/**************************************************************************** Copyright (c) 2010-2012 cocos2d-x.org Copyright (c) 2008-2010 Ricardo Quesada Copyright (c) 2009 Leonardo Kasperavičius Copyright (c) 2011 Zynga Inc. 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. ****************************************************************************/ #include "CCGL.h" #include "CCParticleSystemQuad.h" #include "sprite_nodes/CCSpriteFrame.h" #include "CCDirector.h" #include "CCParticleBatchNode.h" #include "textures/CCTextureAtlas.h" #include "shaders/CCShaderCache.h" #include "shaders/ccGLStateCache.h" #include "shaders/CCGLProgram.h" #include "support/TransformUtils.h" #include "support/CCNotificationCenter.h" #include "CCEventType.h" // extern #include "kazmath/GL/matrix.h" NS_CC_BEGIN //implementation ParticleSystemQuad // overriding the init method bool ParticleSystemQuad::initWithTotalParticles(unsigned int numberOfParticles) { // base initialization if( ParticleSystem::initWithTotalParticles(numberOfParticles) ) { // allocating data space if( ! this->allocMemory() ) { this->release(); return false; } initIndices(); #if CC_TEXTURE_ATLAS_USE_VAO setupVBOandVAO(); #else setupVBO(); #endif setShaderProgram(ShaderCache::getInstance()->programForKey(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR)); #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(ParticleSystemQuad::listenBackToForeground), EVNET_COME_TO_FOREGROUND, NULL); #endif return true; } return false; } ParticleSystemQuad::ParticleSystemQuad() :_quads(NULL) ,_indices(NULL) #if CC_TEXTURE_ATLAS_USE_VAO ,_VAOname(0) #endif { memset(_buffersVBO, 0, sizeof(_buffersVBO)); } ParticleSystemQuad::~ParticleSystemQuad() { if (NULL == _batchNode) { CC_SAFE_FREE(_quads); CC_SAFE_FREE(_indices); glDeleteBuffers(2, &_buffersVBO[0]); #if CC_TEXTURE_ATLAS_USE_VAO glDeleteVertexArrays(1, &_VAOname); GL::bindVAO(0); #endif } #if CC_ENABLE_CACHE_TEXTURE_DATA NotificationCenter::getInstance()->removeObserver(this, EVNET_COME_TO_FOREGROUND); #endif } // implementation ParticleSystemQuad ParticleSystemQuad * ParticleSystemQuad::create(const char *plistFile) { ParticleSystemQuad *pRet = new ParticleSystemQuad(); if (pRet && pRet->initWithFile(plistFile)) { pRet->autorelease(); return pRet; } CC_SAFE_DELETE(pRet); return pRet; } ParticleSystemQuad * ParticleSystemQuad::createWithTotalParticles(unsigned int numberOfParticles) { ParticleSystemQuad *pRet = new ParticleSystemQuad(); if (pRet && pRet->initWithTotalParticles(numberOfParticles)) { pRet->autorelease(); return pRet; } CC_SAFE_DELETE(pRet); return pRet; } // pointRect should be in Texture coordinates, not pixel coordinates void ParticleSystemQuad::initTexCoordsWithRect(const Rect& pointRect) { // convert to Tex coords Rect rect = Rect( pointRect.origin.x * CC_CONTENT_SCALE_FACTOR(), pointRect.origin.y * CC_CONTENT_SCALE_FACTOR(), pointRect.size.width * CC_CONTENT_SCALE_FACTOR(), pointRect.size.height * CC_CONTENT_SCALE_FACTOR()); GLfloat wide = (GLfloat) pointRect.size.width; GLfloat high = (GLfloat) pointRect.size.height; if (_texture) { wide = (GLfloat)_texture->getPixelsWide(); high = (GLfloat)_texture->getPixelsHigh(); } #if CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL GLfloat left = (rect.origin.x*2+1) / (wide*2); GLfloat bottom = (rect.origin.y*2+1) / (high*2); GLfloat right = left + (rect.size.width*2-2) / (wide*2); GLfloat top = bottom + (rect.size.height*2-2) / (high*2); #else GLfloat left = rect.origin.x / wide; GLfloat bottom = rect.origin.y / high; GLfloat right = left + rect.size.width / wide; GLfloat top = bottom + rect.size.height / high; #endif // ! CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL // Important. Texture in cocos2d are inverted, so the Y component should be inverted CC_SWAP( top, bottom, float); V3F_C4B_T2F_Quad *quads = NULL; unsigned int start = 0, end = 0; if (_batchNode) { quads = _batchNode->getTextureAtlas()->getQuads(); start = _atlasIndex; end = _atlasIndex + _totalParticles; } else { quads = _quads; start = 0; end = _totalParticles; } for(unsigned int i=start; igetName() != _texture->getName() ) { ParticleSystem::setTexture(texture); } this->initTexCoordsWithRect(rect); } void ParticleSystemQuad::setTexture(Texture2D* texture) { const Size& s = texture->getContentSize(); this->setTextureWithRect(texture, Rect(0, 0, s.width, s.height)); } void ParticleSystemQuad::setDisplayFrame(SpriteFrame *spriteFrame) { CCASSERT(spriteFrame->getOffsetInPixels().equals(Point::ZERO), "QuadParticle only supports SpriteFrames with no offsets"); // update texture before updating texture rect if ( !_texture || spriteFrame->getTexture()->getName() != _texture->getName()) { this->setTexture(spriteFrame->getTexture()); } } void ParticleSystemQuad::initIndices() { for(unsigned int i = 0; i < _totalParticles; ++i) { const unsigned int i6 = i*6; const unsigned int i4 = i*4; _indices[i6+0] = (GLushort) i4+0; _indices[i6+1] = (GLushort) i4+1; _indices[i6+2] = (GLushort) i4+2; _indices[i6+5] = (GLushort) i4+1; _indices[i6+4] = (GLushort) i4+2; _indices[i6+3] = (GLushort) i4+3; } } void ParticleSystemQuad::updateQuadWithParticle(tParticle* particle, const Point& newPosition) { V3F_C4B_T2F_Quad *quad; if (_batchNode) { V3F_C4B_T2F_Quad *batchQuads = _batchNode->getTextureAtlas()->getQuads(); quad = &(batchQuads[_atlasIndex+particle->atlasIndex]); } else { quad = &(_quads[_particleIdx]); } Color4B color = (_opacityModifyRGB) ? Color4B( particle->color.r*particle->color.a*255, particle->color.g*particle->color.a*255, particle->color.b*particle->color.a*255, particle->color.a*255) : Color4B( particle->color.r*255, particle->color.g*255, particle->color.b*255, particle->color.a*255); quad->bl.colors = color; quad->br.colors = color; quad->tl.colors = color; quad->tr.colors = color; // vertices GLfloat size_2 = particle->size/2; if (particle->rotation) { GLfloat x1 = -size_2; GLfloat y1 = -size_2; GLfloat x2 = size_2; GLfloat y2 = size_2; GLfloat x = newPosition.x; GLfloat y = newPosition.y; GLfloat r = (GLfloat)-CC_DEGREES_TO_RADIANS(particle->rotation); GLfloat cr = cosf(r); GLfloat sr = sinf(r); GLfloat ax = x1 * cr - y1 * sr + x; GLfloat ay = x1 * sr + y1 * cr + y; GLfloat bx = x2 * cr - y1 * sr + x; GLfloat by = x2 * sr + y1 * cr + y; GLfloat cx = x2 * cr - y2 * sr + x; GLfloat cy = x2 * sr + y2 * cr + y; GLfloat dx = x1 * cr - y2 * sr + x; GLfloat dy = x1 * sr + y2 * cr + y; // bottom-left quad->bl.vertices.x = ax; quad->bl.vertices.y = ay; // bottom-right vertex: quad->br.vertices.x = bx; quad->br.vertices.y = by; // top-left vertex: quad->tl.vertices.x = dx; quad->tl.vertices.y = dy; // top-right vertex: quad->tr.vertices.x = cx; quad->tr.vertices.y = cy; } else { // bottom-left vertex: quad->bl.vertices.x = newPosition.x - size_2; quad->bl.vertices.y = newPosition.y - size_2; // bottom-right vertex: quad->br.vertices.x = newPosition.x + size_2; quad->br.vertices.y = newPosition.y - size_2; // top-left vertex: quad->tl.vertices.x = newPosition.x - size_2; quad->tl.vertices.y = newPosition.y + size_2; // top-right vertex: quad->tr.vertices.x = newPosition.x + size_2; quad->tr.vertices.y = newPosition.y + size_2; } } void ParticleSystemQuad::postStep() { glBindBuffer(GL_ARRAY_BUFFER, _buffersVBO[0]); // Option 1: Sub Data glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(_quads[0])*_totalParticles, _quads); // Option 