/**************************************************************************** Copyright (c) 2010-2011 cocos2d-x.org Copyright (c) 2009-2010 Ricardo Quesada Copyright (c) 2009 Matt Oswald 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 "CCSpriteBatchNode.h" #include "ccConfig.h" #include "CCSprite.h" #include "effects/CCGrid.h" #include "CCDrawingPrimitives.h" #include "CCTextureCache.h" #include "CCPointExtension.h" namespace cocos2d { const int defaultCapacity = 29; /* * creation with CCTexture2D */ CCSpriteBatchNode* CCSpriteBatchNode::batchNodeWithTexture(cocos2d::CCTexture2D *tex) { CCSpriteBatchNode *batchNode = new CCSpriteBatchNode(); batchNode->initWithTexture(tex, defaultCapacity); batchNode->autorelease(); return batchNode; } CCSpriteBatchNode* CCSpriteBatchNode::spriteSheetWithTexture(cocos2d::CCTexture2D *tex) { return batchNodeWithTexture(tex); } CCSpriteBatchNode* CCSpriteBatchNode::batchNodeWithTexture(CCTexture2D* tex, unsigned int capacity) { CCSpriteBatchNode *batchNode = new CCSpriteBatchNode(); batchNode->initWithTexture(tex, capacity); batchNode->autorelease(); return batchNode; } CCSpriteBatchNode* CCSpriteBatchNode::spriteSheetWithTexture(CCTexture2D *tex, unsigned int capacity) { return batchNodeWithTexture(tex, capacity); } /* * creation with File Image */ CCSpriteBatchNode* CCSpriteBatchNode::batchNodeWithFile(const char *fileImage, unsigned int capacity) { CCSpriteBatchNode *batchNode = new CCSpriteBatchNode(); batchNode->initWithFile(fileImage, capacity); batchNode->autorelease(); return batchNode; } CCSpriteBatchNode* CCSpriteBatchNode::spriteSheetWithFile(const char *fileImage, unsigned int capacity) { return batchNodeWithFile(fileImage, capacity); } CCSpriteBatchNode* CCSpriteBatchNode::batchNodeWithFile(const char *fileImage) { CCSpriteBatchNode *batchNode = new CCSpriteBatchNode(); batchNode->initWithFile(fileImage, defaultCapacity); batchNode->autorelease(); return batchNode; } CCSpriteBatchNode* CCSpriteBatchNode::spriteSheetWithFile(const char *fileImage) { return batchNodeWithFile(fileImage); } /* * init with CCTexture2D */ bool CCSpriteBatchNode::initWithTexture(cocos2d::CCTexture2D *tex, unsigned int capacity) { m_blendFunc.src = CC_BLEND_SRC; m_blendFunc.dst = CC_BLEND_DST; m_pobTextureAtlas = new CCTextureAtlas(); m_pobTextureAtlas->initWithTexture(tex, capacity); updateBlendFunc(); // no lazy alloc in this node m_pChildren = CCArray::array(); m_pobDescendants = CCArray::array(); m_pChildren->retain(); m_pobDescendants->retain(); return true; } /* * init with FileImage */ bool CCSpriteBatchNode::initWithFile(const char* fileImage, unsigned int capacity) { CCTexture2D *pTexture2D = CCTextureCache::sharedTextureCache()->addImage(fileImage); return initWithTexture(pTexture2D, capacity); } CCSpriteBatchNode::~CCSpriteBatchNode() { CC_SAFE_RELEASE(m_pobTextureAtlas); CC_SAFE_RELEASE(m_pobDescendants); } // override visit // don't call visit on it's children void CCSpriteBatchNode::visit(void) { // CAREFUL: // This visit is almost identical to CocosNode#visit // with the exception that it doesn't call visit on it's children // // The alternative is to have a void CCSprite#visit, but // although this is less mantainable, is faster // if (! m_bIsVisible) { return; } glPushMatrix(); if (m_pGrid && m_pGrid->isActive()) { m_pGrid->beforeDraw(); transformAncestors(); } transform(); draw(); if (m_pGrid && m_pGrid->isActive()) { m_pGrid->afterDraw(this); } glPopMatrix(); } // xxx deprecated CCSprite* CCSpriteBatchNode::createSpriteWithRect(CCRect rect) { CCSprite *pSprite = CCSprite::spriteWithTexture(m_pobTextureAtlas->getTexture(), rect); pSprite->useBatchNode(this); return pSprite; } // XXX deprecated void CCSpriteBatchNode::initSprite(cocos2d::CCSprite *sprite, cocos2d::CCRect rect) { if (sprite) { sprite->initWithTexture(m_pobTextureAtlas->getTexture(), rect); sprite->useBatchNode(this); } } void CCSpriteBatchNode::addChild(CCNode *child, int zOrder, int tag) { assert(child != NULL); CCSprite *pSprite = (CCSprite*)(child); // check CCSprite is using the same texture id assert(pSprite->getTexture()->getName() == m_pobTextureAtlas->getTexture()->getName()); CCNode::addChild(child, zOrder, tag); unsigned int uIndex = atlasIndexForChild(pSprite, zOrder); insertChild(pSprite, uIndex); } void CCSpriteBatchNode::addChild(CCNode *child) { CCNode::addChild(child); } void CCSpriteBatchNode::addChild(CCNode *child, int zOrder) { CCNode::addChild(child, zOrder); } // override reorderChild void CCSpriteBatchNode::reorderChild(CCNode *child, int zOrder) { assert(child != NULL); assert(m_pChildren->containsObject(child)); if (zOrder == child->getZOrder()) { return; } // xxx: instead of removing/adding, it is more efficient ot reorder manually child->retain(); removeChild((CCSprite*)child, false); addChild(child, zOrder); child->release(); } // override remove child void CCSpriteBatchNode::removeChild(CCNode *child, bool cleanup) { CCSprite *pSprite = (CCSprite*)(child); // explicit null handling if (pSprite == NULL) { return; } assert(m_pChildren->containsObject(pSprite)); // cleanup before removing removeSpriteFromAtlas(pSprite); CCNode::removeChild(pSprite, cleanup); } void CCSpriteBatchNode::removeChildAtIndex(unsigned int uIndex, bool bDoCleanup) { removeChild((CCSprite*)(m_pChildren->objectAtIndex(uIndex)), bDoCleanup); } void CCSpriteBatchNode::removeAllChildrenWithCleanup(bool bCleanup) { // Invalidate atlas index. issue #569 if (m_pChildren && m_pChildren->count() > 0) { CCObject* pObject = NULL; CCARRAY_FOREACH(m_pChildren, pObject) { CCSprite* pChild = (CCSprite*) pObject; if (pChild) { pChild->useSelfRender(); } } } CCNode::removeAllChildrenWithCleanup(bCleanup); m_pobDescendants->removeAllObjects(); m_pobTextureAtlas->removeAllQuads(); } // draw void CCSpriteBatchNode::draw(void) { // Optimization: Fast Dispatch if (m_pobTextureAtlas->getTotalQuads() == 0) { return; } if (m_pobDescendants && m_pobDescendants->count() > 0) { CCObject* pObject = NULL; CCARRAY_FOREACH(m_pobDescendants, pObject) { CCSprite* pChild = (CCSprite*) pObject; if (pChild) { // fast dispatch pChild->updateTransform(); #if CC_SPRITEBATCHNODE_DEBUG_DRAW // issue #528 CCRect rect = pChild->boundingBox(); CCPoint vertices[4]={ ccp(rect.origin.x,rect.origin.y), ccp(rect.origin.x+rect.size.width,rect.origin.y), ccp(rect.origin.x+rect.size.width,rect.origin.y+rect.size.height), ccp(rect.origin.x,rect.origin.y+rect.size.height), }; ccDrawPoly(vertices, 4, true); #endif // CC_SPRITEBATCHNODE_DEBUG_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: - bool newBlend = m_blendFunc.src != CC_BLEND_SRC || m_blendFunc.dst != CC_BLEND_DST; if (newBlend) { glBlendFunc(m_blendFunc.src, m_blendFunc.dst); } m_pobTextureAtlas->drawQuads(); if (newBlend) { glBlendFunc(CC_BLEND_SRC, CC_BLEND_DST); } } void CCSpriteBatchNode::increaseAtlasCapacity(void) { // if we're going beyond the current TextureAtlas's capacity, // all the previously initialized sprites will need to redo their texture coords // this is likely computationally expensive unsigned int quantity = (m_pobTextureAtlas->getCapacity() + 1) * 4 / 3; CCLOG("cocos2d: CCSpriteSheet: resizing TextureAtlas capacity from %u to %u.", (unsigned int)m_pobTextureAtlas->getCapacity(), (unsigned int)quantity); if (! m_pobTextureAtlas->resizeCapacity(quantity)) { // serious problems CCLOG("cocos2d: WARNING: Not enough memory to resize the atlas"); assert(false); } } unsigned int CCSpriteBatchNode::rebuildIndexInOrder(CCSprite *pobParent, unsigned int uIndex) { CCArray *pChildren = pobParent->getChildren(); if (pChildren && pChildren->count() > 0) { CCObject* pObject = NULL; CCARRAY_FOREACH(pChildren, pObject) { CCSprite* pChild = (CCSprite*) pObject; if (pChild && (pChild->getZOrder() < 0)) { uIndex = rebuildIndexInOrder(pChild, uIndex); } } } // ignore self (batch node) if (! pobParent->isEqual(this)) { pobParent->setAtlasIndex(uIndex); uIndex++; } if (pChildren && pChildren->count() > 0) { CCObject* pObject = NULL; CCARRAY_FOREACH(pChildren, pObject) { CCSprite* pChild = (CCSprite*) pObject; if (pChild && (pChild->getZOrder() >= 0)) { uIndex = rebuildIndexInOrder(pChild, uIndex); } } } return uIndex; } unsigned int CCSpriteBatchNode::highestAtlasIndexInChild(CCSprite *pSprite) { CCArray *pChildren = pSprite->getChildren(); if (! pChildren || pChildren->count() == 0) { return pSprite->getAtlasIndex(); } else { return highestAtlasIndexInChild((CCSprite*)(pChildren->lastObject())); } } unsigned int CCSpriteBatchNode::lowestAtlasIndexInChild(CCSprite *pSprite) { CCArray *pChildren = pSprite->getChildren(); if (! pChildren || pChildren->count() == 0) { return pSprite->getAtlasIndex(); } else { return lowestAtlasIndexInChild((CCSprite*)(pChildren->objectAtIndex(0))); } } unsigned int CCSpriteBatchNode::atlasIndexForChild(CCSprite *pobSprite, int nZ) { CCArray *pBrothers = pobSprite->getParent()->getChildren(); unsigned int uChildIndex = pBrothers->indexOfObject(pobSprite); // ignore parent Z if parent is spriteSheet bool bIgnoreParent = (CCSpriteBatchNode*)(pobSprite->getParent()) == this; CCSprite *pPrevious = NULL; if (uChildIndex > 0 && uChildIndex < UINT_MAX) { pPrevious = (CCSprite*)(pBrothers->objectAtIndex(uChildIndex - 1)); } // first child of the sprite sheet if (bIgnoreParent) { if (uChildIndex == 0) { return 0; } return highestAtlasIndexInChild(pPrevious) + 1; } // parent is a CCSprite, so, it must be taken into account // first child of an CCSprite ? if (uChildIndex == 0) { CCSprite *p = (CCSprite*)(pobSprite->getParent()); // less than parent and brothers if (nZ < 0) { return p->getAtlasIndex(); } else { return p->getAtlasIndex() + 1; } } else { // previous & sprite belong to the same branch if ((pPrevious->getZOrder() < 0 && nZ < 0) || (pPrevious->getZOrder() >= 0 && nZ >= 0)) { return highestAtlasIndexInChild(pPrevious) + 1; } // else (previous < 0 and sprite >= 0 ) CCSprite *p = (CCSprite*)(pobSprite->getParent()); return p->getAtlasIndex() + 1; } // Should not happen. Error calculating Z on SpriteSheet assert(0); return 0; } // add child helper void CCSpriteBatchNode::insertChild(CCSprite *pobSprite, unsigned int uIndex) { pobSprite->useBatchNode(this); pobSprite->setAtlasIndex(uIndex); pobSprite->setDirty(true); if (m_pobTextureAtlas->getTotalQuads() == m_pobTextureAtlas->getCapacity()) { increaseAtlasCapacity(); } ccV3F_C4B_T2F_Quad quad = pobSprite->getQuad(); m_pobTextureAtlas->insertQuad(&quad, uIndex); m_pobDescendants->insertObject(pobSprite, uIndex); // update indices unsigned int i = 0; if (m_pobDescendants && m_pobDescendants->count() > 0) { CCObject* pObject = NULL; CCARRAY_FOREACH(m_pobDescendants, pObject) { CCSprite* pChild = (CCSprite*) pObject; if (pChild) { if (i > uIndex) { pChild->setAtlasIndex(pChild->getAtlasIndex() + 1); } ++i; } } } // add children recursively CCArray *pChildren = pobSprite->getChildren(); if (pChildren && pChildren->count() > 0) { CCObject* pObject = NULL; CCARRAY_FOREACH(pChildren, pObject) { CCSprite* pChild = (CCSprite*) pObject; if (pChild) { unsigned int uIndex = atlasIndexForChild(pChild, pChild->getZOrder()); insertChild(pChild, uIndex); } } } } void CCSpriteBatchNode::removeSpriteFromAtlas(CCSprite *pobSprite) { // remove from TextureAtlas m_pobTextureAtlas->removeQuadAtIndex(pobSprite->getAtlasIndex()); // Cleanup sprite. It might be reused (issue #569) pobSprite->useSelfRender(); unsigned int uIndex = m_pobDescendants->indexOfObject(pobSprite); if (uIndex != UINT_MAX) { m_pobDescendants->removeObjectAtIndex(uIndex); // update all sprites beyond this one unsigned int count = m_pobDescendants->count(); for(; uIndex < count; ++uIndex) { CCSprite* s = (CCSprite*)(m_pobDescendants->objectAtIndex(uIndex)); s->setAtlasIndex( s->getAtlasIndex() - 1 ); } } // remove children recursively CCArray *pChildren = pobSprite->getChildren(); if (pChildren && pChildren->count() > 0) { CCObject* pObject = NULL; CCARRAY_FOREACH(pChildren, pObject) { CCSprite* pChild = (CCSprite*) pObject; if (pChild) { removeSpriteFromAtlas(pChild); } } } } void CCSpriteBatchNode::updateBlendFunc(void) { if (! m_pobTextureAtlas->getTexture()->getHasPremultipliedAlpha()) { m_blendFunc.src = GL_SRC_ALPHA; m_blendFunc.dst = GL_ONE_MINUS_SRC_ALPHA; } } // CocosNodeTexture protocol void CCSpriteBatchNode::setBlendFunc(ccBlendFunc blendFunc) { m_blendFunc = blendFunc; } ccBlendFunc CCSpriteBatchNode::getBlendFunc(void) { return m_blendFunc; } CCTexture2D* CCSpriteBatchNode::getTexture(void) { return m_pobTextureAtlas->getTexture(); } void CCSpriteBatchNode::setTexture(CCTexture2D *texture) { m_pobTextureAtlas->setTexture(texture); updateBlendFunc(); } // CCSpriteSheet Extension //implementation CCSpriteSheet (TMXTiledMapExtension) void CCSpriteBatchNode::addQuadFromSprite(CCSprite *sprite, unsigned int index) { CCAssert( sprite != NULL, "Argument must be non-nil"); /// @todo CCAssert( [sprite isKindOfClass:[CCSprite class]], @"CCSpriteSheet only supports CCSprites as children"); while(index >= m_pobTextureAtlas->getCapacity() || m_pobTextureAtlas->getCapacity() == m_pobTextureAtlas->getTotalQuads()) { this->increaseAtlasCapacity(); } // // update the quad directly. Don't add the sprite to the scene graph // sprite->useBatchNode(this); sprite->setAtlasIndex(index); ccV3F_C4B_T2F_Quad quad = sprite->getQuad(); m_pobTextureAtlas->insertQuad(&quad, index); // XXX: updateTransform will update the textureAtlas too using updateQuad. // XXX: so, it should be AFTER the insertQuad sprite->setDirty(true); sprite->updateTransform(); } CCSpriteBatchNode * CCSpriteBatchNode::addSpriteWithoutQuad(CCSprite*child, unsigned int z, int aTag) { CCAssert( child != NULL, "Argument must be non-nil"); /// @todo CCAssert( [child isKindOfClass:[CCSprite class]], @"CCSpriteSheet only supports CCSprites as children"); // quad index is Z child->setAtlasIndex(z); // XXX: optimize with a binary search int i=0; if (m_pobDescendants && m_pobDescendants->count() > 0) { CCObject* pObject = NULL; CCARRAY_FOREACH(m_pobDescendants, pObject) { CCSprite* pChild = (CCSprite*) pObject; if (pChild && (pChild->getAtlasIndex() >= z)) { ++i; } } } m_pobDescendants->insertObject(child, i); // IMPORTANT: Call super, and not self. Avoid adding it to the texture atlas array CCNode::addChild(child, z, aTag); return this; } }