mirror of https://github.com/axmolengine/axmol.git
Get CCGrid to work.
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662b8b595f
commit
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@ -88,10 +88,6 @@ CCNode::CCNode(void)
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, m_bReorderChildDirty(false)
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, m_nScriptHandler(0)
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, m_nUpdateScriptHandler(0)
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#ifdef EMSCRIPTEN
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, m_bufferObject(0)
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, m_bufferSize(0)
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#endif // EMSCRIPTEN
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{
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// set default scheduler and actionManager
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CCDirector *director = CCDirector::sharedDirector();
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@ -1196,23 +1192,6 @@ void CCNode::setAdditionalTransform(const CCAffineTransform& additionalTransform
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m_bAdditionalTransformDirty = true;
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}
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#ifdef EMSCRIPTEN
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void CCNode::setGLBufferData(void *buf, GLuint bufSize)
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{
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// WebGL doesn't support client-side arrays, so generate a buffer and load the data first.
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if(m_bufferSize < bufSize)
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{
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if(m_bufferObject)
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{
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glDeleteBuffers(1, &m_bufferObject);
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}
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glGenBuffers(1, &m_bufferObject);
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m_bufferSize = bufSize;
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}
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glBindBuffer(GL_ARRAY_BUFFER, m_bufferObject);
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glBufferData(GL_ARRAY_BUFFER, bufSize, buf, GL_STATIC_DRAW);
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}
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#endif // EMSCRIPTEN
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CCAffineTransform CCNode::parentToNodeTransform(void)
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{
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@ -1376,6 +1376,7 @@ protected:
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int m_nScriptHandler; ///< script handler for onEnter() & onExit(), used in Javascript binding and Lua binding.
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int m_nUpdateScriptHandler; ///< script handler for update() callback per frame, which is invoked from lua & javascript.
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ccScriptType m_eScriptType; ///< type of script binding, lua or javascript
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};
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//#pragma mark - CCNodeRGBA
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@ -45,6 +45,16 @@ CCObject::CCObject(void)
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static unsigned int uObjectCount = 0;
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m_uID = ++uObjectCount;
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#ifdef EMSCRIPTEN
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for(int i = 0; i < BUFFER_SLOTS; i++)
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{
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m_bufferObject[i] = 0;
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m_bufferSize[i] = 0;
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m_indexBufferObject[i] = 0;
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m_indexBufferSize[i] = 0;
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}
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#endif //EMSCRIPTEN
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}
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CCObject::~CCObject(void)
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@ -71,6 +81,38 @@ CCObject::~CCObject(void)
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}
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}
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#ifdef EMSCRIPTEN
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void CCObject::setGLBufferData(void *buf, GLuint bufSize, int slot)
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{
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// WebGL doesn't support client-side arrays, so generate a buffer and load the data first.
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if(m_bufferSize[slot] < bufSize)
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{
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if(m_bufferObject[slot])
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{
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glDeleteBuffers(1, &(m_bufferObject[slot]));
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}
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glGenBuffers(1, &(m_bufferObject[slot]));
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m_bufferSize[slot] = bufSize;
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}
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glBindBuffer(GL_ARRAY_BUFFER, m_bufferObject[slot]);
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glBufferData(GL_ARRAY_BUFFER, bufSize, buf, GL_STATIC_DRAW);
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}
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void CCObject::setGLIndexData(void *buf, GLuint bufSize, int slot)
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{
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// WebGL doesn't support client-side arrays, so generate a buffer and load the data first.
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if(m_indexBufferSize[slot] < bufSize)
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{
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if(m_indexBufferObject[slot])
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{
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glDeleteBuffers(1, &(m_indexBufferObject[slot]));
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}
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glGenBuffers(1, &(m_indexBufferObject[slot]));
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m_indexBufferSize[slot] = bufSize;
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}
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_indexBufferObject[slot]);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, bufSize, buf, GL_STATIC_DRAW);
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}
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#endif // EMSCRIPTEN
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CCObject* CCObject::copy()
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{
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return copyWithZone(0);
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@ -27,6 +27,10 @@ THE SOFTWARE.
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#include "platform/CCPlatformMacros.h"
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#ifdef EMSCRIPTEN
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#include <GLES2/gl2.h>
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#endif // EMSCRIPTEN
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NS_CC_BEGIN
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/**
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@ -72,6 +76,26 @@ public:
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virtual void update(float dt) {CC_UNUSED_PARAM(dt);};
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friend class CCAutoreleasePool;
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#ifdef EMSCRIPTEN
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#define BUFFER_SLOTS 4
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// Moving GL Buffer management code up to CCObject as it is used both via
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// the CCNode and CCGrid inheritance trees.
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/**
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* Load the given data into this CCNode's GL Buffer. Needed for WebGL, as it does not support client-side arrays.
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*/
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void setGLBufferData(void *buf, GLuint bufSize, int slot);
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void setGLIndexData(void *buf, GLuint bufSize, int slot);
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// We allocate 4 buffer objs per node, and index into them as slots.
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GLuint m_bufferObject[BUFFER_SLOTS];
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GLuint m_bufferSize[BUFFER_SLOTS];
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GLuint m_indexBufferObject[BUFFER_SLOTS];
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GLuint m_indexBufferSize[BUFFER_SLOTS];
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#endif // EMSCRIPTEN
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};
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@ -323,7 +323,21 @@ void CCGrid3D::blit(void)
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//
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// Attributes
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//
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#ifdef EMSCRIPTEN
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// Size calculations from calculateVertexPoints().
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unsigned int numOfPoints = (m_sGridSize.width+1) * (m_sGridSize.height+1);
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// position
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setGLBufferData(m_pVertices, numOfPoints * sizeof(ccVertex3F), 0);
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glVertexAttribPointer(kCCVertexAttrib_Position, 3, GL_FLOAT, GL_FALSE, 0, 0);
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// texCoords
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setGLBufferData(m_pTexCoordinates, numOfPoints * sizeof(ccVertex2F), 1);
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glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, 0, 0);
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setGLIndexData(m_pIndices, n * 12, 0);
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glDrawElements(GL_TRIANGLES, (GLsizei) n*6, GL_UNSIGNED_SHORT, 0);
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#else
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// position
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glVertexAttribPointer(kCCVertexAttrib_Position, 3, GL_FLOAT, GL_FALSE, 0, m_pVertices);
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@ -331,6 +345,7 @@ void CCGrid3D::blit(void)
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glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, 0, m_pTexCoordinates);
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glDrawElements(GL_TRIANGLES, (GLsizei) n*6, GL_UNSIGNED_SHORT, m_pIndices);
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#endif // EMSCRIPTEN
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CC_INCREMENT_GL_DRAWS(1);
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}
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@ -778,8 +778,16 @@ void CCLayerColor::draw()
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//
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// Attributes
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//
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#ifdef EMSCRIPTEN
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setGLBufferData(m_pSquareVertices, 4 * sizeof(ccVertex2F), 0);
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glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, 0);
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setGLBufferData(m_pSquareColors, 4 * sizeof(ccColor4F), 1);
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glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_FLOAT, GL_FALSE, 0, 0);
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#else
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glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, m_pSquareVertices);
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glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_FLOAT, GL_FALSE, 0, m_pSquareColors);
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#endif // EMSCRIPTEN
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ccGLBlendFunc( m_tBlendFunc.src, m_tBlendFunc.dst );
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