/* * Copyright (c) 2010-2011 cocos2d-x.org * Copyright (C) 2009 Matt Oswald * Copyright (c) 2009-2010 Ricardo Quesada * Copyright (c) 2011 Zynga Inc. * Copyright (c) 2011 Marco Tillemans * * 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 "CCParticleBatchNode.h" #include "CCTextureCache.h" #include "CCTextureAtlas.h" #include "ccConfig.h" #include "ccMacros.h" #include "effects/CCGrid.h" #include "CCPointExtension.h" #include "CCParticleSystem.h" #include "CCShaderCache.h" #include "CCGLProgram.h" #include "ccGLStateCache.h" #include "support/base64.h" #include "support/zip_support/ZipUtils.h" #include "CCFileUtils.h" #include "kazmath/GL/matrix.h" NS_CC_BEGIN #define kCCParticleDefaultCapacity 500 CCParticleBatchNode::CCParticleBatchNode() : m_pTextureAtlas(NULL) { } CCParticleBatchNode::~CCParticleBatchNode() { CC_SAFE_RELEASE(m_pTextureAtlas); } /* * creation with CCTexture2D */ CCParticleBatchNode* CCParticleBatchNode::batchNodeWithTexture(CCTexture2D * tex) { CCParticleBatchNode * p = new CCParticleBatchNode(); if( p && p->initWithTexture(tex, kCCParticleDefaultCapacity)) { p->autorelease(); return p; } CC_SAFE_DELETE(p); return NULL; } CCParticleBatchNode* CCParticleBatchNode::batchNodeWithTexture(CCTexture2D *tex, unsigned int capacity) { CCParticleBatchNode * p = new CCParticleBatchNode(); if( p && p->initWithTexture(tex, capacity)) { p->autorelease(); return p; } CC_SAFE_DELETE(p); return NULL; } /* * creation with File Image */ CCParticleBatchNode* CCParticleBatchNode::batchNodeWithFile(const char* imageFile, unsigned int capacity) { CCParticleBatchNode * p = new CCParticleBatchNode(); if( p && p->initWithFile(imageFile, capacity)) { p->autorelease(); return p; } CC_SAFE_DELETE(p); return NULL; } CCParticleBatchNode* CCParticleBatchNode::batchNodeWithFile(const char* imageFile) { CCParticleBatchNode * p = new CCParticleBatchNode(); if( p && p->initWithFile(imageFile, kCCParticleDefaultCapacity)) { p->autorelease(); return p; } CC_SAFE_DELETE(p); return NULL; } /* * init with CCTexture2D */ bool CCParticleBatchNode::initWithTexture(CCTexture2D *tex, unsigned int capacity) { m_pTextureAtlas = new CCTextureAtlas(); m_pTextureAtlas->initWithTexture(tex, capacity); // no lazy alloc in this node m_pChildren = new CCArray(); m_pChildren->initWithCapacity(capacity); m_tBlendFunc.src = CC_BLEND_SRC; m_tBlendFunc.dst = CC_BLEND_DST; setShaderProgram(CCShaderCache::sharedShaderCache()->programForKey(kCCShader_PositionTextureColor)); return true; } /* * init with FileImage */ bool CCParticleBatchNode::initWithFile(const char* fileImage, unsigned int capacity) { CCTexture2D *tex = CCTextureCache::sharedTextureCache()->addImage(fileImage); return initWithTexture(tex, capacity); } // CCParticleBatchNode - composition // override visit. // Don't call visit on it's children void CCParticleBatchNode::visit() { // CAREFUL: // This visit is almost identical to CCNode#visit // with the exception that it doesn't call visit on it's children // // The alternative is to have a void CCSprite#visit, but // although this is less mantainable, is faster // if (!m_bIsVisible) { return; } kmGLPushMatrix(); if ( m_pGrid && m_pGrid->isActive()) { m_pGrid->beforeDraw(); transformAncestors(); } transform(); draw(); if ( m_pGrid && m_pGrid->isActive()) { m_pGrid->afterDraw(this); } kmGLPopMatrix(); } // override addChild: void CCParticleBatchNode::addChild(CCNode * child) { CCNode::addChild(child); } void CCParticleBatchNode::addChild(CCNode * child, int zOrder) { CCNode::addChild(child, zOrder); } void CCParticleBatchNode::addChild(CCNode * child, int zOrder, int tag) { CCAssert( child != NULL, "Argument must be non-NULL"); CCAssert( dynamic_cast(child) != NULL, "CCParticleBatchNode only supports CCQuadParticleSystems as children"); CCParticleSystem* pChild = (CCParticleSystem*)child; CCAssert( pChild->getTexture()->getName() == m_pTextureAtlas->getTexture()->getName(), "CCParticleSystem is not using the same texture id"); // If this is the 1st children, then copy blending function if( m_pChildren->count() == 0 ) { setBlendFunc(pChild->getBlendFunc()); } CCAssert( m_tBlendFunc.src == pChild->getBlendFunc().src && m_tBlendFunc.dst == pChild->getBlendFunc().dst, "Can't add a PaticleSystem that uses a differnt blending function"); //no lazy sorting, so don't call super addChild, call helper instead unsigned int pos = addChildHelper(pChild,zOrder,tag); //get new atlasIndex unsigned int atlasIndex = 0; if (pos != 0) { CCParticleSystem* p = (CCParticleSystem*)m_pChildren->objectAtIndex(pos-1); atlasIndex = p->getAtlasIndex() + p->getTotalParticles(); } else { atlasIndex = 0; } insertChild(pChild, atlasIndex); // update quad info pChild->setBatchNode(this); } // don't use lazy sorting, reordering the particle systems quads afterwards would be too complex // XXX research whether lazy sorting + freeing current quads and calloc a new block with size of capacity would be faster // XXX or possibly using vertexZ for reordering, that would be fastest // this helper is almost equivalent to CCNode's addChild, but doesn't make use of the lazy sorting unsigned int CCParticleBatchNode::addChildHelper(CCParticleSystem* child, int z, int aTag) { CCAssert( child != NULL, "Argument must be non-nil"); CCAssert( child->getParent() == NULL, "child already added. It can't be added again"); if( ! m_pChildren ) { m_pChildren = new CCArray(); m_pChildren->initWithCapacity(4); } //don't use a lazy insert unsigned int pos = searchNewPositionInChildrenForZ(z); m_pChildren->insertObject(child, pos); child->setTag(aTag); child->_setZOrder(z); child->setParent(this); if( m_bIsRunning ) { child->onEnter(); child->onEnterTransitionDidFinish(); } return pos; } // Reorder will be done in this function, no "lazy" reorder to particles void CCParticleBatchNode::reorderChild(CCNode * child, int zOrder) { CCAssert( child != NULL, "Child must be non-NULL"); CCAssert( dynamic_cast(child) != NULL, "CCParticleBatchNode only supports CCQuadParticleSystems as children"); CCAssert( m_pChildren->containsObject(child), "Child doesn't belong to batch" ); CCParticleSystem* pChild = (CCParticleSystem*)(child); if( zOrder == child->getZOrder() ) { return; } // no reordering if only 1 child if( m_pChildren->count() > 1) { unsigned int newIndex = 0, oldIndex = 0; getCurrentIndex(&oldIndex, &newIndex, pChild, zOrder); if( oldIndex != newIndex ) { // reorder m_pChildren->array