/* Copyright (c) 2012 Scott Lembcke and Howling Moon Software * Copyright (c) 2012 cocos2d-x.org * Copyright (c) 2013-2016 Chukong Technologies Inc. * Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd. * Copyright (c) 2021 Bytedance Inc. * * 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 "2d/CCDrawNode.h" #include // offsetof #include "base/ccTypes.h" #include "base/CCEventType.h" #include "base/CCConfiguration.h" #include "renderer/CCRenderer.h" #include "base/CCDirector.h" #include "base/CCEventListenerCustom.h" #include "base/CCEventDispatcher.h" #include "2d/CCActionCatmullRom.h" #include "base/ccUtils.h" #include "renderer/ccShaders.h" #include "renderer/backend/ProgramState.h" NS_AX_BEGIN static inline Tex2F v2ToTex2F(const Vec2& v) { return {v.x, v.y}; } // implementation of DrawNode DrawNode::DrawNode(float lineWidth) : _lineWidth(lineWidth), _defaultLineWidth(lineWidth) { _blendFunc = BlendFunc::ALPHA_PREMULTIPLIED; #if AX_ENABLE_CACHE_TEXTURE_DATA // TODO new-renderer: interface setupBuffer removal // Need to listen the event only when not use batchnode, because it will use VBO // auto listener = EventListenerCustom::create(EVENT_RENDERER_RECREATED, [this](EventCustom* event){ // /** listen the event that renderer was recreated on Android/WP8 */ // this->setupBuffer(); // }); // _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this); #endif } DrawNode::~DrawNode() { AX_SAFE_FREE(_bufferTriangle); AX_SAFE_FREE(_bufferPoint); AX_SAFE_FREE(_bufferLine); freeShaderInternal(_customCommandTriangle); freeShaderInternal(_customCommandPoint); freeShaderInternal(_customCommandLine); } DrawNode* DrawNode::create(float defaultLineWidth) { DrawNode* ret = new DrawNode(defaultLineWidth); if (ret->init()) { ret->autorelease(); } else { AX_SAFE_DELETE(ret); } return ret; } void DrawNode::ensureCapacity(int count) { AXASSERT(count >= 0, "capacity must be >= 0"); if (_bufferCountTriangle + count > _bufferCapacityTriangle) { _bufferCapacityTriangle += MAX(_bufferCapacityTriangle, count); _bufferTriangle = (V2F_C4B_T2F*)realloc(_bufferTriangle, _bufferCapacityTriangle * sizeof(V2F_C4B_T2F)); _customCommandTriangle.createVertexBuffer(sizeof(V2F_C4B_T2F), _bufferCapacityTriangle, CustomCommand::BufferUsage::STATIC); _customCommandTriangle.updateVertexBuffer(_bufferTriangle, _bufferCapacityTriangle * sizeof(V2F_C4B_T2F)); } } void DrawNode::ensureCapacityGLPoint(int count) { AXASSERT(count >= 0, "capacity must be >= 0"); if (_bufferCountPoint + count > _bufferCapacityPoint) { _bufferCapacityPoint += MAX(_bufferCapacityPoint, count); _bufferPoint = (V2F_C4B_T2F*)realloc(_bufferPoint, _bufferCapacityPoint * sizeof(V2F_C4B_T2F)); _customCommandPoint.createVertexBuffer(sizeof(V2F_C4B_T2F), _bufferCapacityPoint, CustomCommand::BufferUsage::STATIC); _customCommandPoint.updateVertexBuffer(_bufferPoint, _bufferCapacityPoint * sizeof(V2F_C4B_T2F)); } } void DrawNode::ensureCapacityGLLine(int count) { AXASSERT(count >= 0, "capacity must be >= 0"); if (_bufferCountLine + count > _bufferCapacityLine) { _bufferCapacityLine += MAX(_bufferCapacityLine, count); _bufferLine = (V2F_C4B_T2F*)realloc(_bufferLine, _bufferCapacityLine * sizeof(V2F_C4B_T2F)); _customCommandLine.createVertexBuffer(sizeof(V2F_C4B_T2F), _bufferCapacityLine, CustomCommand::BufferUsage::STATIC); _customCommandLine.updateVertexBuffer(_bufferLine, _bufferCapacityLine * sizeof(V2F_C4B_T2F)); } } bool DrawNode::init() { _blendFunc = BlendFunc::ALPHA_PREMULTIPLIED; updateShader(); ensureCapacity(512); ensureCapacityGLPoint(64); ensureCapacityGLLine(256); _dirtyTriangle = true; _dirtyLine = true; _dirtyPoint = true; return true; } void DrawNode::updateShader() { updateShaderInternal(_customCommandTriangle, backend::ProgramType::POSITION_COLOR_LENGTH_TEXTURE, CustomCommand::DrawType::ARRAY, CustomCommand::PrimitiveType::TRIANGLE); updateShaderInternal(_customCommandPoint, backend::ProgramType::POSITION_COLOR_TEXTURE_AS_POINTSIZE, CustomCommand::DrawType::ARRAY, CustomCommand::PrimitiveType::POINT); updateShaderInternal(_customCommandLine, backend::ProgramType::POSITION_COLOR_LENGTH_TEXTURE, CustomCommand::DrawType::ARRAY, CustomCommand::PrimitiveType::LINE); } void DrawNode::updateShaderInternal(CustomCommand& cmd, uint32_t programType, CustomCommand::DrawType drawType, CustomCommand::PrimitiveType primitiveType) { auto& pipelinePS = cmd.getPipelineDescriptor().programState; AX_SAFE_RELEASE(pipelinePS); auto program = backend::Program::getBuiltinProgram(programType); pipelinePS = new backend::ProgramState(program); setVertexLayout(cmd); cmd.setPrimitiveType(primitiveType); cmd.setDrawType(drawType); } void DrawNode::setVertexLayout(CustomCommand& cmd) { auto* programState = cmd.getPipelineDescriptor().programState; programState->validateSharedVertexLayout(VertexLayoutHelper::setupDrawNode); } void DrawNode::freeShaderInternal(CustomCommand& cmd) { auto& pipelinePS = cmd.getPipelineDescriptor().programState; AX_SAFE_RELEASE_NULL(pipelinePS); } void DrawNode::updateBlendState(CustomCommand& cmd) { backend::BlendDescriptor& blendDescriptor = cmd.getPipelineDescriptor().blendDescriptor; blendDescriptor.blendEnabled = true; if (_blendFunc == BlendFunc::ALPHA_NON_PREMULTIPLIED) { blendDescriptor.sourceRGBBlendFactor = backend::BlendFactor::SRC_ALPHA; blendDescriptor.destinationRGBBlendFactor = backend::BlendFactor::ONE_MINUS_SRC_ALPHA; blendDescriptor.sourceAlphaBlendFactor = backend::BlendFactor::SRC_ALPHA; blendDescriptor.destinationAlphaBlendFactor = backend::BlendFactor::ONE_MINUS_SRC_ALPHA; setOpacityModifyRGB(false); } else { blendDescriptor.sourceRGBBlendFactor = backend::BlendFactor::ONE; blendDescriptor.destinationRGBBlendFactor = backend::BlendFactor::ONE_MINUS_SRC_ALPHA; blendDescriptor.sourceAlphaBlendFactor = backend::BlendFactor::ONE; blendDescriptor.destinationAlphaBlendFactor = backend::BlendFactor::ONE_MINUS_SRC_ALPHA; setOpacityModifyRGB(true); } } void DrawNode::updateUniforms(const Mat4& transform, CustomCommand& cmd) { auto& pipelineDescriptor = cmd.getPipelineDescriptor(); const auto& matrixP = _director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION); Mat4 matrixMVP = matrixP * transform; auto mvpLocation = pipelineDescriptor.programState->getUniformLocation("u_MVPMatrix"); pipelineDescriptor.programState->setUniform(mvpLocation, matrixMVP.m, sizeof(matrixMVP.m)); float alpha = _displayedOpacity / 255.0f; auto alphaUniformLocation = pipelineDescriptor.programState->getUniformLocation("u_alpha"); pipelineDescriptor.programState->setUniform(alphaUniformLocation, &alpha, sizeof(alpha)); } void DrawNode::draw(Renderer* renderer, const Mat4& transform, uint32_t flags) { if (_bufferCountTriangle) { updateBlendState(_customCommandTriangle); updateUniforms(transform, _customCommandTriangle); _customCommandTriangle.init(_globalZOrder); renderer->addCommand(&_customCommandTriangle); } if (_bufferCountPoint) { updateBlendState(_customCommandPoint); updateUniforms(transform, _customCommandPoint); _customCommandPoint.init(_globalZOrder); renderer->addCommand(&_customCommandPoint); } if (_bufferCountLine) { updateBlendState(_customCommandLine); updateUniforms(transform, _customCommandLine); _customCommandLine.setLineWidth(_lineWidth); _customCommandLine.init(_globalZOrder); renderer->addCommand(&_customCommandLine); } } void DrawNode::drawPoint(const Vec2& position, const float pointSize, const Color4B& color) { ensureCapacityGLPoint(1); V2F_C4B_T2F* point = _bufferPoint + _bufferCountPoint; *point = {position, color, Tex2F(pointSize, 0)}; _customCommandPoint.updateVertexBuffer(point, _bufferCountPoint * sizeof(V2F_C4B_T2F), sizeof(V2F_C4B_T2F)); _bufferCountPoint += 1; _dirtyPoint = true; _customCommandPoint.setVertexDrawInfo(0, _bufferCountPoint); } void DrawNode::drawPoints(const Vec2* position, unsigned int numberOfPoints, const Color4B& color) { drawPoints(position, numberOfPoints, 1.0, color); } void DrawNode::drawPoints(const Vec2* position, unsigned int numberOfPoints, const float pointSize, const Color4B& color) { ensureCapacityGLPoint(numberOfPoints); V2F_C4B_T2F* point = _bufferPoint + _bufferCountPoint; for (unsigned int i = 0; i < numberOfPoints; i++) { *(point + i) = {position[i], color, Tex2F(pointSize, 0)}; } _customCommandPoint.updateVertexBuffer(point, _bufferCountPoint * sizeof(V2F_C4B_T2F), numberOfPoints * sizeof(V2F_C4B_T2F)); _bufferCountPoint += numberOfPoints; _dirtyPoint = true; _customCommandPoint.setVertexDrawInfo(0, _bufferCountPoint); } void DrawNode::drawLine(const Vec2& origin, const Vec2& destination, const Color4B& color) { ensureCapacityGLLine(2); V2F_C4B_T2F* point = _bufferLine + _bufferCountLine; *point = {origin, color, Tex2F(0.0, 0.0)}; *(point + 1) = {destination, color, Tex2F(0.0, 0.0)}; _customCommandLine.updateVertexBuffer(point, _bufferCountLine * sizeof(V2F_C4B_T2F), 2 * sizeof(V2F_C4B_T2F)); _bufferCountLine += 2; _dirtyLine = true; _customCommandLine.setVertexDrawInfo(0, _bufferCountLine); } void DrawNode::drawRect(const Vec2& origin, const Vec2& destination, const Color4B& color) { drawLine(origin, Vec2(destination.x, origin.y), color); drawLine(Vec2(destination.x, origin.y), destination, color); drawLine(destination, Vec2(origin.x, destination.y), color); drawLine(Vec2(origin.x, destination.y), origin, color); } void DrawNode::drawPoly(const Vec2* poli, unsigned int numberOfPoints, bool closePolygon, const