/* Copyright (c) 2012 Scott Lembcke and Howling Moon Software * Copyright (c) 2012 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 "CCDrawNode.h" #include "CCShaderCache.h" #include "CCGL.h" #include "CCNotificationCenter.h" #include "CCEventType.h" NS_CC_BEGIN // Vertex2F == CGPoint in 32-bits, but not in 64-bits (OS X) // that's why the "v2f" functions are needed static Vertex2F v2fzero(0.0f,0.0f); static inline Vertex2F v2f(float x, float y) { Vertex2F ret(x, y); return ret; } static inline Vertex2F v2fadd(const Vertex2F &v0, const Vertex2F &v1) { return v2f(v0.x+v1.x, v0.y+v1.y); } static inline Vertex2F v2fsub(const Vertex2F &v0, const Vertex2F &v1) { return v2f(v0.x-v1.x, v0.y-v1.y); } static inline Vertex2F v2fmult(const Vertex2F &v, float s) { return v2f(v.x * s, v.y * s); } static inline Vertex2F v2fperp(const Vertex2F &p0) { return v2f(-p0.y, p0.x); } static inline Vertex2F v2fneg(const Vertex2F &p0) { return v2f(-p0.x, - p0.y); } static inline float v2fdot(const Vertex2F &p0, const Vertex2F &p1) { return p0.x * p1.x + p0.y * p1.y; } static inline Vertex2F v2fforangle(float _a_) { return v2f(cosf(_a_), sinf(_a_)); } static inline Vertex2F v2fnormalize(const Vertex2F &p) { Point r = Point(p.x, p.y).normalize(); return v2f(r.x, r.y); } static inline Vertex2F __v2f(const Point &v) { //#ifdef __LP64__ return v2f(v.x, v.y); // #else // return * ((Vertex2F*) &v); // #endif } static inline Tex2F __t(const Vertex2F &v) { return *(Tex2F*)&v; } // implementation of DrawNode DrawNode::DrawNode() : _vao(0) , _vbo(0) , _bufferCapacity(0) , _bufferCount(0) , _buffer(NULL) , _dirty(false) { _blendFunc = BlendFunc::ALPHA_PREMULTIPLIED; } DrawNode::~DrawNode() { free(_buffer); _buffer = NULL; glDeleteBuffers(1, &_vbo); _vbo = 0; #if CC_TEXTURE_ATLAS_USE_VAO glDeleteVertexArrays(1, &_vao); GL::bindVAO(0); _vao = 0; #endif #if CC_ENABLE_CACHE_TEXTURE_DATA NotificationCenter::getInstance()->removeObserver(this, EVNET_COME_TO_FOREGROUND); #endif } DrawNode* DrawNode::create() { DrawNode* pRet = new DrawNode(); if (pRet && pRet->init()) { pRet->autorelease(); } else { CC_SAFE_DELETE(pRet); } return pRet; } void DrawNode::ensureCapacity(int count) { CCASSERT(count>=0, "capacity must be >= 0"); if(_bufferCount + count > _bufferCapacity) { _bufferCapacity += MAX(_bufferCapacity, count); _buffer = (V2F_C4B_T2F*)realloc(_buffer, _bufferCapacity*sizeof(V2F_C4B_T2F)); } } bool DrawNode::init() { _blendFunc = BlendFunc::ALPHA_PREMULTIPLIED; setShaderProgram(ShaderCache::getInstance()->getProgram(GLProgram::SHADER_NAME_POSITION_LENGTH_TEXTURE_COLOR)); ensureCapacity(512); #if CC_TEXTURE_ATLAS_USE_VAO glGenVertexArrays(1, &_vao); GL::bindVAO(_vao); #endif glGenBuffers(1, &_vbo); glBindBuffer(GL_ARRAY_BUFFER, _vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(V2F_C4B_T2F)* _bufferCapacity, _buffer, GL_STREAM_DRAW); glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_POSITION); glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, vertices)); glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_COLOR); glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, colors)); glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_TEX_COORDS); glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORDS, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, texCoords)); glBindBuffer(GL_ARRAY_BUFFER, 0); #if CC_TEXTURE_ATLAS_USE_VAO GL::bindVAO(0); #endif CHECK_GL_ERROR_DEBUG(); _dirty = true; #if CC_ENABLE_CACHE_TEXTURE_DATA // Need to listen the event only when not use batchnode, because