Merge pull request #3114 from dumganhar/iss2388-default-texture

closed #2388: Creating a default texture for CCSprite if setTexture(nullptr) is invoked.
This commit is contained in:
minggo 2013-07-09 21:03:20 -07:00
commit 91fc0b2a45
3 changed files with 47 additions and 24 deletions

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@ -1616,6 +1616,7 @@ FadeIn* FadeIn::clone() const
{ {
// no copy constructor // no copy constructor
auto a = new FadeIn(); auto a = new FadeIn();
a->initWithDuration(_duration);
a->autorelease(); a->autorelease();
return a; return a;
} }

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@ -550,25 +550,12 @@ void Sprite::draw(void)
CCAssert(!_batchNode, "If Sprite is being rendered by SpriteBatchNode, Sprite#draw SHOULD NOT be called"); CCAssert(!_batchNode, "If Sprite is being rendered by SpriteBatchNode, Sprite#draw SHOULD NOT be called");
CC_NODE_DRAW_SETUP();
ccGLBlendFunc( _blendFunc.src, _blendFunc.dst ); ccGLBlendFunc( _blendFunc.src, _blendFunc.dst );
if (_texture != NULL) ccGLBindTexture2D( _texture->getName() );
{ ccGLEnableVertexAttribs( kVertexAttribFlag_PosColorTex );
CC_NODE_DRAW_SETUP();
ccGLBindTexture2D( _texture->getName() );
ccGLEnableVertexAttribs( kVertexAttribFlag_PosColorTex );
}
else
{
// If the texture is invalid, uses the PositionColor shader instead.
// TODO: PostionTextureColor shader should support empty texture. In that way, we could get rid of next three lines.
GLProgram* prog = ShaderCache::sharedShaderCache()->programForKey(kShader_PositionColor);
prog->use();
prog->setUniformsForBuiltins();
ccGLBindTexture2D(0);
ccGLEnableVertexAttribs( kVertexAttribFlag_Position | kVertexAttribFlag_Color );
}
#define kQuadSize sizeof(_quad.bl) #define kQuadSize sizeof(_quad.bl)
#ifdef EMSCRIPTEN #ifdef EMSCRIPTEN
@ -582,12 +569,9 @@ void Sprite::draw(void)
int diff = offsetof( V3F_C4B_T2F, vertices); int diff = offsetof( V3F_C4B_T2F, vertices);
glVertexAttribPointer(kVertexAttrib_Position, 3, GL_FLOAT, GL_FALSE, kQuadSize, (void*) (offset + diff)); glVertexAttribPointer(kVertexAttrib_Position, 3, GL_FLOAT, GL_FALSE, kQuadSize, (void*) (offset + diff));
if (_texture != NULL) // texCoods
{ diff = offsetof( V3F_C4B_T2F, texCoords);
// texCoods glVertexAttribPointer(kVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, kQuadSize, (void*)(offset + diff));
diff = offsetof( V3F_C4B_T2F, texCoords);
glVertexAttribPointer(kVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, kQuadSize, (void*)(offset + diff));
}
// color // color
diff = offsetof( V3F_C4B_T2F, colors); diff = offsetof( V3F_C4B_T2F, colors);
@ -1083,6 +1067,26 @@ void Sprite::updateBlendFunc(void)
} }
} }
/*
* This array is the data of a white image with 2 by 2 dimension.
* It's used for creating a default texture when sprite's texture is set to NULL.
* Supposing codes as follows:
*
* auto sp = new Sprite();
* sp->init(); // Texture was set to NULL, in order to make opacity and color to work correctly, we need to create a 2x2 white texture.
*
* The test is in "TestCpp/SpriteTest/Sprite without texture".
*/
static unsigned char cc_2x2_white_image[] = {
// RGBA8888
0xFF, 0xFF, 0xFF, 0xFF,
0xFF, 0xFF, 0xFF, 0xFF,
0xFF, 0xFF, 0xFF, 0xFF,
0xFF, 0xFF, 0xFF, 0xFF
};
#define CC_2x2_WHITE_IMAGE_KEY "cc_2x2_white_image"
void Sprite::setTexture(Texture2D *texture) void Sprite::setTexture(Texture2D *texture)
{ {
// If batchnode, then texture id should be the same // If batchnode, then texture id should be the same
@ -1090,6 +1094,24 @@ void Sprite::setTexture(Texture2D *texture)
// accept texture==nil as argument // accept texture==nil as argument
CCAssert( !texture || dynamic_cast<Texture2D*>(texture), "setTexture expects a Texture2D. Invalid argument"); CCAssert( !texture || dynamic_cast<Texture2D*>(texture), "setTexture expects a Texture2D. Invalid argument");
if (NULL == texture)
{
// Gets the texture by key firstly.
texture = TextureCache::sharedTextureCache()->textureForKey(CC_2x2_WHITE_IMAGE_KEY);
// If texture wasn't in cache, create it from RAW data.
if (NULL == texture)
{
Image* image = new Image();
bool isOK = image->initWithImageData(cc_2x2_white_image, sizeof(cc_2x2_white_image), Image::kFmtRawData, 2, 2, 8);
if (isOK) {
texture = TextureCache::sharedTextureCache()->addUIImage(image, CC_2x2_WHITE_IMAGE_KEY);
}
CC_SAFE_RELEASE(image);
}
}
if (!_batchNode && _texture != texture) if (!_batchNode && _texture != texture)
{ {
CC_SAFE_RETAIN(texture); CC_SAFE_RETAIN(texture);

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@ -597,7 +597,7 @@ void TextureCache::removeTextureForKey(const char *textureKeyName)
Texture2D* TextureCache::textureForKey(const char* key) Texture2D* TextureCache::textureForKey(const char* key)
{ {
return (Texture2D*)_textures->objectForKey(FileUtils::sharedFileUtils()->fullPathForFilename(key)); return static_cast<Texture2D*>(_textures->objectForKey(FileUtils::sharedFileUtils()->fullPathForFilename(key)));
} }
void TextureCache::reloadAllTextures() void TextureCache::reloadAllTextures()