Color4B& color) { unsigned int vertex_count; if (closePolygon) { vertex_count = 2 * numberOfPoints; ensureCapacityGLLine(vertex_count); } else { vertex_count = 2 * (numberOfPoints - 1); ensureCapacityGLLine(vertex_count); } V2F_C4B_T2F* point = _bufferLine + _bufferCountLine; V2F_C4B_T2F* cursor = point; unsigned int i = 0; for (; i < numberOfPoints - 1; i++) { *point = {poli[i], color, Tex2F(0.0, 0.0)}; *(point + 1) = {poli[i + 1], color, Tex2F(0.0, 0.0)}; point += 2; } if (closePolygon) { *point = {poli[i], color, Tex2F(0.0, 0.0)}; *(point + 1) = {poli[0], color, Tex2F(0.0, 0.0)}; } _customCommandLine.updateVertexBuffer(cursor, _bufferCountLine * sizeof(V2F_C4B_T2F), vertex_count * sizeof(V2F_C4B_T2F)); _bufferCountLine += vertex_count; _customCommandLine.setVertexDrawInfo(0, _bufferCountLine); } void DrawNode::drawCircle(const Vec2& center, float radius, float angle, unsigned int segments, bool drawLineToCenter, float scaleX, float scaleY, const Color4B& color, float minThickness) { const float coef = 2.0f * (float)M_PI / segments; auto vertices = _abuf.get(segments + 2); for (unsigned int i = 0; i <= segments; i++) { float rads = i * coef; vertices[i].x = radius * cosf(rads + angle) * scaleX + center.x; vertices[i].y = radius * sinf(rads + angle) * scaleY + center.y; } if (_lineWidth > minThickness) { auto scaleFactor = AX_CONTENT_SCALE_FACTOR() * 2 ; drawPolygon(vertices, segments, Color4B(1.0f, 0.0f, 0.0f, 1.0f), _lineWidth / scaleFactor, color); } else { if (drawLineToCenter) { vertices[segments + 1] = center; drawPoly(vertices, segments + 2, true, color); } else drawPoly(vertices, segments + 1, true, color); } } void DrawNode::drawCircle(const Vec2& center, float radius, float angle, unsigned int segments, bool drawLineToCenter, const Color4B& color, float minThickness) { drawCircle(center, radius, angle, segments, drawLineToCenter, 1.0f, 1.0f, color, minThickness); } void DrawNode::drawQuadBezier(const Vec2& origin, const Vec2& control, const Vec2& destination, unsigned int segments, const Color4B& color) { Vec2* vertices = _abuf.get(segments + 1); float t = 0.0f; for (unsigned int i = 0; i < segments; i++) { vertices[i].x = powf(1 - t, 2) * origin.x + 2.0f * (1 - t) * t * control.x + t * t * destination.x; vertices[i].y = powf(1 - t, 2) * origin.y + 2.0f * (1 - t) * t * control.y + t * t * destination.y; t += 1.0f / segments; } vertices[segments].x = destination.x; vertices[segments].y = destination.y; drawPoly(vertices, segments + 1, false, color); } void DrawNode::drawCubicBezier(const Vec2& origin, const Vec2& control1, const Vec2& control2, const Vec2& destination, unsigned int segments, const Color4B& color) { Vec2* vertices = _abuf.get(segments + 1); float t = 0; for (unsigned int i = 0; i < segments; i++) { vertices[i].x = powf(1 - t, 3) * origin.x + 3.0f * powf(1 - t, 2) * t * control1.x + 3.0f * (1 - t) * t * t * control2.x + t * t * t * destination.x; vertices[i].y = powf(1 - t, 3) * origin.y + 3.0f * powf(1 - t, 2) * t * control1.y + 3.0f * (1 - t) * t * t * control2.y + t * t * t * destination.y; t += 1.0f / segments; } vertices[segments].x = destination.x; vertices[segments].y = destination.y; drawPoly(vertices, segments + 1, false, color); } void DrawNode::drawCardinalSpline(PointArray* config, float tension, unsigned int segments, const Color4B& color) { Vec2* vertices = _abuf.get(segments + 1); ssize_t p; float lt; float deltaT = 1.0f / config->count(); for (unsigned int i = 0; i < segments + 1; i++) { float dt = (float)i / segments; // border if (dt == 1) { p = config->count() - 1; lt = 1; } else { p = static_cast(dt / deltaT); lt = (dt - deltaT * (float)p) / deltaT; } // Interpolate Vec2 pp0 = config->getControlPointAtIndex(p - 1); Vec2 pp1 = config->getControlPointAtIndex(p + 0); Vec2 pp2 = config->getControlPointAtIndex(p + 1); Vec2 pp3 = config->getControlPointAtIndex(p + 2); Vec2 newPos = ccCardinalSplineAt(pp0, pp1, pp2, pp3, tension, lt); vertices[i].x = newPos.x; vertices[i].y = newPos.y; } drawPoly(vertices, segments + 1, false, color); } void DrawNode::drawCatmullRom(PointArray* points, unsigned int segments, const Color4B& color) { drawCardinalSpline(points, 0.5f, segments, color); } void DrawNode::drawDot(const Vec2& pos, float radius, const Color4B& color) { unsigned int vertex_count = 2 * 3; ensureCapacity(vertex_count); V2F_C4B_T2F a = {Vec2(pos.x - radius, pos.y - radius), color, Tex2F(-1.0, -1.0)}; V2F_C4B_T2F b = {Vec2(pos.x - radius, pos.y + radius), color, Tex2F(-1.0, 1.0)}; V2F_C4B_T2F c = {Vec2(pos.x + radius, pos.y + radius), color, Tex2F(1.0, 1.0)}; V2F_C4B_T2F d = {Vec2(pos.x + radius, pos.y - radius), color, Tex2F(1.0, -1.0)}; V2F_C4B_T2F_Triangle* triangles = (V2F_C4B_T2F_Triangle*)(_bufferTriangle + _bufferCountTriangle); V2F_C4B_T2F_Triangle triangle0 = {a, b, c}; V2F_C4B_T2F_Triangle triangle1 = {a, c, d}; triangles[0] = triangle0; triangles[1] = triangle1; _customCommandTriangle.updateVertexBuffer(triangles, _bufferCountTriangle * sizeof(V2F_C4B_T2F), vertex_count * sizeof(V2F_C4B_T2F)); _bufferCountTriangle += vertex_count; _dirtyTriangle = true; _customCommandTriangle.setVertexDrawInfo(0, _bufferCountTriangle); } void DrawNode::drawRect(const Vec2& p1, const Vec2& p2, const Vec2& p3, const Vec2& p4, const Color4B& color) { drawLine(p1, p2, color); drawLine(p2, p3, color); drawLine(p3, p4, color); drawLine(p4, p1, color); } void DrawNode::drawSegment(const Vec2& from, const Vec2& to, float radius, const Color4B& color) { unsigned int vertex_count = 6 * 3; ensureCapacity(vertex_count); Vec2 a = from; Vec2 b = to; Vec2 n = ((b - a).getPerp()).getNormalized(); Vec2 t = n.getPerp(); Vec2 nw = n * radius; Vec2 tw = t * radius; Vec2 v0 = b - (nw + tw); Vec2 v1 = b + (nw - tw); Vec2 v2 = b - nw; Vec2 v3 = b + nw; Vec2 v4 = a - nw; Vec2 v5 = a + nw; Vec2 v6 = a - (nw - tw); Vec2 v7 = a + (nw + tw); V2F_C4B_T2F_Triangle* triangles = (V2F_C4B_T2F_Triangle*)(_bufferTriangle + _bufferCountTriangle); V2F_C4B_T2F_Triangle triangles0 = { {v0, color, v2ToTex2F(-(n + t))}, {v1, color, v2ToTex2F(n - t)}, {v2, color, v2ToTex2F(-n)}, }; triangles[0] = triangles0; V2F_C4B_T2F_Triangle triangles1 = { {v3, color, v2ToTex2F(n)}, {v1, color, v2ToTex2F(n - t)}, {v2, color, v2ToTex2F(-n)}, }; triangles[1] = triangles1; V2F_C4B_T2F_Triangle