/**************************************************************************** Copyright (c) 2010-2011 cocos2d-x.org Copyright (c) 2008-2010 Ricardo Quesada Copyright (c) 2009 Leonardo Kasperavičius Copyright (c) 2011 Zynga Inc. 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 "platform/CCGL.h" #include "CCParticleSystemQuad.h" #include "CCSpriteFrame.h" namespace cocos2d { //implementation CCParticleSystemQuad // overriding the init method bool CCParticleSystemQuad::initWithTotalParticles(unsigned int numberOfParticles) { // base initialization if( CCParticleSystem::initWithTotalParticles(numberOfParticles) ) { // allocating data space m_pQuads = new ccV2F_C4B_T2F_Quad[m_uTotalParticles]; m_pIndices = new GLushort[m_uTotalParticles * 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 if (m_pTexture) { this->initTexCoordsWithRect(CCRectMake((float)0, (float)0, (float)m_pTexture->getPixelsWide(), (float)m_pTexture->getPixelsHigh())); } else { this->initTexCoordsWithRect(CCRectMake((float)0, (float)0, (float)1, (float)1)); } this->initIndices(); #if CC_USES_VBO // 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_uTotalParticles, m_pQuads, GL_DYNAMIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); #endif return true; } return false; } CCParticleSystemQuad::~CCParticleSystemQuad() { CC_SAFE_DELETE_ARRAY(m_pQuads); CC_SAFE_DELETE_ARRAY(m_pIndices); #if CC_USES_VBO glDeleteBuffers(1, &m_uQuadsID); #endif } // implementation CCParticleSystemQuad CCParticleSystemQuad * CCParticleSystemQuad::particleWithFile(const char *plistFile) { CCParticleSystemQuad *pRet = new CCParticleSystemQuad(); if (pRet && pRet->initWithFile(plistFile)) { pRet->autorelease(); return pRet; } CC_SAFE_DELETE(pRet) return pRet; } // pointRect should be in Texture coordinates, not pixel coordinates void CCParticleSystemQuad::initTexCoordsWithRect(CCRect pointRect) { // convert to pixels coords CCRect rect = CCRectMake( pointRect.origin.x * CC_CONTENT_SCALE_FACTOR(), pointRect.origin.y * CC_CONTENT_SCALE_FACTOR(), pointRect.size.width * CC_CONTENT_SCALE_FACTOR(), pointRect.size.height * CC_CONTENT_SCALE_FACTOR()); GLfloat wide = (GLfloat) pointRect.size.width; GLfloat high = (GLfloat) pointRect.size.height; if (m_pTexture) { wide = (GLfloat)m_pTexture->getPixelsWide(); high = (GLfloat)m_pTexture->getPixelsHigh(); } #if CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL GLfloat left = (rect.origin.x*2+1) / (wide*2); GLfloat bottom = (rect.origin.y*2+1) / (high*2); GLfloat right = left + (rect.size.width*2-2) / (wide*2); GLfloat top = bottom + (rect.size.height*2-2) / (high*2); #else GLfloat left = rect.origin.x / wide; GLfloat bottom = rect.origin.y / high; GLfloat right = left + rect.size.width / wide; GLfloat top = bottom + rect.size.height / high; #endif // ! CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL // Important. Texture in cocos2d are inverted, so the Y component should be inverted CC_SWAP( top, bottom, float); for(unsigned int i=0; igetName() != m_pTexture->getName() ) { CCParticleSystem::setTexture(texture); } this->initTexCoordsWithRect(rect); } void CCParticleSystemQuad::setTexture(CCTexture2D* texture) { CCSize s = texture->getContentSize(); this->setTextureWithRect(texture, CCRectMake(0, 0, s.width, s.height)); } void CCParticleSystemQuad::setDisplayFrame(CCSpriteFrame *spriteFrame) { CCAssert( CCPoint::CCPointEqualToPoint( spriteFrame->getOffsetInPixels() , CCPointZero ), "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 CCParticleSystemQuad::initIndices() { for(unsigned int i = 0; i < m_uTotalParticles; ++i) { const unsigned int i6 = i*6; const unsigned int i4 = i*4; m_pIndices[i6+0] = (GLushort) i4+0; m_pIndices[i6+1] = (GLushort) i4+1; m_pIndices[i6+2] = (GLushort) i4+2; m_pIndices[i6+5] = (GLushort) i4+1; m_pIndices[i6+4] = (GLushort) i4+2; m_pIndices[i6+3] = (GLushort) i4+3; } } void CCParticleSystemQuad::updateQuadWithParticle(tCCParticle* particle, CCPoint newPosition) { // colors ccV2F_C4B_T2F_Quad *quad = &(m_pQuads[m_uParticleIdx]); ccColor4B color = {(GLubyte)(particle->color.r * 255), (GLubyte)(particle->color.g * 255), (GLubyte)(particle->color.b * 255), (GLubyte)(particle->color.a * 255)}; quad->bl.colors = color; quad->br.colors = color; quad->tl.colors = color; quad->tr.colors = color; // vertices GLfloat size_2 = particle->size/2; if( particle->rotation ) { GLfloat x1 = -size_2; GLfloat y1 = -size_2; GLfloat x2 = size_2; GLfloat y2 = size_2; GLfloat x = newPosition.x; GLfloat y = newPosition.y; GLfloat r = (GLfloat)-CC_DEGREES_TO_RADIANS(particle->rotation); GLfloat cr = cosf(r); GLfloat sr = sinf(r); GLfloat ax = x1 * cr - y1 * sr + x; GLfloat ay = x1 * sr + y1 * cr + y; GLfloat bx = x2 * cr - y1 * sr + x; GLfloat by = x2 * sr + y1 * cr + y; GLfloat cx = x2 * cr - y2 * sr + x; GLfloat cy = x2 * sr + y2 * cr + y; GLfloat dx = x1 * cr - y2 * sr + x; GLfloat dy = x1 * sr + y2 * cr + y; // bottom-left quad->bl.vertices.x = ax; quad->bl.vertices.y = ay; // bottom-right vertex: quad->br.vertices.x = bx; quad->br.vertices.y = by; // top-left vertex: quad->tl.vertices.x = dx; quad->tl.vertices.y = dy; // top-right vertex: quad->tr.vertices.x = cx; quad->tr.vertices.y = cy; } else { // bottom-left vertex: quad->bl.vertices.x = newPosition.x - size_2; quad->bl.vertices.y = newPosition.y - size_2; // bottom-right vertex: quad->br.vertices.x = newPosition.x + size_2; quad->br.vertices.y = newPosition.y - size_2; // top-left vertex: quad->tl.vertices.x = newPosition.x - size_2; quad->tl.vertices.y = newPosition.y + size_2; // top-right vertex: quad->tr.vertices.x = newPosition.x + size_2; quad->tr.vertices.y = newPosition.y + size_2; } } void CCParticleSystemQuad::postStep() { #if CC_USES_VBO glBindBuffer(GL_ARRAY_BUFFER, m_uQuadsID); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(m_pQuads[0])*m_uParticleCount, m_pQuads); glBindBuffer(GL_ARRAY_BUFFER, 0); #endif } // overriding draw method void CCParticleSystemQuad::draw() { CCParticleSystem::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()); #define kQuadSize sizeof(m_pQuads[0].bl) #if CC_USES_VBO glBindBuffer(GL_ARRAY_BUFFER, m_uQuadsID); #if CC_ENABLE_CACHE_TEXTTURE_DATA glBufferData(GL_ARRAY_BUFFER, sizeof(m_pQuads[0])*m_uTotalParticles, m_pQuads, GL_DYNAMIC_DRAW); #endif glVertexPointer(2,GL_FLOAT, kQuadSize, 0); glColorPointer(4, GL_UNSIGNED_BYTE, kQuadSize, (GLvoid*) offsetof(ccV2F_C4B_T2F,colors) ); glTexCoordPointer(2, GL_FLOAT, kQuadSize, (GLvoid*) offsetof(ccV2F_C4B_T2F,texCoords) ); #else // vertex array list int offset = (int) m_pQuads; // vertex int diff = offsetof( ccV2F_C4B_T2F, vertices); glVertexPointer(2,GL_FLOAT, kQuadSize, (GLvoid*) (offset+diff) ); // color diff = offsetof( ccV2F_C4B_T2F, colors); glColorPointer(4, GL_UNSIGNED_BYTE, kQuadSize, (GLvoid*)(offset + diff)); // tex coords diff = offsetof( ccV2F_C4B_T2F, texCoords); glTexCoordPointer(2, GL_FLOAT, kQuadSize, (GLvoid*)(offset + diff)); #endif // ! CC_USES_VBO bool newBlend = (m_tBlendFunc.src != CC_BLEND_SRC || m_tBlendFunc.dst != CC_BLEND_DST) ? true : false; if( newBlend ) { glBlendFunc( m_tBlendFunc.src, m_tBlendFunc.dst ); } CCAssert( m_uParticleIdx == m_uParticleCount, "Abnormal error in particle quad"); glDrawElements(GL_TRIANGLES, (GLsizei)(m_uParticleIdx*6), GL_UNSIGNED_SHORT, m_pIndices); // restore blend state if( newBlend ) glBlendFunc( CC_BLEND_SRC, CC_BLEND_DST ); #if CC_USES_VBO glBindBuffer(GL_ARRAY_BUFFER, 0); #endif // restore GL default state // - } }// namespace cocos2d