/****************************************************************************
Copyright (c) 2014 Chukong Technologies Inc.
http://www.cocos2d-x.org
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#include "3d/CCSprite3D.h"
#include "3d/CCMesh.h"
#include "3d/CCObjLoader.h"
#include "3d/CCMeshSkin.h"
#include "3d/CCBundle3D.h"
#include "3d/CCSprite3DMaterial.h"
#include "base/CCDirector.h"
#include "base/CCPlatformMacros.h"
#include "base/ccMacros.h"
#include "platform/CCFileUtils.h"
#include "renderer/CCTextureCache.h"
#include "renderer/CCRenderer.h"
#include "renderer/CCGLProgramState.h"
#include "renderer/CCGLProgramCache.h"
#include "deprecated/CCString.h" // For StringUtils::format
NS_CC_BEGIN
std::string s_attributeNames[] = {GLProgram::ATTRIBUTE_NAME_POSITION, GLProgram::ATTRIBUTE_NAME_COLOR, GLProgram::ATTRIBUTE_NAME_TEX_COORD, GLProgram::ATTRIBUTE_NAME_NORMAL, GLProgram::ATTRIBUTE_NAME_BLEND_WEIGHT, GLProgram::ATTRIBUTE_NAME_BLEND_INDEX};
Sprite3D* Sprite3D::create(const std::string &modelPath)
{
if (modelPath.length() < 4)
CCASSERT(false, "improper name specified when creating Sprite3D");
auto sprite = new Sprite3D();
if (sprite && sprite->initWithFile(modelPath))
sprite->autorelease();
return sprite;
}
CC_SAFE_DELETE(sprite);
return nullptr;
Sprite3D* Sprite3D::create(const std::string &modelPath, const std::string &texturePath)
auto sprite = create(modelPath);
if (sprite)
sprite->setTexture(texturePath);
// Sprite3D* Sprite3D::create(Mesh* mesh, const std::string& texturePath)
// {
// CCASSERT(nullptr != mesh, "Could not create a Sprite3D from a null Mesh");
// auto sprite = new Sprite3D();
// if(sprite)
// sprite->_mesh = mesh;
// sprite->_mesh->retain();
// sprite->setTexture(texturePath);
// sprite->autorelease();
// return sprite;
// }
// CC_SAFE_DELETE(sprite);
// return nullptr;
//.mtl file should at the same directory with the same name if exist
bool Sprite3D::loadFromObj(const std::string& path)
std::string fullPath = FileUtils::getInstance()->fullPathForFilename(path);
//find from the cache
std::string key = fullPath + "#";
auto mesh = MeshCache::getInstance()->getMesh(key);
if (mesh)
_mesh = mesh;
_mesh->retain();
auto tex = Sprite3DMaterialCache::getInstance()->getSprite3DMaterial(key);
setTexture(tex);
genGLProgramState();
return true;
//.mtl file directory
std::string dir = "";
auto last = fullPath.rfind("/");
if (last != -1)
dir = fullPath.substr(0, last + 1);
ObjLoader::shapes_t shapes;
std::string errstr = ObjLoader::LoadObj(shapes, fullPath.c_str(), dir.c_str());
if (!errstr.empty())
return false;
//convert to mesh and material
std::vector<unsigned short> indices;
std::vector<std::string> matnames;
std::string texname;
for (auto it = shapes.shapes.begin(); it != shapes.shapes.end(); it++)
indices.insert(indices.end(), (*it).mesh.indices.begin(),(*it).mesh.indices.end());
//indices.push_back((*it).mesh.indices);
if (texname.empty())
texname = (*it).material.diffuse_texname;
else if (texname != (*it).material.diffuse_texname)
CCLOGWARN("cocos2d:WARNING: more than one texture in %s", path.c_str());
matnames.push_back(dir + (*it).material.diffuse_texname);
_mesh = Mesh::create(shapes.positions, shapes.normals, shapes.texcoords, indices);
if (_mesh == nullptr)
if (matnames.size())
setTexture(matnames[0]);
//add to cache
if (_texture)
Sprite3DMaterialCache::getInstance()->addSprite3DMaterial(key, _texture);
MeshCache::getInstance()->addMesh(key, _mesh);
bool Sprite3D::loadFromC3x(const std::string& path)
_skin = MeshSkin::create(fullPath, "");
CC_SAFE_RETAIN(_skin);
//load from .c3b or .c3t
auto bundle = Bundle3D::getInstance();
if (!bundle->load(fullPath))
MeshData meshdata;
bool ret = bundle->loadMeshData("", &meshdata);
if (!ret)