it will use VBO NotificationCenter::getInstance()->addObserver(this, callfuncO_selector(DrawNode::listenBackToForeground), EVNET_COME_TO_FOREGROUND, NULL); #endif return true; } void DrawNode::render() { if (_dirty) { glBindBuffer(GL_ARRAY_BUFFER, _vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(V2F_C4B_T2F)*_bufferCapacity, _buffer, GL_STREAM_DRAW); _dirty = false; } #if CC_TEXTURE_ATLAS_USE_VAO GL::bindVAO(_vao); #else GL::enableVertexAttribs(GL::VERTEX_ATTRIB_FLAG_POS_COLOR_TEX); glBindBuffer(GL_ARRAY_BUFFER, _vbo); // vertex glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, vertices)); // color glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, colors)); // texcood glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORDS, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, texCoords)); #endif glDrawArrays(GL_TRIANGLES, 0, _bufferCount); glBindBuffer(GL_ARRAY_BUFFER, 0); CC_INCREMENT_GL_DRAWS(1); CHECK_GL_ERROR_DEBUG(); } void DrawNode::draw() { CC_NODE_DRAW_SETUP(); GL::blendFunc(_blendFunc.src, _blendFunc.dst); render(); } void DrawNode::drawDot(const Point &pos, float radius, const Color4F &color) { unsigned int vertex_count = 2*3; ensureCapacity(vertex_count); V2F_C4B_T2F a = {Vertex2F(pos.x - radius, pos.y - radius), Color4B(color), Tex2F(-1.0, -1.0) }; V2F_C4B_T2F b = {Vertex2F(pos.x - radius, pos.y + radius), Color4B(color), Tex2F(-1.0, 1.0) }; V2F_C4B_T2F c = {Vertex2F(pos.x + radius, pos.y + radius), Color4B(color), Tex2F( 1.0, 1.0) }; V2F_C4B_T2F d = {Vertex2F(pos.x + radius, pos.y - radius), Color4B(color), Tex2F( 1.0, -1.0) }; V2F_C4B_T2F_Triangle *triangles = (V2F_C4B_T2F_Triangle *)(_buffer + _bufferCount); V2F_C4B_T2F_Triangle triangle0 = {a, b, c}; V2F_C4B_T2F_Triangle triangle1 = {a, c, d}; triangles[0] = triangle0; triangles[1] = triangle1; _bufferCount += vertex_count; _dirty = true; } void DrawNode::drawSegment(const Point &from, const Point &to, float radius, const Color4F &color) { unsigned int vertex_count = 6*3; ensureCapacity(vertex_count); Vertex2F a = __v2f(from); Vertex2F b = __v2f(to); Vertex2F n = v2fnormalize(v2fperp(v2fsub(b, a))); Vertex2F t = v2fperp(n); Vertex2F nw = v2fmult(n, radius); Vertex2F tw = v2fmult(t, radius); Vertex2F v0 = v2fsub(b, v2fadd(nw, tw)); Vertex2F v1 = v2fadd(b, v2fsub(nw, tw)); Vertex2F v2 = v2fsub(b, nw); Vertex2F v3 = v2fadd(b, nw); Vertex2F v4 = v2fsub(a, nw); Vertex2F v5 = v2fadd(a, nw); Vertex2F v6 = v2fsub(a, v2fsub(nw, tw)); Vertex2F v7 = v2fadd(a, v2fadd(nw, tw)); V2F_C4B_T2F_Triangle *triangles = (V2F_C4B_T2F_Triangle *)(_buffer + _bufferCount); V2F_C4B_T2F_Triangle triangles0 = { {v0, Color4B(color), __t(v2fneg(v2fadd(n, t)))}, {v1, Color4B(color), __t(v2fsub(n, t))}, {v2, Color4B(color), __t(v2fneg(n))}, }; triangles[0] = triangles0; V2F_C4B_T2F_Triangle triangles1 = { {v3, Color4B(color), __t(n)}, {v1, Color4B(color), __t(v2fsub(n, t))}, {v2, Color4B(color), __t(v2fneg(n))}, }; triangles[1] = triangles1; V2F_C4B_T2F_Triangle triangles2 = { {v3, Color4B(color), __t(n)}, {v4, Color4B(color), __t(v2fneg(n))}, {v2, Color4B(color), __t(v2fneg(n))}, }; triangles[2] = triangles2; V2F_C4B_T2F_Triangle triangles3 = { {v3, Color4B(color), __t(n)}, {v4, Color4B(color), __t(v2fneg(n))}, {v5, Color4B(color), __t(n) }, }; triangles[3] = triangles3; V2F_C4B_T2F_Triangle triangles4 = { {v6, Color4B(color), __t(v2fsub(t, n))}, {v4, Color4B(color), __t(v2fneg(n)) }, {v5, Color4B(color), __t(n)}, }; triangles[4] = triangles4; V2F_C4B_T2F_Triangle triangles5 = { {v6, Color4B(color), __t(v2fsub(t, n))}, {v7, Color4B(color), __t(v2fadd(n, t))}, {v5, Color4B(color), __t(n)}, }; triangles[5] = triangles5; _bufferCount += vertex_count; _dirty = true; } void DrawNode::drawPolygon(Point *verts, unsigned int count, const Color4F &fillColor, float borderWidth, const Color4F &borderColor) { struct ExtrudeVerts {Vertex2F offset, n;}; struct ExtrudeVerts* extrude = (struct ExtrudeVerts*)malloc(sizeof(struct ExtrudeVerts)*count); memset(extrude, 0, sizeof(struct ExtrudeVerts)*count); for(unsigned int i = 0; i < count; i++) { Vertex2F v0 = __v2f(verts[(i-1+count)%count]); Vertex2F v1 = __v2f(verts[i]); Vertex2F v2 = __v2f(verts[(i+1)%count]); Vertex2F n1 = v2fnormalize(v2fperp(v2fsub(v1, v0))); Vertex2F n2 = v2fnormalize(v2fperp(v2fsub(v2, v1))); Vertex2F offset = v2fmult(v2fadd(n1, n2), 1.0/(v2fdot(n1, n2) + 1.0)); struct ExtrudeVerts tmp = {offset, n2}; extrude[i] = tmp; } bool outline = (borderColor.a > 0.0 && borderWidth > 0.0); unsigned int triangle_count = 3*count - 2; unsigned int vertex_count = 3*triangle_count; ensureCapacity(vertex_count); V2F_C4B_T2F_Triangle *triangles = (V2F_C4B_T2F_Triangle *)(_buffer + _bufferCount); V2F_C4B_T2F_Triangle *cursor = triangles; float inset = (outline == false ? 0.5 : 0.0); for(unsigned int i = 0; i < count-2; i++) { Vertex2F v0 = v2fsub(__v2f(verts[0 ]), v2fmult(extrude[0 ].offset, inset)); Vertex2F v1 = v2fsub(__v2f(verts[i+1]), v2fmult(extrude[i+1].offset, inset)); Vertex2F v2 = v2fsub(__v2f(verts[i+2]), v2fmult(extrude[i+2].offset, inset)); V2F_C4B_T2F_Triangle tmp = { {v0, Color4B(fillColor), __t(v2fzero)}, {v1, Color4B(fillColor), __t(v2fzero)}, {v2, Color4B(fillColor), __t(v2fzero)}, }; *cursor++ = tmp; } for(unsigned int i = 0; i < count; i++) { int j = (i+1)%count; Vertex2F v0 = __v2f(verts[i]); Vertex2F v1 = __v2f(verts[j]); Vertex2F n0 = extrude[i].n; Vertex2F offset0 = extrude[i].offset; Vertex2F offset1 = extrude[j].offset; if(outline) { Vertex2F inner0 = v2fsub(v0, v2fmult(offset0, borderWidth)); Vertex2F inner1 = v2fsub(v1, v2fmult(offset1, borderWidth)); Vertex2F outer0 = v2fadd(v0, v2fmult(offset0, borderWidth)); Vertex2F outer1 = v2fadd(v1, v2fmult(offset1, borderWidth)); V2F_C4B_T2F_Triangle tmp1 = { {inner0, Color4B(borderColor), __t(v2fneg(n0))}, {inner1, Color4B(borderColor), __t(v2fneg(n0))}, {outer1, Color4B(borderColor), __t(n0)} }; *cursor++ = tmp1; V2F_C4B_T2F_Triangle tmp2 = { {inner0, Color4B(borderColor), __t(v2fneg(n0))}, {outer0, Color4B(borderColor), __t(n0)}, {outer1, Color4B(borderColor), __t(n0)} }; *cursor++ = tmp2; } else { Vertex2F inner0 = v2fsub(v0, v2fmult(offset0, 0.5)); Vertex2F inner1 = v2fsub(v1, v2fmult(offset1, 0.5)); Vertex2F outer0 = v2fadd(v0, v2fmult(offset0, 0.5)); Vertex2F outer1 = v2fadd(v1, v2fmult(offset1, 0.5)); V2F_C4B_T2F_Triangle tmp1 = { {inner0, Color4B(fillColor), __t(v2fzero)}, {inner1, Color4B(fillColor), __t(v2fzero)}, {outer1, Color4B(fillColor), __t(n0)} }; *cursor++ = tmp1; V2F_C4B_T2F_Triangle tmp2 = { {inner0, Color4B(fillColor), __t(v2fzero)}, {outer0, Color4B(fillColor), __t(n0)}, {outer1, Color4B(fillColor), __t(n0)} }; *cursor++ = tmp2; } } _bufferCount += vertex_count; _dirty = true; free(extrude); } void DrawNode::clear() { _bufferCount = 0; _dirty = true; } const BlendFunc& DrawNode::getBlendFunc() const { return _blendFunc; } void DrawNode::setBlendFunc(const BlendFunc &blendFunc) { _blendFunc = blendFunc; } /** listen the event that coming to foreground on Android */ void DrawNode::listenBackToForeground(Object *obj) { init(); } NS_CC_END