/**************************************************************************** Copyright (c) 2010 cocos2d-x.org 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 "CCQuadParticleSystem.h" #include "CCSpriteFrame.h" namespace cocos2d { //implementation CCQuadParticleSystem // overriding the init method bool CCQuadParticleSystem::initWithTotalParticles(int numberOfParticles) { // base initialization if( CCParticleSystem::initWithTotalParticles(numberOfParticles) ) { // allocating data space m_pQuads = new ccV2F_C4F_T2F_Quad[m_nTotalParticles]; m_pIndices = new GLushort[m_nTotalParticles * 6]; if( !m_pQuads || !m_pIndices) { CCLOG("cocos2d: Particle system: not enough memory"); if( m_pQuads ) delete [] m_pQuads; if(m_pIndices) delete [] m_pIndices; this->release(); return NULL; } // initialize only once the texCoords and the indices this->initTexCoordsWithRect(CGRectMake(0, 0, 1, 1)); this->initIndices(); // create the VBO buffer glGenBuffers(1, &m_uQuadsID); // initial binding glBindBuffer(GL_ARRAY_BUFFER, m_uQuadsID); glBufferData(GL_ARRAY_BUFFER, sizeof(m_pQuads[0])*m_nTotalParticles, m_pQuads, GL_DYNAMIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); return true; } return false; } CCQuadParticleSystem::~CCQuadParticleSystem() { delete [] m_pQuads; delete [] m_pIndices; glDeleteBuffers(1, &m_uQuadsID); } // rect should be in Texture coordinates, not pixel coordinates void CCQuadParticleSystem::initTexCoordsWithRect(CGRect rect) { float bottomLeftX = rect.origin.x; float bottomLeftY = rect.origin.y; float bottomRightX = bottomLeftX + rect.size.width; float bottomRightY = bottomLeftY; float topLeftX = bottomLeftX; float topLeftY = bottomLeftY + rect.size.height; float topRightX = bottomRightX; float topRightY = topLeftY; // Important. Texture in cocos2d are inverted, so the Y component should be inverted CC_SWAP( topRightY, bottomRightY, float); CC_SWAP( topLeftY, bottomLeftY, float); for(int i=0; igetName() != m_pTexture->getName() ) { CCParticleSystem::setTexture(texture); } // convert to Tex coords float wide = (float)texture->getPixelsWide(); float high = (float)texture->getPixelsHigh(); rect.origin.x = rect.origin.x / wide; rect.origin.y = rect.origin.y / high; rect.size.width = rect.size.width / wide; rect.size.height = rect.size.height / high; this->initTexCoordsWithRect(rect); } void CCQuadParticleSystem::setTexture(CCTexture2D* var) { this->setTextureWithRect(var, CGRectMake(0, 0, (float)var->getPixelsWide(), (float)var->getPixelsHigh())); } void CCQuadParticleSystem::setDisplayFrame(CCSpriteFrame *spriteFrame) { NSAssert( CGPoint::CGPointEqualToPoint( spriteFrame->getOffset() , CGPointZero ), "QuadParticle only supports SpriteFrames with no offsets"); // update texture before updating texture rect if ( !m_pTexture || spriteFrame->getTexture()->getName() != m_pTexture->getName()) { this->setTexture(spriteFrame->getTexture()); } } void CCQuadParticleSystem::initIndices() { for( int i = 0; i < m_nTotalParticles; ++i) { m_pIndices[i*6+0] = i*4+0; m_pIndices[i*6+1] = i*4+1; m_pIndices[i*6+2] = i*4+2; m_pIndices[i*6+5] = i*4+1; m_pIndices[i*6+4] = i*4+2; m_pIndices[i*6+3] = i*4+3; } } void CCQuadParticleSystem::updateQuadWithParticle(tCCParticle* particle, CGPoint newPosition) { // colors m_pQuads[m_nParticleIdx].bl.colors = particle->color; m_pQuads[m_nParticleIdx].br.colors = particle->color; m_pQuads[m_nParticleIdx].tl.colors = particle->color; m_pQuads[m_nParticleIdx].tr.colors = particle->color; // vertices float size_2 = particle->size/2; if( particle->rotation ) { float x1 = -size_2; float y1 = -size_2; float x2 = size_2; float y2 = size_2; float x = newPosition.x; float y = newPosition.y; float r = (float)-CC_DEGREES_TO_RADIANS(particle->rotation); float cr = cosf(r); float sr = sinf(r); float ax = x1 * cr - y1 * sr + x; float ay = x1 * sr + y1 * cr + y; float bx = x2 * cr - y1 * sr + x; float by = x2 * sr + y1 * cr + y; float cx = x2 * cr - y2 * sr + x; float cy = x2 * sr + y2 * cr + y; float dx = x1 * cr - y2 * sr + x; float dy = x1 * sr + y2 * cr + y; // bottom-left m_pQuads[m_nParticleIdx].bl.vertices.x = ax; m_pQuads[m_nParticleIdx].bl.vertices.y = ay; // bottom-right vertex: m_pQuads[m_nParticleIdx].br.vertices.x = bx; m_pQuads[m_nParticleIdx].br.vertices.y = by; // top-left vertex: m_pQuads[m_nParticleIdx].tl.vertices.x = dx; m_pQuads[m_nParticleIdx].tl.vertices.y = dy; // top-right vertex: m_pQuads[m_nParticleIdx].tr.vertices.x = cx; m_pQuads[m_nParticleIdx].tr.vertices.y = cy; } else { // bottom-left vertex: m_pQuads[m_nParticleIdx].bl.vertices.x = newPosition.x - size_2; m_pQuads[m_nParticleIdx].bl.vertices.y = newPosition.y - size_2; // bottom-right vertex: m_pQuads[m_nParticleIdx].br.vertices.x = newPosition.x + size_2; m_pQuads[m_nParticleIdx].br.vertices.y = newPosition.y - size_2; // top-left vertex: m_pQuads[m_nParticleIdx].tl.vertices.x = newPosition.x - size_2; m_pQuads[m_nParticleIdx].tl.vertices.y = newPosition.y + size_2; // top-right vertex: m_pQuads[m_nParticleIdx].tr.vertices.x = newPosition.x + size_2; m_pQuads[m_nParticleIdx].tr.vertices.y = newPosition.y + size_2; } } void CCQuadParticleSystem::postStep() { glBindBuffer(GL_ARRAY_BUFFER, m_uQuadsID); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(m_pQuads[0])*m_nParticleCount, m_pQuads); glBindBuffer(GL_ARRAY_BUFFER, 0); } // overriding draw method void CCQuadParticleSystem::draw() { // 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()); glBindBuffer(GL_ARRAY_BUFFER, m_uQuadsID); #define kPointSize sizeof(m_pQuads[0].bl) glVertexPointer(2,GL_FLOAT, kPointSize, 0); glColorPointer(4, GL_FLOAT, kPointSize, (GLvoid*) offsetof(ccV2F_C4F_T2F,colors) ); glTexCoordPointer(2, GL_FLOAT, kPointSize, (GLvoid*) offsetof(ccV2F_C4F_T2F,texCoords) ); bool newBlend = false; if( m_tBlendFunc.src != CC_BLEND_SRC || m_tBlendFunc.dst != CC_BLEND_DST ) { newBlend = true; glBlendFunc( m_tBlendFunc.src, m_tBlendFunc.dst ); } // save color mode #if 0 glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &colorMode); if( colorModulate ) glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); else glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE ); #endif if( m_nParticleIdx != m_nParticleCount ) { CCLOG("pd:%d, pc:%d", m_nParticleIdx, m_nParticleCount); } glDrawElements(GL_TRIANGLES, m_nParticleIdx*6, GL_UNSIGNED_SHORT, m_pIndices); // restore blend state if( newBlend ) glBlendFunc( CC_BLEND_SRC, CC_BLEND_DST ); #if 0 // restore color mode glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, colorMode); #endif glBindBuffer(GL_ARRAY_BUFFER, 0); // restore GL default state // - } }// namespace cocos2d