/**************************************************************************** Copyright (c) 2014-2016 Chukong Technologies Inc. Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd. 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 "DrawNode3D.h" #include "renderer/backend/Buffer.h" NS_CC_BEGIN DrawNode3D::DrawNode3D() { _blendFunc = BlendFunc::ALPHA_PREMULTIPLIED; } DrawNode3D::~DrawNode3D() { CC_SAFE_RELEASE_NULL(_programStateLine); CC_SAFE_DELETE(_depthstencilDescriptor); } DrawNode3D* DrawNode3D::create() { DrawNode3D* ret = new (std::nothrow) DrawNode3D(); if (ret && ret->init()) { ret->autorelease(); } else { CC_SAFE_DELETE(ret); } return ret; } void DrawNode3D::ensureCapacity(int count) { CCASSERT(count>=0, "capacity must be >= 0"); const int EXTENDED_SIZE = _bufferLines.size() + count; _bufferLines.reserve(EXTENDED_SIZE); if (!_customCommand.getVertexBuffer() || _customCommand.getVertexBuffer()->getSize() < (EXTENDED_SIZE * sizeof(_bufferLines[0]))) { _customCommand.createVertexBuffer(sizeof(V3F_C4B), EXTENDED_SIZE + (EXTENDED_SIZE >> 1), CustomCommand::BufferUsage::DYNAMIC); } } bool DrawNode3D::init() { _blendFunc = BlendFunc::ALPHA_PREMULTIPLIED; auto &pd = _customCommand.getPipelineDescriptor(); _programStateLine = new backend::ProgramState(lineColor3D_vert, lineColor3D_frag); pd.programState = _programStateLine; _locMVPMatrix = _programStateLine->getUniformLocation("u_MVPMatrix"); _customCommand.setBeforeCallback(CC_CALLBACK_0(DrawNode3D::onBeforeDraw, this)); _customCommand.setAfterCallback(CC_CALLBACK_0(DrawNode3D::onAfterDraw, this)); auto layout = _programStateLine->getVertexLayout(); #define INITIAL_VERTEX_BUFFER_LENGTH 512 ensureCapacity(INITIAL_VERTEX_BUFFER_LENGTH); _customCommand.setDrawType(CustomCommand::DrawType::ARRAY); _customCommand.setPrimitiveType(CustomCommand::PrimitiveType::LINE); const auto& attributeInfo = _programStateLine->getProgram()->getActiveAttributes(); auto iter = attributeInfo.find("a_position"); if(iter != attributeInfo.end()) { layout->setAttribute("a_position", iter->second.location, backend::VertexFormat::FLOAT3, 0, false); } iter = attributeInfo.find("a_color"); if(iter != attributeInfo.end()) { layout->setAttribute("a_color", iter->second.location, backend::VertexFormat::UBYTE4, sizeof(Vec3), true); } layout->setLayout(sizeof(V3F_C4B)); _customCommand.createVertexBuffer(sizeof(V3F_C4B), INITIAL_VERTEX_BUFFER_LENGTH, CustomCommand::BufferUsage::DYNAMIC); _isDirty = true; #if CC_ENABLE_CACHE_TEXTURE_DATA // Need to listen the event only when not use batchnode, because it will use VBO auto listener = EventListenerCustom::create(EVENT_COME_TO_FOREGROUND, [this](EventCustom* event){ /** listen the event that coming to foreground on Android */ this->init(); }); _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this); #endif return true; } void DrawNode3D::draw(Renderer *renderer, const Mat4 &transform, uint32_t flags) { _customCommand.init(_globalZOrder, transform, flags); updateCommand(renderer, transform, flags); if (_isDirty && !_bufferLines.empty()) { _customCommand.updateVertexBuffer(_bufferLines.data(), (unsigned int)(_bufferLines.size() * sizeof(_bufferLines[0]))); _customCommand.setVertexDrawInfo(0, _bufferLines.size()); _isDirty = false; } if (!_bufferLines.empty()) { renderer->addCommand(&_customCommand); } } void DrawNode3D::updateCommand(cocos2d::Renderer* renderer,const Mat4 &transform, uint32_t flags) { auto &matrixP = Director::getInstance()->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION); auto mvp = matrixP * transform; _programStateLine->setUniform(_locMVPMatrix, mvp.m, sizeof(mvp.m)); auto &blend = _customCommand.getPipelineDescriptor().blendDescriptor; blend.blendEnabled = true; blend.sourceRGBBlendFactor = blend.sourceAlphaBlendFactor = _blendFunc.src; blend.destinationRGBBlendFactor = blend.destinationAlphaBlendFactor = _blendFunc.dst; CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1, _bufferLines.size()); } void DrawNode3D::drawLine(const Vec3 &from, const Vec3 &to, const Color4F &color) { unsigned int vertex_count = 2; ensureCapacity(vertex_count); Color4B col = Color4B(color); V3F_C4B a = {Vec3(from.x, from.y, from.z), col}; V3F_C4B b = {Vec3(to.x, to.y, to.z), col, }; _bufferLines.push_back(a); _bufferLines.push_back(b); _isDirty = true; } void DrawNode3D::drawCube(Vec3* vertices, const Color4F &color) { // front face drawLine(vertices[0], vertices[1], color); drawLine(vertices[1], vertices[2], color); drawLine(vertices[2], vertices[3], color); drawLine(vertices[3], vertices[0], color); // back face drawLine(vertices[4], vertices[5], color); drawLine(vertices[5], vertices[6], color); drawLine(vertices[6], vertices[7], color); drawLine(vertices[7], vertices[4], color); // edge drawLine(vertices[0], vertices[7], color); drawLine(vertices[1], vertices[6], color); drawLine(vertices[2], vertices[5], color); drawLine(vertices[3], vertices[4], color); } void DrawNode3D::clear() { _bufferLines.clear(); _isDirty = true; } const BlendFunc& DrawNode3D::getBlendFunc() const { return _blendFunc; } void DrawNode3D::setBlendFunc(const BlendFunc &blendFunc) { _blendFunc = blendFunc; } void DrawNode3D::onBeforeDraw() { auto *renderer = Director::getInstance()->getRenderer(); _rendererDepthTestEnabled = renderer->getDepthTest(); renderer->setDepthTest(true); } void DrawNode3D::onAfterDraw() { auto *renderer = Director::getInstance()->getRenderer(); renderer->setDepthTest(_rendererDepthTestEnabled); } NS_CC_END