triangles2 = { {v3, color, v2ToTex2F(n)}, {v4, color, v2ToTex2F(-n)}, {v2, color, v2ToTex2F(-n)}, }; triangles[2] = triangles2; V2F_C4B_T2F_Triangle triangles3 = { {v3, color, v2ToTex2F(n)}, {v4, color, v2ToTex2F(-n)}, {v5, color, v2ToTex2F(n)}, }; triangles[3] = triangles3; V2F_C4B_T2F_Triangle triangles4 = { {v6, color, v2ToTex2F(t - n)}, {v4, color, v2ToTex2F(-n)}, {v5, color, v2ToTex2F(n)}, }; triangles[4] = triangles4; V2F_C4B_T2F_Triangle triangles5 = { {v6, color, v2ToTex2F(t - n)}, {v7, color, v2ToTex2F(t + n)}, {v5, color, v2ToTex2F(n)}, }; triangles[5] = triangles5; _customCommandTriangle.updateVertexBuffer(triangles, _bufferCountTriangle * sizeof(V2F_C4B_T2F), vertex_count * sizeof(V2F_C4B_T2F)); _bufferCountTriangle += vertex_count; _dirtyTriangle = true; _customCommandTriangle.setVertexDrawInfo(0, _bufferCountTriangle); } void DrawNode::drawPolygon(const Vec2* verts, int count, const Color4B& fillColor, float borderWidth, const Color4B& borderColor) { AXASSERT(count >= 0, "invalid count value"); bool outline = (borderColor.a > 0.0f && borderWidth > 0.0f); auto triangle_count = outline ? (3 * count - 2) : (count - 2); auto vertex_count = 3 * triangle_count; ensureCapacity(vertex_count); V2F_C4B_T2F_Triangle* triangles = (V2F_C4B_T2F_Triangle*)(_bufferTriangle + _bufferCountTriangle); V2F_C4B_T2F_Triangle* cursor = triangles; for (int i = 0; i < count - 2; i++) { V2F_C4B_T2F_Triangle tmp = { {verts[0], fillColor, v2ToTex2F(Vec2::ZERO)}, {verts[i + 1], fillColor, v2ToTex2F(Vec2::ZERO)}, {verts[i + 2], fillColor, v2ToTex2F(Vec2::ZERO)}, }; *cursor++ = tmp; } if (outline) { struct ExtrudeVerts { Vec2 offset, n; }; struct ExtrudeVerts* extrude = (struct ExtrudeVerts*)malloc(sizeof(struct ExtrudeVerts) * count); for (int i = 0; i < count; i++) { Vec2 v0 = verts[(i - 1 + count) % count]; Vec2 v1 = verts[i]; Vec2 v2 = verts[(i + 1) % count]; Vec2 n1 = ((v1 - v0).getPerp()).getNormalized(); Vec2 n2 = ((v2 - v1).getPerp()).getNormalized(); Vec2 offset = (n1 + n2) * (1.0f / (Vec2::dot(n1, n2) + 1.0f)); extrude[i] = {offset, n2}; } for (int i = 0; i < count; i++) { int j = (i + 1) % count; Vec2 v0 = verts[i]; Vec2 v1 = verts[j]; Vec2 n0 = extrude[i].n; Vec2 offset0 = extrude[i].offset; Vec2 offset1 = extrude[j].offset; Vec2 inner0 = v0 - offset0 * borderWidth; Vec2 inner1 = v1 - offset1 * borderWidth; Vec2 outer0 = v0 + offset0 * borderWidth; Vec2 outer1 = v1 + offset1 * borderWidth; V2F_C4B_T2F_Triangle tmp1 = {{inner0, borderColor, v2ToTex2F(-n0)}, {inner1, borderColor, v2ToTex2F(-n0)}, {outer1, borderColor, v2ToTex2F(n0)}}; *cursor++ = tmp1; V2F_C4B_T2F_Triangle tmp2 = {{inner0, borderColor, v2ToTex2F(-n0)}, {outer0, borderColor, v2ToTex2F(n0)}, {outer1, borderColor, v2ToTex2F(n0)}}; *cursor++ = tmp2; } free(extrude); } _customCommandTriangle.updateVertexBuffer(triangles, _bufferCountTriangle * sizeof(V2F_C4B_T2F), vertex_count * sizeof(V2F_C4B_T2F)); _bufferCountTriangle += vertex_count; _customCommandTriangle.setVertexDrawInfo(0, _bufferCountTriangle); _dirtyTriangle = true; } void DrawNode::drawSolidRect(const Vec2& origin, const