mirror of https://github.com/axmolengine/axmol.git
remove EMSCRIPTEN related code
This commit is contained in:
parent
40f4e0b27b
commit
7c665e6447
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@ -70,32 +70,6 @@ static Color4F s_color(1.0f,1.0f,1.0f,1.0f);
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static int s_pointSizeLocation = -1;
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static GLfloat s_pointSize = 1.0f;
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#ifdef EMSCRIPTEN
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static GLuint s_bufferObject = 0;
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static GLuint s_bufferSize = 0;
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static void setGLBufferData(void *buf, GLuint bufSize)
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{
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if(s_bufferSize < bufSize)
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{
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if(s_bufferObject)
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{
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glDeleteBuffers(1, &s_bufferObject);
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}
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glGenBuffers(1, &s_bufferObject);
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s_bufferSize = bufSize;
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glBindBuffer(GL_ARRAY_BUFFER, s_bufferObject);
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glBufferData(GL_ARRAY_BUFFER, bufSize, buf, GL_DYNAMIC_DRAW);
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}
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else
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{
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glBindBuffer(GL_ARRAY_BUFFER, s_bufferObject);
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glBufferSubData(GL_ARRAY_BUFFER, 0, bufSize, buf);
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}
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}
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#endif // EMSCRIPTEN
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static void lazy_init()
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{
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@ -143,12 +117,7 @@ void drawPoint(const Vec2& point)
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s_shader->setUniformLocationWith4fv(s_colorLocation, (GLfloat*) &s_color.r, 1);
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s_shader->setUniformLocationWith1f(s_pointSizeLocation, s_pointSize);
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#ifdef EMSCRIPTEN
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setGLBufferData(&p, 8);
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, 0);
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#else
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, &p);
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#endif // EMSCRIPTEN
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glDrawArrays(GL_POINTS, 0, 1);
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@ -171,12 +140,7 @@ void drawPoints( const Vec2 *points, unsigned int numberOfPoints )
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// iPhone and 32-bit machines optimization
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if( sizeof(Vec2) == sizeof(Vec2) )
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{
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#ifdef EMSCRIPTEN
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setGLBufferData((void*) points, numberOfPoints * sizeof(Vec2));
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, 0);
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#else
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, points);
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#endif // EMSCRIPTEN
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}
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else
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{
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@ -185,14 +149,7 @@ void drawPoints( const Vec2 *points, unsigned int numberOfPoints )
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newPoints[i].x = points[i].x;
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newPoints[i].y = points[i].y;
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}
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#ifdef EMSCRIPTEN
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// Suspect Emscripten won't be emitting 64-bit code for a while yet,
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// but want to make sure this continues to work even if they do.
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setGLBufferData(newPoints, numberOfPoints * sizeof(Vec2));
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, 0);
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#else
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, newPoints);
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#endif // EMSCRIPTEN
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}
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glDrawArrays(GL_POINTS, 0, (GLsizei) numberOfPoints);
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@ -217,12 +174,7 @@ void drawLine(const Vec2& origin, const Vec2& destination)
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s_shader->setUniformLocationWith4fv(s_colorLocation, (GLfloat*) &s_color.r, 1);
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GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POSITION );
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#ifdef EMSCRIPTEN
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setGLBufferData(vertices, 16);
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, 0);
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#else
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
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#endif // EMSCRIPTEN
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glDrawArrays(GL_LINES, 0, 2);
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CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,2);
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@ -261,12 +213,7 @@ void drawPoly(const Vec2 *poli, unsigned int numberOfPoints, bool closePolygon)
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// iPhone and 32-bit machines optimization
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if( sizeof(Vec2) == sizeof(Vec2) )
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{
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#ifdef EMSCRIPTEN
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setGLBufferData((void*) poli, numberOfPoints * sizeof(Vec2));
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, 0);
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#else
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, poli);
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#endif // EMSCRIPTEN
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if( closePolygon )
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glDrawArrays(GL_LINE_LOOP, 0, (GLsizei) numberOfPoints);
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@ -282,12 +229,7 @@ void drawPoly(const Vec2 *poli, unsigned int numberOfPoints, bool closePolygon)
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newPoli[i].x = poli[i].x;
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newPoli[i].y = poli[i].y;
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}
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#ifdef EMSCRIPTEN
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setGLBufferData(newPoli, numberOfPoints * sizeof(Vec2));
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, 0);
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#else
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, newPoli);
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#endif // EMSCRIPTEN
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if( closePolygon )
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glDrawArrays(GL_LINE_LOOP, 0, (GLsizei) numberOfPoints);
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@ -316,12 +258,7 @@ void drawSolidPoly(const Vec2 *poli, unsigned int numberOfPoints, Color4F color)
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// iPhone and 32-bit machines optimization
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if (sizeof(Vec2) == sizeof(Vec2))
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{
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#ifdef EMSCRIPTEN
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setGLBufferData((void*) poli, numberOfPoints * sizeof(Vec2));
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, 0);
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#else
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, poli);
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#endif // EMSCRIPTEN
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}
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else
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{
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@ -330,12 +267,7 @@ void drawSolidPoly(const Vec2 *poli, unsigned int numberOfPoints, Color4F color)
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{
