/**************************************************************************** Copyright (c) 2014 Chukong Technologies 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 "3d/CCSprite3D.h" #include "3d/CCMesh.h" #include "3d/CCObjLoader.h" #include "3d/CCMeshSkin.h" #include "3d/CCBundle3D.h" #include "3d/CCSprite3DMaterial.h" #include "3d/CCSubMesh.h" #include "3d/CCAttachNode.h" #include "3d/CCSubMeshState.h" #include "3d/CCSkeleton3D.h" #include "base/CCDirector.h" #include "base/CCPlatformMacros.h" #include "base/ccMacros.h" #include "platform/CCFileUtils.h" #include "renderer/CCTextureCache.h" #include "renderer/CCRenderer.h" #include "renderer/CCGLProgramState.h" #include "renderer/CCGLProgramCache.h" #include "deprecated/CCString.h" // For StringUtils::format NS_CC_BEGIN std::string s_attributeNames[] = {GLProgram::ATTRIBUTE_NAME_POSITION, GLProgram::ATTRIBUTE_NAME_COLOR, GLProgram::ATTRIBUTE_NAME_TEX_COORD, GLProgram::ATTRIBUTE_NAME_NORMAL, GLProgram::ATTRIBUTE_NAME_BLEND_WEIGHT, GLProgram::ATTRIBUTE_NAME_BLEND_INDEX}; Sprite3D* Sprite3D::create(const std::string &modelPath) { if (modelPath.length() < 4) CCASSERT(false, "improper name specified when creating Sprite3D"); auto sprite = new Sprite3D(); if (sprite && sprite->initWithFile(modelPath)) { sprite->autorelease(); return sprite; } CC_SAFE_DELETE(sprite); return nullptr; } Sprite3D* Sprite3D::create(const std::string &modelPath, const std::string &texturePath) { auto sprite = create(modelPath); if (sprite) { sprite->setTexture(texturePath); } return sprite; } bool Sprite3D::loadFromCache(const std::string& path) { std::string fullPath = FileUtils::getInstance()->fullPathForFilename(path); //find from the cache std::string key = fullPath + "#"; auto mesh = MeshCache::getInstance()->getMesh(key); if (mesh) { _mesh = mesh; _mesh->retain(); char str[20]; for (int i = 0; i < (int)_mesh->getSubMeshCount(); i++) { sprintf(str, "submesh%d", i); std::string submeshkey = key + std::string(str); auto tex = Sprite3DMaterialCache::getInstance()->getSprite3DMaterial(submeshkey); auto submeshstate = SubMeshState::create(); submeshstate->setTexture(tex); _subMeshStates.pushBack(submeshstate); } _skeleton = Skeleton3D::create(fullPath, ""); CC_SAFE_RETAIN(_skeleton); _skin = MeshSkin::create(_skeleton, fullPath, ""); CC_SAFE_RETAIN(_skin); genGLProgramState(); return true; } return false; } //.mtl file should at the same directory with the same name if exist bool Sprite3D::loadFromObj(const std::string& path) { std::string fullPath = FileUtils::getInstance()->fullPathForFilename(path); std::string key = fullPath + "#"; //.mtl file directory std::string dir = ""; auto last = fullPath.rfind("/"); if (last != -1) dir = fullPath.substr(0, last + 1); ObjLoader::shapes_t shapes; std::string errstr = ObjLoader::LoadObj(shapes, fullPath.c_str(), dir.c_str()); if (!errstr.empty()) return false; //convert to mesh and material std::vector > submeshIndices; std::vector matnames; std::string texname; for (auto it = shapes.shapes.begin(); it != shapes.shapes.end(); it++) { submeshIndices.push_back((*it).mesh.indices); texname = (*it).material.diffuse_texname; if (!texname.empty()) texname = dir + (*it).material.diffuse_texname; matnames.push_back(texname); } _mesh = Mesh::create(shapes.positions, shapes.normals, shapes.texcoords, submeshIndices); _mesh->retain(); if (_mesh == nullptr) return false; //add mesh to cache MeshCache::getInstance()->addMesh(key, _mesh); genMaterials(key, matnames); genGLProgramState(); return true; } bool Sprite3D::loadFromC3x(const std::string& path) { std::string fullPath = FileUtils::getInstance()->fullPathForFilename(path); std::string key = fullPath + "#"; //load from .c3b or .c3t auto bundle = Bundle3D::getInstance(); if (!bundle->load(fullPath)) return false; MeshData meshdata; bool ret = bundle->loadMeshData("", &meshdata); if (!ret) { return false; } _mesh = Mesh::create(meshdata.vertex, meshdata.vertexSizeInFloat, meshdata.subMeshIndices, meshdata.attribs); CC_SAFE_RETAIN(_mesh); //add mesh to cache MeshCache::getInstance()->addMesh(key, _mesh); _skeleton = Skeleton3D::create(fullPath, ""); CC_SAFE_RETAIN(_skeleton); _skin = MeshSkin::create(_skeleton, fullPath, ""); CC_SAFE_RETAIN(_skin); MaterialData materialdata; ret = bundle->loadMaterialData("", &materialdata); if (ret) { std::vector texpaths; texpaths.resize(_mesh->getSubMeshCount(), ""); for (auto& it : materialdata.texturePaths) { texpaths[it.first] = it.second; } genMaterials(key, texpaths); } genGLProgramState(); return true; } Sprite3D::Sprite3D() : _mesh(nullptr) , _skin(nullptr) , _skeleton(nullptr) , _blend(BlendFunc::ALPHA_NON_PREMULTIPLIED) { } Sprite3D::~Sprite3D() { _subMeshStates.clear(); CC_SAFE_RELEASE_NULL(_mesh); CC_SAFE_RELEASE_NULL(_skin); CC_SAFE_RELEASE_NULL(_skeleton); removeAllAttachNode(); } bool