Vec2& destination, const Color4B& color) { Vec2 vertices[] = {origin, Vec2(destination.x, origin.y), destination, Vec2(origin.x, destination.y)}; drawSolidPoly(vertices, 4, color); } void DrawNode::drawSolidPoly(const Vec2* poli, unsigned int numberOfPoints, const Color4B& color) { drawPolygon(poli, numberOfPoints, color, 0.0, Color4B()); } void DrawNode::drawSolidCircle(const Vec2& center, float radius, float angle, unsigned int segments, float scaleX, float scaleY, const Color4B& fillColor, float borderWidth, const Color4B& borderColor) { const float coef = 2.0f * (float)M_PI / segments; Vec2* vertices = _abuf.get(segments); for (unsigned int i = 0; i < segments; i++) { float rads = i * coef; float j = radius * cosf(rads + angle) * scaleX + center.x; float k = radius * sinf(rads + angle) * scaleY + center.y; vertices[i].x = j; vertices[i].y = k; } drawPolygon(vertices, segments, fillColor, borderWidth, borderColor); } void DrawNode::drawSolidCircle(const Vec2& center, float radius, float angle, unsigned int segments, float scaleX, float scaleY, const Color4B& color) { const float coef = 2.0f * (float)M_PI / segments; Vec2* vertices = _abuf.get(segments); for (unsigned int i = 0; i < segments; i++) { float rads = i * coef; float j = radius * cosf(rads + angle) * scaleX + center.x; float k = radius * sinf(rads + angle) * scaleY + center.y; vertices[i].x = j; vertices[i].y = k; } drawSolidPoly(vertices, segments, color); } void DrawNode::drawSolidCircle(const Vec2& center, float radius, float angle, unsigned int segments, const Color4B& color) { drawSolidCircle(center, radius, angle, segments, 1.0f, 1.0f, color); } void DrawNode::drawTriangle(const Vec2& p1, const Vec2& p2, const Vec2& p3, const Color4B& color) { unsigned int vertex_count = 3; ensureCapacity(vertex_count); V2F_C4B_T2F a = {p1, color, Tex2F(0.0, 0.0)}; V2F_C4B_T2F b = {p2, color, Tex2F(0.0, 0.0)}; V2F_C4B_T2F c = {p3, color, Tex2F(0.0, 0.0)}; V2F_C4B_T2F_Triangle* triangles = (V2F_C4B_T2F_Triangle*)(_bufferTriangle + _bufferCountTriangle); V2F_C4B_T2F_Triangle triangle = {a, b, c}; triangles[0] = triangle; _customCommandTriangle.updateVertexBuffer(triangles, _bufferCountTriangle * sizeof(V2F_C4B_T2F), vertex_count * sizeof(V2F_C4B_T2F)); _bufferCountTriangle += vertex_count; _dirtyTriangle = true; _customCommandTriangle.setVertexDrawInfo(0, _bufferCountTriangle); } void DrawNode::clear() { _bufferCountTriangle = 0; _dirtyTriangle = true; _bufferCountLine = 0; _dirtyLine = true; _bufferCountPoint = 0; _dirtyPoint = true; _lineWidth = _defaultLineWidth; } const BlendFunc& DrawNode::getBlendFunc() const { return _blendFunc; } void DrawNode::setBlendFunc(const BlendFunc& blendFunc) { _blendFunc = blendFunc; } void DrawNode::setLineWidth(float lineWidth) { _lineWidth = lineWidth; } float DrawNode::getLineWidth() { return this->_lineWidth; } void DrawNode::visit(Renderer* renderer, const Mat4& parentTransform, uint32_t parentFlags) { if (_isolated) { // ignore `parentTransform` from parent Node::visit(renderer, Mat4::IDENTITY, parentFlags); } else { Node::visit(renderer, parentTransform, parentFlags); } } NS_AX_END