/**************************************************************************** Copyright (c) 2010-2012 cocos2d-x.org Copyright (c) 2011 ForzeField Studios S.L. 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 false 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 "CCMotionStreak.h" #include "textures/CCTextureCache.h" #include "shaders/ccGLStateCache.h" #include "shaders/CCGLProgram.h" #include "shaders/CCShaderCache.h" #include "ccMacros.h" #include "support/CCVertex.h" NS_CC_BEGIN MotionStreak::MotionStreak() : _fastMode(false) , _startingPositionInitialized(false) , _texture(NULL) , _blendFunc(BlendFunc::ALPHA_NON_PREMULTIPLIED) , _positionR(Point::ZERO) , _stroke(0.0f) , _fadeDelta(0.0f) , _minSeg(0.0f) , _maxPoints(0) , _nuPoints(0) , _previousNuPoints(0) , _pointVertexes(NULL) , _pointState(NULL) , _vertices(NULL) , _colorPointer(NULL) , _texCoords(NULL) { } MotionStreak::~MotionStreak() { CC_SAFE_RELEASE(_texture); CC_SAFE_FREE(_pointState); CC_SAFE_FREE(_pointVertexes); CC_SAFE_FREE(_vertices); CC_SAFE_FREE(_colorPointer); CC_SAFE_FREE(_texCoords); } MotionStreak* MotionStreak::create(float fade, float minSeg, float stroke, const Color3B& color, const char* path) { MotionStreak *pRet = new MotionStreak(); if (pRet && pRet->initWithFade(fade, minSeg, stroke, color, path)) { pRet->autorelease(); return pRet; } CC_SAFE_DELETE(pRet); return NULL; } MotionStreak* MotionStreak::create(float fade, float minSeg, float stroke, const Color3B& color, Texture2D* texture) { MotionStreak *pRet = new MotionStreak(); if (pRet && pRet->initWithFade(fade, minSeg, stroke, color, texture)) { pRet->autorelease(); return pRet; } CC_SAFE_DELETE(pRet); return NULL; } bool MotionStreak::initWithFade(float fade, float minSeg, float stroke, const Color3B& color, const char* path) { CCASSERT(path != NULL, "Invalid filename"); Texture2D *texture = TextureCache::getInstance()->addImage(path); return initWithFade(fade, minSeg, stroke, color, texture); } bool MotionStreak::initWithFade(float fade, float minSeg, float stroke, const Color3B& color, Texture2D* texture) { Node::setPosition(Point::ZERO); setAnchorPoint(Point::ZERO); ignoreAnchorPointForPosition(true); _startingPositionInitialized = false; _positionR = Point::ZERO; _fastMode = true; _minSeg = (minSeg == -1.0f) ? stroke/5.0f : minSeg; _minSeg *= _minSeg; _stroke = stroke; _fadeDelta = 1.0f/fade; _maxPoints = (int)(fade*60.0f)+2; _nuPoints = 0; _pointState = (float *)malloc(sizeof(float) * _maxPoints); _pointVertexes = (Point*)malloc(sizeof(Point) * _maxPoints); _vertices = (Vertex2F*)malloc(sizeof(Vertex2F) * _maxPoints * 2); _texCoords = (Tex2F*)malloc(sizeof(Tex2F) * _maxPoints * 2); _colorPointer = (GLubyte*)malloc(sizeof(GLubyte) * _maxPoints * 2 * 4); // Set blend mode _blendFunc = BlendFunc::ALPHA_NON_PREMULTIPLIED; // shader program setShaderProgram(ShaderCache::getInstance()->getProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR)); setTexture(texture); setColor(color); scheduleUpdate(); return true; } void MotionStreak::setPosition(const Point& position) { _startingPositionInitialized = true; _positionR = position; } void MotionStreak::tintWithColor(const Color3B& colors) { setColor(colors); // Fast assignation for(unsigned int i = 0; i<_nuPoints*2; i++) { *((Color3B*) (_colorPointer+i*4)) = colors; } } Texture2D* MotionStreak::getTexture(void) const { return _texture; } void MotionStreak::setTexture(Texture2D *texture) { if (_texture != texture) { CC_SAFE_RETAIN(texture); CC_SAFE_RELEASE(_texture); _texture = texture; } } void MotionStreak::setBlendFunc(const BlendFunc &blendFunc) { _blendFunc = blendFunc; } const BlendFunc& MotionStreak::getBlendFunc(void) const { return _blendFunc; } void MotionStreak::setOpacity(GLubyte opacity) { CCASSERT(false, "Set opacity no supported"); } GLubyte MotionStreak::getOpacity(void) const { CCASSERT(false, "Opacity no supported"); return 0; } void MotionStreak::setOpacityModifyRGB(bool bValue) { CC_UNUSED_PARAM(bValue); } bool MotionStreak::isOpacityModifyRGB(void) const { return false; } void MotionStreak::update(float delta) { if (!