/**************************************************************************** Copyright (c) 2010-2011 cocos2d-x.org Copyright (c) 2008-2010 Ricardo Quesada 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. ****************************************************************************/ // cocos2d #include "CCTextureAtlas.h" #include "CCTextureCache.h" #include "ccMacros.h" // support #include "CCTexture2D.h" #include //According to some tests GL_TRIANGLE_STRIP is slower, MUCH slower. Probably I'm doing something very wrong // implementation CCTextureAtlas namespace cocos2d { CCTextureAtlas::CCTextureAtlas() :m_pIndices(NULL) ,m_pTexture(NULL) ,m_pQuads(NULL) {} CCTextureAtlas::~CCTextureAtlas() { // CCLOGINFO("cocos2d: deallocing CCTextureAtlas."); CC_SAFE_FREE(m_pQuads) CC_SAFE_FREE(m_pIndices) #if CC_USES_VBO glDeleteBuffers(2, m_pBuffersVBO); #endif // CC_USES_VBO CC_SAFE_RELEASE(m_pTexture); } unsigned int CCTextureAtlas::getTotalQuads() { return m_uTotalQuads; } unsigned int CCTextureAtlas::getCapacity() { return m_uCapacity; } CCTexture2D* CCTextureAtlas::getTexture() { return m_pTexture; } void CCTextureAtlas::setTexture(CCTexture2D * var) { CC_SAFE_RETAIN(var); CC_SAFE_RELEASE(m_pTexture); m_pTexture = var; } ccV3F_C4B_T2F_Quad* CCTextureAtlas::getQuads() { return m_pQuads; } void CCTextureAtlas::setQuads(ccV3F_C4B_T2F_Quad *var) { m_pQuads = var; } // TextureAtlas - alloc & init CCTextureAtlas * CCTextureAtlas::textureAtlasWithFile(const char* file, unsigned int capacity) { CCTextureAtlas * pTextureAtlas = new CCTextureAtlas(); if(pTextureAtlas && pTextureAtlas->initWithFile(file, capacity)) { pTextureAtlas->autorelease(); return pTextureAtlas; } CC_SAFE_DELETE(pTextureAtlas); return NULL; } CCTextureAtlas * CCTextureAtlas::textureAtlasWithTexture(CCTexture2D *texture, unsigned int capacity) { CCTextureAtlas * pTextureAtlas = new CCTextureAtlas(); if (pTextureAtlas && pTextureAtlas->initWithTexture(texture, capacity)) { pTextureAtlas->autorelease(); return pTextureAtlas; } CC_SAFE_DELETE(pTextureAtlas); return NULL; } bool CCTextureAtlas::initWithFile(const char * file, unsigned int capacity) { // retained in property CCTexture2D *texture = CCTextureCache::sharedTextureCache()->addImage(file); if (texture) { return initWithTexture(texture, capacity); } else { CCLOG("cocos2d: Could not open file: %s", file); delete this; return NULL; } } bool CCTextureAtlas::initWithTexture(CCTexture2D *texture, unsigned int capacity) { assert(texture != NULL); m_uCapacity = capacity; m_uTotalQuads = 0; // retained in property this->m_pTexture = texture; CC_SAFE_RETAIN(m_pTexture); m_pQuads = (ccV3F_C4B_T2F_Quad*)calloc( sizeof(ccV3F_C4B_T2F_Quad) * m_uCapacity, 1 ); m_pIndices = (GLushort *)calloc( sizeof(GLushort) * m_uCapacity * 6, 1 ); if( ! ( m_pQuads && m_pIndices) ) { //CCLOG("cocos2d: CCTextureAtlas: not enough memory"); CC_SAFE_FREE(m_pQuads) CC_SAFE_FREE(m_pIndices) // release texture, should set it to null, because the destruction will // release it too. see cocos2d-x issue #484 CC_SAFE_RELEASE_NULL(m_pTexture); return false; } #if CC_USES_VBO // initial binding glGenBuffers(2, &m_pBuffersVBO[0]); #endif // CC_USES_VBO this->initIndices(); return true; } char * CCTextureAtlas::description() { char *ret = new char[100]; sprintf(ret, "", m_uTotalQuads); return ret; } void CCTextureAtlas::initIndices() { for( unsigned int i=0; i < m_uCapacity; i++) { #if CC_TEXTURE_ATLAS_USE_TRIANGLE_STRIP m_pIndices[i*6+0] = i*4+0; m_pIndices[i*6+1] = i*4+0; m_pIndices[i*6+2] = i*4+2; m_pIndices[i*6+3] = i*4+1; m_pIndices[i*6+4] = i*4+3; m_pIndices[i*6+5] = i*4+3; #else m_pIndices[i*6+0] = (GLushort)(i*4+0); m_pIndices[i*6+1] = (GLushort)(i*4+1); m_pIndices[i*6+2] = (GLushort)(i*4+2); // inverted index. issue #179 m_pIndices[i*6+3] = (GLushort)(i*4+3); m_pIndices[i*6+4] = (GLushort)(i*4+2); m_pIndices[i*6+5] = (GLushort)(i*4+1); // m_pIndices[i*6+3] = i*4+2; // m_pIndices[i*6+4] = i*4+3; // m_pIndices[i*6+5] = i*4+1; #endif } #if CC_USES_VBO glBindBuffer(GL_ARRAY_BUFFER, m_pBuffersVBO[0]); glBufferData(GL_ARRAY_BUFFER, sizeof(m_pQuads[0]) * m_uCapacity, m_pQuads, GL_DYNAMIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_pBuffersVBO[1]); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(m_pIndices[0]) * m_uCapacity * 6, m_pIndices, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); #endif // CC_USES_VBO } // TextureAtlas - Update, Insert, Move & Remove void CCTextureAtlas::updateQuad(ccV3F_C4B_T2F_Quad *quad, unsigned int index) { CCAssert( index >= 0 && index < m_uCapacity, "updateQuadWithTexture: Invalid index"); m_uTotalQuads = max( index+1, m_uTotalQuads); m_pQuads[index] = *quad; } void CCTextureAtlas::insertQuad(ccV3F_C4B_T2F_Quad *quad, unsigned int index) { CCAssert( index < m_uCapacity, "insertQuadWithTexture: Invalid index"); m_uTotalQuads++; CCAssert( m_uTotalQuads <= m_uCapacity, "invalid totalQuads"); // issue #575. index can be > totalQuads unsigned int remaining = (m_uTotalQuads-1) - index; // last object doesn't need to be moved if( remaining > 0) { // texture coordinates memmove( &m_pQuads[index+1],&m_pQuads[index], sizeof(m_pQuads[0]) * remaining ); } m_pQuads[index] = *quad; } void CCTextureAtlas::insertQuadFromIndex(unsigned int oldIndex, unsigned int newIndex) { CCAssert( newIndex >= 0 && newIndex < m_uTotalQuads, "insertQuadFromIndex:atIndex: Invalid index"); CCAssert( oldIndex >= 0 && oldIndex < m_uTotalQuads, "insertQuadFromIndex:atIndex: Invalid index"); if( oldIndex == newIndex ) return; // because it is ambigious in iphone, so we implement abs ourself // unsigned int howMany = abs( oldIndex - newIndex); unsigned int howMany = (oldIndex - newIndex) >= 0 ? (oldIndex - newIndex) : (newIndex - oldIndex); unsigned int dst = oldIndex; unsigned int src = oldIndex + 1; if( oldIndex > newIndex) { dst = newIndex+1; src = newIndex; } // texture coordinates ccV3F_C4B_T2F_Quad quadsBackup = m_pQuads[oldIndex]; memmove( &m_pQuads[dst],&m_pQuads[src], sizeof(m_pQuads[0]) * howMany ); m_pQuads[newIndex] = quadsBackup; } void CCTextureAtlas::removeQuadAtIndex(unsigned int index) { CCAssert( index < m_uTotalQuads, "removeQuadAtIndex: Invalid index"); unsigned int remaining = (m_uTotalQuads-1) - index; // last object doesn't need to be moved if( remaining ) { // texture coordinates memmove( &m_pQuads[index],&m_pQuads[index+1], sizeof(m_pQuads[0]) * remaining ); } m_uTotalQuads--; } void CCTextureAtlas::removeAllQuads() { m_uTotalQuads = 0; } // TextureAtlas - Resize bool CCTextureAtlas::resizeCapacity(unsigned int newCapacity) { if( newCapacity == m_uCapacity ) return true; // update capacity and totolQuads m_uTotalQuads = min(m_uTotalQuads, newCapacity); m_uCapacity = newCapacity; void * tmpQuads = realloc( m_pQuads, sizeof(m_pQuads[0]) * m_uCapacity ); void * tmpIndices = realloc( m_pIndices, sizeof(m_pIndices[0]) * m_uCapacity * 6 ); if( ! ( tmpQuads && tmpIndices) ) { //CCLOG("cocos2d: CCTextureAtlas: not enough memory"); if( tmpQuads ) free(tmpQuads); else free(m_pQuads); if( tmpIndices ) free(tmpIndices); else free(m_pIndices); m_pQuads = NULL; m_pIndices = NULL; m_uCapacity = m_uTotalQuads = 0; return false; } m_pQuads = (ccV3F_C4B_T2F_Quad *)tmpQuads; m_pIndices = (GLushort *)tmpIndices; this->initIndices(); return true; } // TextureAtlas - Drawing void CCTextureAtlas::drawQuads() { this->drawNumberOfQuads(m_uTotalQuads); } void CCTextureAtlas::drawNumberOfQuads(unsigned int n) { // Default GL states: GL_TEXTURE_2D, GL_VERTEX_ARRAY, GL_COLOR_ARRAY, GL_TEXTURE_COORD_ARRAY // Needed states: GL_TEXTURE_2D, GL_VERTEX_ARRAY, GL_COLOR_ARRAY, GL_TEXTURE_COORD_ARRAY // Unneeded states: - glBindTexture(GL_TEXTURE_2D, m_pTexture->getName()); #define kQuadSize sizeof(m_pQuads[0].bl) #if CC_USES_VBO glBindBuffer(GL_ARRAY_BUFFER, m_pBuffersVBO[0]); #if CC_ENABLE_CACHE_TEXTTURE_DATA glBufferData(GL_ARRAY_BUFFER, sizeof(m_pQuads[0]) * m_uCapacity, m_pQuads, GL_DYNAMIC_DRAW); #endif // XXX: update is done in draw... perhaps it should be done in a timer glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(m_pQuads[0]) * n, m_pQuads); // vertices glVertexPointer(3, GL_FLOAT, kQuadSize, (GLvoid*) offsetof( ccV3F_C4B_T2F, vertices)); // colors glColorPointer(4, GL_UNSIGNED_BYTE, kQuadSize, (GLvoid*) offsetof( ccV3F_C4B_T2F, colors)); // texture coords glTexCoordPointer(2, GL_FLOAT, kQuadSize, (GLvoid*) offsetof( ccV3F_C4B_T2F, texCoords)); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_pBuffersVBO[1]); #if CC_ENABLE_CACHE_TEXTTURE_DATA glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(m_pIndices[0]) * m_uCapacity * 6, m_pIndices, GL_STATIC_DRAW); #endif #if CC_TEXTURE_ATLAS_USE_TRIANGLE_STRIP glDrawElements(GL_TRIANGLE_STRIP, n*6, GL_UNSIGNED_SHORT, (GLvoid*)0); #else glDrawElements(GL_TRIANGLES, n*6, GL_UNSIGNED_SHORT, (GLvoid*)0); #endif // CC_USES_VBO glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); #else // ! CC_USES_VBO unsigned int offset = (unsigned int)m_pQuads; // vertex unsigned int diff = offsetof( ccV3F_C4B_T2F, vertices); glVertexPointer(3, GL_FLOAT, kQuadSize, (GLvoid*) (offset + diff) ); // color diff = offsetof( ccV3F_C4B_T2F, colors); glColorPointer(4, GL_UNSIGNED_BYTE, kQuadSize, (GLvoid*)(offset + diff)); // texture coords diff = offsetof( ccV3F_C4B_T2F, texCoords); glTexCoordPointer(2, GL_FLOAT, kQuadSize, (GLvoid*)(offset + diff)); #if CC_TEXTURE_ATLAS_USE_TRIANGLE_STRIP glDrawElements(GL_TRIANGLE_STRIP, n*6, GL_UNSIGNED_SHORT, m_pIndices); #else glDrawElements(GL_TRIANGLES, n*6, GL_UNSIGNED_SHORT, m_pIndices); #endif #endif // CC_USES_VBO } void CCTextureAtlas::drawNumberOfQuads(unsigned int n, unsigned int start) { } }//namespace cocos2d