_mesh = Mesh::create(meshdata.vertex, meshdata.vertexSizeInFloat, meshdata.indices, meshdata.numIndex, meshdata.attribs, meshdata.attribCount);
CC_SAFE_RETAIN(_mesh);
MaterialData materialdata;
ret = bundle->loadMaterialData("", &materialdata);
if (ret)
setTexture(materialdata.texturePath);
auto cache = Director::getInstance()->getTextureCache();
auto tex = cache->addImage(materialdata.texturePath);
if (tex)
Sprite3DMaterialCache::getInstance()->addSprite3DMaterial(key, tex);
Sprite3D::Sprite3D()
: _mesh(nullptr)
, _skin(nullptr)
, _texture(nullptr)
, _blend(BlendFunc::ALPHA_NON_PREMULTIPLIED)
Sprite3D::~Sprite3D()
CC_SAFE_RELEASE_NULL(_texture);
CC_SAFE_RELEASE_NULL(_mesh);
CC_SAFE_RELEASE_NULL(_skin);
bool Sprite3D::initWithFile(const std::string &path)
//load from file
std::string ext = path.substr(path.length() - 4, 4);
std::transform(ext.begin(), ext.end(), ext.begin(), tolower);
if (ext == ".obj")
return loadFromObj(path);
else if (ext == ".c3b" || ext == ".c3t")
return loadFromC3x(path);
void Sprite3D::genGLProgramState()
auto programstate = GLProgramState::getOrCreateWithGLProgram(getDefaultGLProgram(_mesh->hasVertexAttrib(GLProgram::VERTEX_ATTRIB_TEX_COORD)));
long offset = 0;
auto attributeCount = _mesh->getMeshVertexAttribCount();
for (auto k = 0; k < attributeCount; k++) {
auto meshattribute = _mesh->getMeshVertexAttribute(k);
programstate->setVertexAttribPointer(s_attributeNames[meshattribute.vertexAttrib],
meshattribute.size,
meshattribute.type,
GL_FALSE,
_mesh->getVertexSizeInBytes(),
(GLvoid*)offset);
offset += meshattribute.attribSizeBytes;
setGLProgramState(programstate);
GLuint texID = _texture ? _texture->getName() : 0;
_meshCommand.genMaterialID(texID, programstate, _mesh, _blend);
GLProgram* Sprite3D::getDefaultGLProgram(bool textured)
bool hasSkin = _skin && _mesh->hasVertexAttrib(GLProgram::VERTEX_ATTRIB_BLEND_INDEX)
&& _mesh->hasVertexAttrib(GLProgram::VERTEX_ATTRIB_BLEND_WEIGHT);
if(textured)
if (hasSkin)
return GLProgramCache::getInstance()->getGLProgram(GLProgram::SHADER_3D_SKINPOSITION_TEXTURE);
return GLProgramCache::getInstance()->getGLProgram(GLProgram::SHADER_3D_POSITION_TEXTURE);
else
return GLProgramCache::getInstance()->getGLProgram(GLProgram::SHADER_3D_POSITION);
void Sprite3D::setTexture(const std::string& texFile)
auto tex = Director::getInstance()->getTextureCache()->addImage(texFile);
// if( tex && _texture != tex ) {
// CC_SAFE_RETAIN(tex);
// CC_SAFE_RELEASE_NULL(_texture);
// _texture = tex;
void Sprite3D::setTexture(Texture2D* texture)
if(_texture != texture) {
CC_SAFE_RETAIN(texture);
_texture = texture;
if (getGLProgramState() && _mesh)
_meshCommand.genMaterialID(texID, getGLProgramState(), _mesh, _blend);
void Sprite3D::draw(Renderer *renderer, const Mat4 &transform, uint32_t flags)
GLProgramState* programstate = getGLProgramState();
Color4F color(getDisplayedColor());
color.a = getDisplayedOpacity() / 255.0f;
GLuint textureID = _texture ? _texture->getName() : 0;
_meshCommand.init(_globalZOrder,
textureID,
programstate,
_blend,
_mesh->getVertexBuffer(),
_mesh->getIndexBuffer(),
(GLenum)_mesh->getPrimitiveType(),
(GLenum)_mesh->getIndexFormat(),
_mesh->getIndexCount(),
transform);
_meshCommand.setCullFaceEnabled(true);
_meshCommand.setDepthTestEnabled(true);
if (_skin)
_meshCommand.setMatrixPaletteSize(_skin->getMatrixPaletteSize());
_meshCommand.setMatrixPalette(_skin->getMatrixPalette());
//support tint and fade
_meshCommand.setDisplayColor(Vec4(color.r, color.g, color.b, color.a));
Director::getInstance()->getRenderer()->addCommand(&_meshCommand);
void Sprite3D::setBlendFunc(const BlendFunc &blendFunc)
if(_blend.src != blendFunc.src || _blend.dst != blendFunc.dst)
_blend = blendFunc;
const BlendFunc& Sprite3D::getBlendFunc() const
return _blend;
NS_CC_END