Sprite3D::initWithFile(const std::string &path) { _subMeshStates.clear(); CC_SAFE_RELEASE_NULL(_mesh); CC_SAFE_RELEASE_NULL(_skin); CC_SAFE_RELEASE_NULL(_skeleton); if (loadFromCache(path)) return true; //load from file std::string ext = path.substr(path.length() - 4, 4); std::transform(ext.begin(), ext.end(), ext.begin(), tolower); if (ext == ".obj") { return loadFromObj(path); } else if (ext == ".c3b" || ext == ".c3t") { return loadFromC3x(path); } return false; } void Sprite3D::genGLProgramState() { auto programstate = GLProgramState::getOrCreateWithGLProgram(getDefaultGLProgram(_mesh->hasVertexAttrib(GLProgram::VERTEX_ATTRIB_TEX_COORD))); long offset = 0; auto attributeCount = _mesh->getMeshVertexAttribCount(); for (auto k = 0; k < attributeCount; k++) { auto meshattribute = _mesh->getMeshVertexAttribute(k); programstate->setVertexAttribPointer(s_attributeNames[meshattribute.vertexAttrib], meshattribute.size, meshattribute.type, GL_FALSE, _mesh->getVertexSizeInBytes(), (GLvoid*)offset); offset += meshattribute.attribSizeBytes; } setGLProgramState(programstate); auto count = _mesh->getSubMeshCount(); _meshCommands.resize(count); for (int i = 0; i < count; i++) { auto tex = _subMeshStates.at(i)->getTexture(); GLuint texID = tex ? tex->getName() : 0; _meshCommands[i].genMaterialID(texID, programstate, _mesh, _blend); } } GLProgram* Sprite3D::getDefaultGLProgram(bool textured) { bool hasSkin = _skin && _mesh->hasVertexAttrib(GLProgram::VERTEX_ATTRIB_BLEND_INDEX) && _mesh->hasVertexAttrib(GLProgram::VERTEX_ATTRIB_BLEND_WEIGHT); if(textured) { if (hasSkin) return GLProgramCache::getInstance()->getGLProgram(GLProgram::SHADER_3D_SKINPOSITION_TEXTURE); return GLProgramCache::getInstance()->getGLProgram(GLProgram::SHADER_3D_POSITION_TEXTURE); } else { return GLProgramCache::getInstance()->getGLProgram(GLProgram::SHADER_3D_POSITION); } } void Sprite3D::genMaterials(const std::string& keyprefix, const std::vector& texpaths) { _subMeshStates.clear(); char str[20]; auto cache = Director::getInstance()->getTextureCache(); int index = 0; for (auto& it : texpaths) { auto tex = cache->addImage(it); auto subMeshState = SubMeshState::create(); subMeshState->setTexture(tex); _subMeshStates.pushBack(subMeshState); //add to cache sprintf(str, "submesh%d", index); std::string submeshkey = keyprefix + std::string(str); Sprite3DMaterialCache::getInstance()->addSprite3DMaterial(submeshkey, tex); index++; } } void Sprite3D::setTexture(const std::string& texFile) { auto tex = Director::getInstance()->getTextureCache()->addImage(texFile); setTexture(tex); } void Sprite3D::setTexture(Texture2D* texture) { _subMeshStates.at(0)->setTexture(texture); } AttachNode* Sprite3D::getAttachNode(const std::string& boneName) { auto it = _attachments.find(boneName); if (it != _attachments.end()) return it->second; if (_skin) { auto bone = _skin->getBoneByName(boneName); auto attachNode = AttachNode::create(bone); addChild(attachNode); _attachments[boneName] = attachNode; return attachNode; } return nullptr; } void Sprite3D::removeAttachNode(const std::string& boneName) { auto it = _attachments.find(boneName); if (it != _attachments.end()) { removeChild(it->second); _attachments.erase(it); } } void Sprite3D::removeAllAttachNode() { for (auto& it : _attachments) { removeChild(it.second); } _attachments.clear(); } void Sprite3D::draw(Renderer *renderer, const Mat4 &transform, uint32_t flags) { // if (_skeleton) // _skeleton->updateBoneMatrix(); GLProgramState* programstate = getGLProgramState(); Color4F color(getDisplayedColor()); color.a = getDisplayedOpacity() / 255.0f; for (ssize_t i = 0; i < _mesh->getSubMeshCount(); i++) { auto submeshstate = _subMeshStates.at(i); if (!submeshstate->isVisible()) continue; auto submesh = _mesh->getSubMesh((int)i); auto& meshCommand = _meshCommands[i]; GLuint textureID = submeshstate->getTexture() ? submeshstate->getTexture()->getName() : 0; meshCommand.init(_globalZOrder, textureID, programstate, _blend, _mesh->getVertexBuffer(), submesh->getIndexBuffer(), (GLenum)submesh->getPrimitiveType(), (GLenum)submesh->getIndexFormat(), submesh->getIndexCount(), transform); meshCommand.setCullFaceEnabled(true); meshCommand.setDepthTestEnabled(true); if (_skin) { meshCommand.setMatrixPaletteSize((int)_skin->getMatrixPaletteSize()); meshCommand.setMatrixPalette(_skin->getMatrixPalette()); } //support tint and fade meshCommand.setDisplayColor(Vec4(color.r, color.g, color.b, color.a)); Director::getInstance()->getRenderer()->addCommand(&meshCommand); } } void Sprite3D::setBlendFunc(const BlendFunc &blendFunc) { if(_blend.src != blendFunc.src || _blend.dst != blendFunc.dst) { _blend = blendFunc; } } const BlendFunc& Sprite3D::getBlendFunc() const { return _blend; } NS_CC_END