_startingPositionInitialized) { return; } delta *= _fadeDelta; unsigned int newIdx, newIdx2, i, i2; unsigned int mov = 0; // Update current points for(i = 0; i<_nuPoints; i++) { _pointState[i]-=delta; if(_pointState[i] <= 0) mov++; else { newIdx = i-mov; if(mov>0) { // Move data _pointState[newIdx] = _pointState[i]; // Move point _pointVertexes[newIdx] = _pointVertexes[i]; // Move vertices i2 = i*2; newIdx2 = newIdx*2; _vertices[newIdx2] = _vertices[i2]; _vertices[newIdx2+1] = _vertices[i2+1]; // Move color i2 *= 4; newIdx2 *= 4; _colorPointer[newIdx2+0] = _colorPointer[i2+0]; _colorPointer[newIdx2+1] = _colorPointer[i2+1]; _colorPointer[newIdx2+2] = _colorPointer[i2+2]; _colorPointer[newIdx2+4] = _colorPointer[i2+4]; _colorPointer[newIdx2+5] = _colorPointer[i2+5]; _colorPointer[newIdx2+6] = _colorPointer[i2+6]; }else newIdx2 = newIdx*8; const GLubyte op = (GLubyte)(_pointState[newIdx] * 255.0f); _colorPointer[newIdx2+3] = op; _colorPointer[newIdx2+7] = op; } } _nuPoints-=mov; // Append new point bool appendNewPoint = true; if(_nuPoints >= _maxPoints) { appendNewPoint = false; } else if(_nuPoints>0) { bool a1 = _pointVertexes[_nuPoints-1].getDistanceSq(_positionR) < _minSeg; bool a2 = (_nuPoints == 1) ? false : (_pointVertexes[_nuPoints-2].getDistanceSq(_positionR)< (_minSeg * 2.0f)); if(a1 || a2) { appendNewPoint = false; } } if(appendNewPoint) { _pointVertexes[_nuPoints] = _positionR; _pointState[_nuPoints] = 1.0f; // Color assignment const unsigned int offset = _nuPoints*8; *((Color3B*)(_colorPointer + offset)) = _displayedColor; *((Color3B*)(_colorPointer + offset+4)) = _displayedColor; // Opacity _colorPointer[offset+3] = 255; _colorPointer[offset+7] = 255; // Generate polygon if(_nuPoints > 0 && _fastMode ) { if(_nuPoints > 1) { ccVertexLineToPolygon(_pointVertexes, _stroke, _vertices, _nuPoints, 1); } else { ccVertexLineToPolygon(_pointVertexes, _stroke, _vertices, 0, 2); } } _nuPoints ++; } if( ! _fastMode ) { ccVertexLineToPolygon(_pointVertexes, _stroke, _vertices, 0, _nuPoints); } // Updated Tex Coords only if they are different than previous step if( _nuPoints && _previousNuPoints != _nuPoints ) { float texDelta = 1.0f / _nuPoints; for( i=0; i < _nuPoints; i++ ) { _texCoords[i*2] = Tex2F(0, texDelta*i); _texCoords[i*2+1] = Tex2F(1, texDelta*i); } _previousNuPoints = _nuPoints; } } void MotionStreak::reset() { _nuPoints = 0; } void MotionStreak::draw() { if(_nuPoints <= 1) return; CC_NODE_DRAW_SETUP(); GL::enableVertexAttribs(GL::VERTEX_ATTRIB_FLAG_POS_COLOR_TEX ); GL::blendFunc( _blendFunc.src, _blendFunc.dst ); GL::bindTexture2D( _texture->getName() ); #ifdef EMSCRIPTEN // Size calculations from ::initWithFade setGLBufferData(_vertices, (sizeof(Vertex2F) * _maxPoints * 2), 0); glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, 0); setGLBufferData(_texCoords, (sizeof(Tex2F) * _maxPoints * 2), 1); glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORDS, 2, GL_FLOAT, GL_FALSE, 0, 0); setGLBufferData(_colorPointer, (sizeof(GLubyte) * _maxPoints * 2 * 4), 2); glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); #else glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, _vertices); glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORDS, 2, GL_FLOAT, GL_FALSE, 0, _texCoords); glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, _colorPointer); #endif // EMSCRIPTEN glDrawArrays(GL_TRIANGLE_STRIP, 0, (GLsizei)_nuPoints*2); CC_INCREMENT_GL_DRAWS(1); } NS_CC_END