize = sizeof(_indices[0]) * tp * 6 * 1;
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_particleData.release();
if (!_particleData.init(tp))
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{
CCLOG("Particle system: not enough memory");
return;
}
V3F_C4B_T2F_Quad* quadsNew = (V3F_C4B_T2F_Quad*)realloc(_quads, quadsSize);
GLushort* indicesNew = (GLushort*)realloc(_indices, indicesSize);
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if (quadsNew && indicesNew)
{
// Assign pointers
_quads = quadsNew;
_indices = indicesNew;
// Clear the memory
memset(_quads, 0, quadsSize);
memset(_indices, 0, indicesSize);
_allocatedParticles = tp;
}
else
{
// Out of memory, failed to resize some array
if (quadsNew) _quads = quadsNew;
if (indicesNew) _indices = indicesNew;
CCLOG("Particle system: out of memory");
return;
}
_totalParticles = tp;
// Init particles
if (_batchNode)
{
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for (int i = 0; i < _totalParticles; i++)
{
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_particleData.atlasIndex[i] = i;
}
}
initIndices();
if (Configuration::getInstance()->supportsShareableVAO())
{
setupVBOandVAO();
}
else
{
setupVBO();
}
// fixed http://www.cocos2d-x.org/issues/3990
// Updates texture coords.
updateTexCoords();
}
else
{
_totalParticles = tp;
}
// fixed issue #5762
// reset the emission rate
setEmissionRate(_totalParticles / _life);
resetSystem();
}
void ParticleSystemQuad::setupVBOandVAO()
{
// clean VAO
glDeleteBuffers(2, &_buffersVBO[0]);
glDeleteVertexArrays(1, &_VAOname);
GL::bindVAO(0);
glGenVertexArrays(1, &_VAOname);
GL::bindVAO(_VAOname);
#define kQuadSize sizeof(_quads[0].bl)
glGenBuffers(2, &_buffersVBO[0]);
glBindBuffer(GL_ARRAY_BUFFER, _buffersVBO[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(_quads[0]) * _totalParticles, _quads, GL_DYNAMIC_DRAW);
// vertices
glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_POSITION);
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, kQuadSize, (GLvoid*) offsetof( V3F_C4B_T2F, vertices));
// colors
glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_COLOR);
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, kQuadSize, (GLvoid*) offsetof( V3F_C4B_T2F, colors));
// tex coords
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glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_TEX_COORD);
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORD, 2, GL_FLOAT, GL_FALSE, kQuadSize, (GLvoid*) offsetof( V3F_C4B_T2F, texCoords));
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _buffersVBO[1]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(_indices[0]) * _totalParticles * 6, _indices, GL_STATIC_DRAW);
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// Must unbind the VAO before changing the element buffer.
GL::bindVAO(0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
CHECK_GL_ERROR_DEBUG();
}
void ParticleSystemQuad::setupVBO()
{
glDeleteBuffers(2, &_buffersVBO[0]);
glGenBuffers(2, &_buffersVBO[0]);
glBindBuffer(GL_ARRAY_BUFFER, _buffersVBO[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(_quads[0]) * _totalParticles, _quads, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _buffersVBO[1]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(_indices[0]) * _totalParticles * 6, _indices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
CHECK_GL_ERROR_DEBUG();
}
void ParticleSystemQuad::listenRendererRecreated(EventCustom* /*event*/)
{
//when comes to foreground in android, _buffersVBO and _VAOname is a wild handle
//before recreating, we need to reset them to 0
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memset(_buffersVBO, 0, sizeof(_buffersVBO));
if (Configuration::getInstance()->supportsShareableVAO())
{
_VAOname = 0;
setupVBOandVAO();
}
else
{
setupVBO();
}
}
bool ParticleSystemQuad::allocMemory()
{
CCASSERT( !_batchNode, "Memory should not be alloced when not using batchNode");
CC_SAFE_FREE(_quads);
CC_SAFE_FREE(_indices);
_quads = (V3F_C4B_T2F_Quad*)malloc(_totalParticles * sizeof(V3F_C4B_T2F_Quad));
_indices = (GLushort*)malloc(_totalParticles * 6 * sizeof(GLushort));
if( !_quads || !_indices)
{
CCLOG("cocos2d: Particle system: not enough memory");
CC_SAFE_FREE(_quads);
CC_SAFE_FREE(_indices);
return false;
}
memset(_quads, 0, _totalParticles * sizeof(V3F_C4B_T2F_Quad));
memset(_indices, 0, _totalParticles * 6 * sizeof(GLushort));
return true;
}
void ParticleSystemQuad::setBatchNode(ParticleBatchNode * batchNode)
{
if( _batchNode != batchNode )
{
ParticleBatchNode* oldBatch = _batchNode;
ParticleSystem::setBatchNode(batchNode);
// NEW: is self render ?
if( ! batchNode )
{
allocMemory();
initIndices();
setTexture(oldBatch->getTexture());
if (Configuration::getInstance()->supportsShareableVAO())
{
setupVBOandVAO();
}
else
{
setupVBO();
}
}
// OLD: was it self render ? cleanup
else if( !oldBatch )
{
// copy current state to batch
V3F_C4B_T2F_Quad *batchQuads = _batchNode->getTextureAtlas()->getQuads();
V3F_C4B_T2F_Quad *quad = &(batchQuads[_atlasIndex] );
memcpy( quad, _quads, _totalParticles * sizeof(_quads[0]) );
CC_SAFE_FREE(_quads);
CC_SAFE_FREE(_indices);
glDeleteBuffers(2, &_buffersVBO[0]);
memset(_buffersVBO, 0, sizeof(_buffersVBO));
if (Configuration::getInstance()->supportsShareableVAO())
{
glDeleteVertexArrays(1, &_VAOname);
GL::bindVAO(0);
_VAOname = 0;
}
}
}
}
ParticleSystemQuad * ParticleSystemQuad::create() {
ParticleSystemQuad *particleSystemQuad = new (std::nothrow) ParticleSystemQuad();
if (particleSystemQuad && particleSystemQuad->init())
{
particleSystemQuad->autorelease();
return particleSystemQuad;
}
CC_SAFE_DELETE(particleSystemQuad);
return nullptr;
}
std::string ParticleSystemQuad::getDescription() const
{
return StringUtils::format("<ParticleSystemQuad | Tag = %d, Total Particles = %d>", _tag, _totalParticles);
}
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NS_CC_END