2: Data // glBufferData(GL_ARRAY_BUFFER, sizeof(quads_[0]) * particleCount, quads_, GL_DYNAMIC_DRAW); // Option 3: Orphaning + glMapBuffer // glBufferData(GL_ARRAY_BUFFER, sizeof(_quads[0])*_totalParticles, NULL, GL_STREAM_DRAW); // void *buf = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY); // memcpy(buf, _quads, sizeof(_quads[0])*_totalParticles); // glUnmapBuffer(GL_ARRAY_BUFFER); glBindBuffer(GL_ARRAY_BUFFER, 0); CHECK_GL_ERROR_DEBUG(); } // overriding draw method void ParticleSystemQuad::draw() { CCASSERT(!_batchNode,"draw should not be called when added to a particleBatchNode"); CC_NODE_DRAW_SETUP(); GL::bindTexture2D( _texture->getName() ); GL::blendFunc( _blendFunc.src, _blendFunc.dst ); CCASSERT( _particleIdx == _particleCount, "Abnormal error in particle quad"); #if CC_TEXTURE_ATLAS_USE_VAO // // Using VBO and VAO // GL::bindVAO(_VAOname); #if CC_REBIND_INDICES_BUFFER glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _buffersVBO[1]); #endif glDrawElements(GL_TRIANGLES, (GLsizei) _particleIdx*6, GL_UNSIGNED_SHORT, 0); #if CC_REBIND_INDICES_BUFFER glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); #endif #else // // Using VBO without VAO // #define kQuadSize sizeof(_quads[0].bl) GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POS_COLOR_TEX ); glBindBuffer(GL_ARRAY_BUFFER, _buffersVBO[0]); // vertices glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, kQuadSize, (GLvoid*) offsetof( V3F_C4B_T2F, vertices)); // colors glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, kQuadSize, (GLvoid*) offsetof( V3F_C4B_T2F, colors)); // tex coords glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORDS, 2, GL_FLOAT, GL_FALSE, kQuadSize, (GLvoid*) offsetof( V3F_C4B_T2F, texCoords)); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _buffersVBO[1]); glDrawElements(GL_TRIANGLES, (GLsizei) _particleIdx*6, GL_UNSIGNED_SHORT, 0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); #endif CC_INCREMENT_GL_DRAWS(1); CHECK_GL_ERROR_DEBUG(); } void ParticleSystemQuad::setTotalParticles(unsigned int tp) { // If we are setting the total number of particles to a number higher // than what is allocated, we need to allocate new arrays if( tp > _allocatedParticles ) { // Allocate new memory size_t particlesSize = tp * sizeof(tParticle); size_t quadsSize = sizeof(_quads[0]) * tp * 1; size_t indicesSize = sizeof(_indices[0]) * tp * 6 * 1; tParticle* particlesNew = (tParticle*)realloc(_particles, particlesSize); V3F_C4B_T2F_Quad* quadsNew = (V3F_C4B_T2F_Quad*)realloc(_quads, quadsSize); GLushort* indicesNew = (GLushort*)realloc(_indices, indicesSize); if (particlesNew && quadsNew && indicesNew) { // Assign pointers _particles = particlesNew; _quads = quadsNew; _indices = indicesNew; // Clear the memory // XXX: Bug? If the quads are cleared, then drawing doesn't work... WHY??? XXX memset(_particles, 0, particlesSize); memset(_quads, 0, quadsSize); memset(_indices, 0, indicesSize); _allocatedParticles = tp; } else { // Out of memory, failed to resize some array if (particlesNew) _particles = particlesNew; if (quadsNew) _quads = quadsNew; if (indicesNew) _indices = indicesNew; CCLOG("Particle system: out of memory"); return; } _totalParticles = tp; // Init particles if (_batchNode) { for (unsigned int i = 0; i < _totalParticles; i++) { _particles[i].atlasIndex=i; } } initIndices(); #if CC_TEXTURE_ATLAS_USE_VAO setupVBOandVAO(); #else setupVBO(); #endif } else { _totalParticles = tp; } resetSystem(); } #if CC_TEXTURE_ATLAS_USE_VAO void ParticleSystemQuad::setupVBOandVAO() { // clean VAO glDeleteBuffers(2, &_buffersVBO[0]); glDeleteVertexArrays(1, &_VAOname); GL::bindVAO(0); glGenVertexArrays(1, &_VAOname); GL::bindVAO(_VAOname); #define