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newPoli[i].set(poli[i].x, poli[i].y);
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}
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#ifdef EMSCRIPTEN
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setGLBufferData(newPoli, numberOfPoints * sizeof(Vec2));
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, 0);
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#else
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, newPoli);
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#endif // EMSCRIPTEN
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}
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glDrawArrays(GL_TRIANGLE_FAN, 0, (GLsizei) numberOfPoints);
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@ -375,12 +307,7 @@ void drawCircle( const Vec2& center, float radius, float angle, unsigned int seg
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GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POSITION );
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#ifdef EMSCRIPTEN
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setGLBufferData(vertices, sizeof(GLfloat)*2*(segments+2));
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, 0);
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#else
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
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#endif // EMSCRIPTEN
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glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) segments+additionalSegment);
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::free( vertices );
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@ -420,12 +347,7 @@ void drawSolidCircle( const Vec2& center, float radius, float angle, unsigned in
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GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POSITION );
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#ifdef EMSCRIPTEN
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setGLBufferData(vertices, sizeof(GLfloat)*2*(segments+2));
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, 0);
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#else
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
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#endif // EMSCRIPTEN
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glDrawArrays(GL_TRIANGLE_FAN, 0, (GLsizei) segments+1);
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@ -461,12 +383,7 @@ void drawQuadBezier(const Vec2& origin, const Vec2& control, const Vec2& destina
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GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POSITION );
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#ifdef EMSCRIPTEN
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setGLBufferData(vertices, (segments + 1) * sizeof(Vec2));
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, 0);
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#else
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
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#endif // EMSCRIPTEN
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glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) segments + 1);
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CC_SAFE_DELETE_ARRAY(vertices);
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@ -518,12 +435,7 @@ void drawCardinalSpline( PointArray *config, float tension, unsigned int segmen
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GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POSITION );
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#ifdef EMSCRIPTEN
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setGLBufferData(vertices, (segments + 1) * sizeof(Vec2));
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, 0);
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#else
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
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#endif // EMSCRIPTEN
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glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) segments + 1);
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CC_SAFE_DELETE_ARRAY(vertices);
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@ -552,12 +464,7 @@ void drawCubicBezier(const Vec2& origin, const Vec2& control1, const Vec2& contr
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GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POSITION );
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#ifdef EMSCRIPTEN
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setGLBufferData(vertices, (segments + 1) * sizeof(Vec2));
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, 0);
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#else
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
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#endif // EMSCRIPTEN
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glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) segments + 1);
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CC_SAFE_DELETE_ARRAY(vertices);
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@ -600,17 +600,9 @@ void LayerColor::onDraw(const Mat4& transform, uint32_t flags)
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//
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// Attributes
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//
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#ifdef EMSCRIPTEN
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setGLBufferData(_noMVPVertices, 4 * sizeof(Vec3), 0);
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, 0, 0);
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setGLBufferData(_squareColors, 4 * sizeof(Color4F), 1);
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_FLOAT, GL_FALSE, 0, 0);
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#else
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, 0, _noMVPVertices);
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_FLOAT, GL_FALSE, 0, _squareColors);
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#endif // EMSCRIPTEN
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GL::blendFunc( _blendFunc.src, _blendFunc.dst );
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@ -386,21 +386,9 @@ void MotionStreak::onDraw(const Mat4 &transform, uint32_t flags)
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GL::bindTexture2D( _texture->getName() );
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#ifdef EMSCRIPTEN
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// Size calculations from ::initWithFade
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setGLBufferData(_vertices, (sizeof(Vec2) * _maxPoints * 2), 0);
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, 0);
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setGLBufferData(_texCoords, (sizeof(Tex2F) * _maxPoints * 2), 1);
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORD, 2, GL_FLOAT, GL_FALSE, 0, 0);
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setGLBufferData(_colorPointer, (sizeof(GLubyte) * _maxPoints * 2 * 4), 2);
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
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#else
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, _vertices);
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORD, 2, GL_FLOAT, GL_FALSE, 0, _texCoords);
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, _colorPointer);
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#endif // EMSCRIPTEN
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glDrawArrays(GL_TRIANGLE_STRIP, 0, (GLsizei)_nuPoints*2);
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CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1, _nuPoints*2);
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@ -410,11 +410,7 @@ TextureCache* Director::getTextureCache() const
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void Director::initTextureCache()
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{
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#ifdef EMSCRIPTEN
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_textureCache = new (std::nothrow) TextureCacheEmscripten();
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#else
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_textureCache = new (std::nothrow) TextureCache();
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#endif // EMSCRIPTEN
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}
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void Director::destroyTextureCache()
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@ -486,33 +486,12 @@ bool Image::initWithImageFile(const std::string& path)
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bool ret = false;
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_filePath = FileUtils::getInstance()->fullPathForFilename(path);
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#ifdef EMSCRIPTEN
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// Emscripten includes a re-implementation of SDL that uses HTML5 canvas
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// operations underneath. Consequently, loading images via IMG_Load (an SDL
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// API) will be a lot faster than running libpng et al as compiled with
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// Emscripten.