pChild->retain(); m_pChildren->removeObjectAtIndex(oldIndex); m_pChildren->insertObject(pChild, newIndex); pChild->release(); // save old altasIndex unsigned int oldAtlasIndex = pChild->getAtlasIndex(); // update atlas index updateAllAtlasIndexes(); // Find new AtlasIndex unsigned int newAtlasIndex = 0; for( unsigned int i=0;i < m_pChildren->count();i++) { CCParticleSystem* pNode = (CCParticleSystem*)m_pChildren->objectAtIndex(i); if( pNode == pChild ) { newAtlasIndex = pChild->getAtlasIndex(); break; } } // reorder textureAtlas quads m_pTextureAtlas->moveQuadsFromIndex(oldAtlasIndex, pChild->getTotalParticles(), newAtlasIndex); pChild->updateWithNoTime(); } } pChild->_setZOrder(zOrder); } void CCParticleBatchNode::getCurrentIndex(unsigned int* oldIndex, unsigned int* newIndex, CCNode* child, int z) { bool foundCurrentIdx = false; bool foundNewIdx = false; int minusOne = 0; unsigned int count = m_pChildren->count(); for( unsigned int i=0; i < count; i++ ) { CCNode* pNode = (CCNode *)m_pChildren->objectAtIndex(i); // new index if( pNode->getZOrder() > z && ! foundNewIdx ) { *newIndex = i; foundNewIdx = true; if( foundCurrentIdx && foundNewIdx ) { break; } } // current index if( child == pNode ) { *oldIndex = i; foundCurrentIdx = true; if( ! foundNewIdx ) { minusOne = -1; } if( foundCurrentIdx && foundNewIdx ) { break; } } } if( ! foundNewIdx ) { *newIndex = count; } *newIndex += minusOne; } unsigned int CCParticleBatchNode::searchNewPositionInChildrenForZ(int z) { unsigned int count = m_pChildren->count(); for( unsigned int i=0; i < count; i++ ) { CCNode *child = (CCNode *)m_pChildren->objectAtIndex(i); if (child->getZOrder() > z) { return i; } } return count; } // override removeChild: void CCParticleBatchNode::removeChild(CCNode* child, bool cleanup) { // explicit nil handling if (child == NULL) { return; } CCAssert( dynamic_cast(child) != NULL, "CCParticleBatchNode only supports CCQuadParticleSystems as children"); CCAssert(m_pChildren->containsObject(child), "CCParticleBatchNode doesn't contain the sprite. Can't remove it"); CCParticleSystem* pChild = (CCParticleSystem*)child; CCNode::removeChild(pChild, cleanup); // remove child helper m_pTextureAtlas->removeQuadsAtIndex(pChild->getAtlasIndex(), pChild->getTotalParticles()); // after memmove of data, empty the quads at the end of array m_pTextureAtlas->fillWithEmptyQuadsFromIndex(m_pTextureAtlas->getTotalQuads(), pChild->getTotalParticles()); // paticle could be reused for self rendering pChild->setBatchNode(NULL); updateAllAtlasIndexes(); } void CCParticleBatchNode::removeChildAtIndex(unsigned int index, bool doCleanup) { removeChild((CCParticleSystem *)m_pChildren->objectAtIndex(index),doCleanup); } void CCParticleBatchNode::removeAllChildrenWithCleanup(bool doCleanup) { arrayMakeObjectsPerformSelectorWithObject(m_pChildren, setBatchNode, NULL, CCParticleSystem*); CCNode::removeAllChildrenWithCleanup(doCleanup); m_pTextureAtlas->removeAllQuads(); } void CCParticleBatchNode::draw(void) { CC_PROFILER_STOP("CCParticleBatchNode - draw"); if( m_pTextureAtlas->getTotalQuads() == 0 ) { return; } CC_NODE_DRAW_SETUP(); ccGLBlendFunc( m_tBlendFunc.src, m_tBlendFunc.dst ); m_pTextureAtlas->drawQuads(); CC_PROFILER_STOP("CCParticleBatchNode - draw"); } void CCParticleBatchNode::increaseAtlasCapacityTo(unsigned int quantity) { CCLOG("cocos2d: CCParticleBatchNode: resizing TextureAtlas capacity from [%lu] to [%lu].", (long)m_pTextureAtlas->getCapacity(), (long)quantity); if( ! m_pTextureAtlas->resizeCapacity(quantity) ) { // serious problems CCLOG("cocos2d: WARNING: Not enough memory to resize the atlas"); CCAssert(false,"XXX: CCParticleBatchNode #increaseAtlasCapacity SHALL handle this assert"); } } //sets a 0'd quad into the quads array void CCParticleBatchNode::disableParticle(unsigned int particleIndex) { ccV3F_C4B_T2F_Quad* quad = &((m_pTextureAtlas->getQuads())[particleIndex]); quad->br.vertices.x = quad->br.vertices.y = quad->tr.vertices.x = quad->tr.vertices.y = quad->tl.vertices.x = quad->tl.vertices.y = quad->bl.vertices.x = quad->bl.vertices.y = 0.0f; } // CCParticleBatchNode - add / remove / reorder helper methods // add child helper void CCParticleBatchNode::insertChild(CCParticleSystem* pSystem, unsigned int index) { pSystem->setAtlasIndex(index); if(m_pTextureAtlas->getTotalQuads() + pSystem->getTotalParticles() > m_pTextureAtlas->getCapacity()) { increaseAtlasCapacityTo(m_pTextureAtlas->getTotalQuads() + pSystem->getTotalParticles()); // after a realloc empty quads of textureAtlas can be filled with gibberish (realloc doesn't perform calloc), insert empty quads to prevent it m_pTextureAtlas->fillWithEmptyQuadsFromIndex(m_pTextureAtlas->getCapacity() - pSystem->getTotalParticles(), pSystem->getTotalParticles()); } // make room for quads, not necessary for last child if (pSystem->getAtlasIndex() + pSystem->getTotalParticles() != m_pTextureAtlas->getTotalQuads()) { m_pTextureAtlas->moveQuadsFromIndex(index, index+pSystem->getTotalParticles()); } // increase totalParticles here for new particles, update method of particlesystem will fill the quads m_pTextureAtlas->increaseTotalQuadsWith(pSystem->getTotalParticles()); updateAllAtlasIndexes(); } //rebuild atlas indexes void CCParticleBatchNode::updateAllAtlasIndexes() { CCObject *pObj = NULL; unsigned int index = 0; CCARRAY_FOREACH(m_pChildren,pObj) { CCParticleSystem* child = (CCParticleSystem*)pObj; child->setAtlasIndex(index); index += child->getTotalParticles(); } } // CCParticleBatchNode - CocosNodeTexture protocol void CCParticleBatchNode::updateBlendFunc(void) { if( ! m_pTextureAtlas->getTexture()->getHasPremultipliedAlpha()) { m_tBlendFunc.src = GL_SRC_ALPHA; m_tBlendFunc.dst = GL_ONE_MINUS_SRC_ALPHA; } } void CCParticleBatchNode::setTexture(CCTexture2D* texture) { m_pTextureAtlas->setTexture(texture); // If the new texture has No premultiplied alpha, AND the blendFunc hasn't been changed, then update it if( texture && ! texture->getHasPremultipliedAlpha() && ( m_tBlendFunc.src == CC_BLEND_SRC && m_tBlendFunc.dst == CC_BLEND_DST ) ) { m_tBlendFunc.src = GL_SRC_ALPHA; m_tBlendFunc.dst = GL_ONE_MINUS_SRC_ALPHA; } } CCTexture2D* CCParticleBatchNode::getTexture(void) { return m_pTextureAtlas->getTexture(); } void CCParticleBatchNode::setBlendFunc(ccBlendFunc blendFunc) { m_tBlendFunc = blendFunc; } // returns the blending function used for the texture ccBlendFunc CCParticleBatchNode::getBlendFunc(void) { return m_tBlendFunc; } NS_CC_END