kQuadSize sizeof(_quads[0].bl) glGenBuffers(2, &_buffersVBO[0]); glBindBuffer(GL_ARRAY_BUFFER, _buffersVBO[0]); glBufferData(GL_ARRAY_BUFFER, sizeof(_quads[0]) * _totalParticles, _quads, GL_DYNAMIC_DRAW); // vertices glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_POSITION); glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, kQuadSize, (GLvoid*) offsetof( V3F_C4B_T2F, vertices)); // colors glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_COLOR); glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, kQuadSize, (GLvoid*) offsetof( V3F_C4B_T2F, colors)); // tex coords glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_TEX_COORDS); glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORDS, 2, GL_FLOAT, GL_FALSE, kQuadSize, (GLvoid*) offsetof( V3F_C4B_T2F, texCoords)); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _buffersVBO[1]); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(_indices[0]) * _totalParticles * 6, _indices, GL_STATIC_DRAW); // Must unbind the VAO before changing the element buffer. GL::bindVAO(0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glBindBuffer(GL_ARRAY_BUFFER, 0); CHECK_GL_ERROR_DEBUG(); } #else void ParticleSystemQuad::setupVBO() { glDeleteBuffers(2, &_buffersVBO[0]); glGenBuffers(2, &_buffersVBO[0]); glBindBuffer(GL_ARRAY_BUFFER, _buffersVBO[0]); glBufferData(GL_ARRAY_BUFFER, sizeof(_quads[0]) * _totalParticles, _quads, GL_DYNAMIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _buffersVBO[1]); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(_indices[0]) * _totalParticles * 6, _indices, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); CHECK_GL_ERROR_DEBUG(); } #endif void ParticleSystemQuad::listenBackToForeground(Object *obj) { #if CC_TEXTURE_ATLAS_USE_VAO setupVBOandVAO(); #else setupVBO(); #endif } bool ParticleSystemQuad::allocMemory() { CCASSERT( ( !_quads && !_indices), "Memory already alloced"); CCASSERT( !_batchNode, "Memory should not be alloced when not using batchNode"); CC_SAFE_FREE(_quads); CC_SAFE_FREE(_indices); _quads = (V3F_C4B_T2F_Quad*)malloc(_totalParticles * sizeof(V3F_C4B_T2F_Quad)); _indices = (GLushort*)malloc(_totalParticles * 6 * sizeof(GLushort)); if( !_quads || !_indices) { CCLOG("cocos2d: Particle system: not enough memory"); CC_SAFE_FREE(_quads); CC_SAFE_FREE(_indices); return false; } memset(_quads, 0, _totalParticles * sizeof(V3F_C4B_T2F_Quad)); memset(_indices, 0, _totalParticles * 6 * sizeof(GLushort)); return true; } void ParticleSystemQuad::setBatchNode(ParticleBatchNode * batchNode) { if( _batchNode != batchNode ) { ParticleBatchNode* oldBatch = _batchNode; ParticleSystem::setBatchNode(batchNode); // NEW: is self render ? if( ! batchNode ) { allocMemory(); initIndices(); setTexture(oldBatch->getTexture()); #if CC_TEXTURE_ATLAS_USE_VAO setupVBOandVAO(); #else setupVBO(); #endif } // OLD: was it self render ? cleanup else if( !oldBatch ) { // copy current state to batch V3F_C4B_T2F_Quad *batchQuads = _batchNode->getTextureAtlas()->getQuads(); V3F_C4B_T2F_Quad *quad = &(batchQuads[_atlasIndex] ); memcpy( quad, _quads, _totalParticles * sizeof(_quads[0]) ); CC_SAFE_FREE(_quads); CC_SAFE_FREE(_indices); glDeleteBuffers(2, &_buffersVBO[0]); #if CC_TEXTURE_ATLAS_USE_VAO glDeleteVertexArrays(1, &_VAOname); GL::bindVAO(0); #endif } } } ParticleSystemQuad * ParticleSystemQuad::create() { ParticleSystemQuad *pParticleSystemQuad = new ParticleSystemQuad(); if (pParticleSystemQuad && pParticleSystemQuad->init()) { pParticleSystemQuad->autorelease(); return pParticleSystemQuad; } CC_SAFE_DELETE(pParticleSystemQuad); return NULL; } NS_CC_END