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SDL_Surface *iSurf = IMG_Load(fullPath.c_str());
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int size = 4 * (iSurf->w * iSurf->h);
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ret = initWithRawData((const unsigned char*)iSurf->pixels, size, iSurf->w, iSurf->h, 8, true);
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unsigned int *tmp = (unsigned int *)_data;
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int nrPixels = iSurf->w * iSurf->h;
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for(int i = 0; i < nrPixels; i++)
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{
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unsigned char *p = _data + i * 4;
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tmp[i] = CC_RGB_PREMULTIPLY_ALPHA( p[0], p[1], p[2], p[3] );
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}
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SDL_FreeSurface(iSurf);
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#else
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Data data = FileUtils::getInstance()->getDataFromFile(_filePath);
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if (!data.isNull())
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{
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ret = initWithImageData(data.getBytes(), data.getSize());
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}
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#endif // EMSCRIPTEN
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return ret;
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}
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@ -1164,16 +1164,8 @@ void Texture2D::drawAtPoint(const Vec2& point)
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GL::bindTexture2D( _name );
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#ifdef EMSCRIPTEN
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setGLBufferData(vertices, 8 * sizeof(GLfloat), 0);
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, 0);
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setGLBufferData(coordinates, 8 * sizeof(GLfloat), 1);
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORD, 2, GL_FLOAT, GL_FALSE, 0, 0);
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#else
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORD, 2, GL_FLOAT, GL_FALSE, 0, coordinates);
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#endif // EMSCRIPTEN
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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}
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@ -1197,16 +1189,8 @@ void Texture2D::drawInRect(const Rect& rect)
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GL::bindTexture2D( _name );
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#ifdef EMSCRIPTEN
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setGLBufferData(vertices, 8 * sizeof(GLfloat), 0);
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, 0);
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setGLBufferData(coordinates, 8 * sizeof(GLfloat), 1);
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORD, 2, GL_FLOAT, GL_FALSE, 0, 0);
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#else
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORD, 2, GL_FLOAT, GL_FALSE, 0, coordinates);
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#endif // EMSCRIPTEN
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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}
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@ -34,9 +34,6 @@ THE SOFTWARE.
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#include "base/CCRef.h"
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#include "math/CCGeometry.h"
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#include "base/ccTypes.h"
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#ifdef EMSCRIPTEN
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#include "CCGLBufferedNode.h"
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#endif // EMSCRIPTEN
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NS_CC_BEGIN
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@ -68,9 +65,6 @@ class GLProgram;
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* Be aware that the content of the generated textures will be upside-down!
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*/
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class CC_DLL Texture2D : public Ref
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#ifdef EMSCRIPTEN
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, public GLBufferedNode
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#endif // EMSCRIPTEN
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{
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public:
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/** @typedef Texture2D::PixelFormat
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@ -43,10 +43,6 @@ THE SOFTWARE.
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#include "base/CCNinePatchImageParser.h"
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#ifdef EMSCRIPTEN
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#include <emscripten/emscripten.h>
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#include "platform/emscripten/CCTextureCacheEmscripten.h"
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#endif // EMSCRIPTEN
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using namespace std;
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