/**************************************************************************** Copyright (c) 2008-2010 Ricardo Quesada Copyright (c) 2010-2012 cocos2d-x.org Copyright (c) 2011 Zynga Inc. Copyright (c) 2013-2014 Chukong Technologies 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 "renderer/CCTextureAtlas.h" #include #include "base/ccMacros.h" #include "base/CCEventType.h" #include "base/CCDirector.h" #include "base/CCConfiguration.h" #include "base/CCEventDispatcher.h" #include "base/CCEventListenerCustom.h" #include "renderer/CCTextureCache.h" #include "renderer/CCGLProgram.h" #include "renderer/ccGLStateCache.h" #include "renderer/CCRenderer.h" #include "renderer/CCTexture2D.h" #include "platform/CCGL.h" #include "deprecated/CCString.h" //According to some tests GL_TRIANGLE_STRIP is slower, MUCH slower. Probably I'm doing something very wrong // implementation TextureAtlas NS_CC_BEGIN TextureAtlas::TextureAtlas() :_indices(nullptr) ,_dirty(false) ,_texture(nullptr) ,_quads(nullptr) #if CC_ENABLE_CACHE_TEXTURE_DATA ,_rendererRecreatedListener(nullptr) #endif {} TextureAtlas::~TextureAtlas() { CCLOGINFO("deallocing TextureAtlas: %p", this); CC_SAFE_FREE(_quads); CC_SAFE_FREE(_indices); glDeleteBuffers(2, _buffersVBO); if (Configuration::getInstance()->supportsShareableVAO()) { glDeleteVertexArrays(1, &_VAOname); GL::bindVAO(0); } CC_SAFE_RELEASE(_texture); #if CC_ENABLE_CACHE_TEXTURE_DATA Director::getInstance()->getEventDispatcher()->removeEventListener(_rendererRecreatedListener); #endif } ssize_t TextureAtlas::getTotalQuads() const { return _totalQuads; } ssize_t TextureAtlas::getCapacity() const { return _capacity; } Texture2D* TextureAtlas::getTexture() const { return _texture; } void TextureAtlas::setTexture(Texture2D * var) { CC_SAFE_RETAIN(var); CC_SAFE_RELEASE(_texture); _texture = var; } V3F_C4B_T2F_Quad* TextureAtlas::getQuads() { //if someone accesses the quads directly, presume that changes will be made _dirty = true; return _quads; } void TextureAtlas::setQuads(V3F_C4B_T2F_Quad* quads) { _quads = quads; } // TextureAtlas - alloc & init TextureAtlas * TextureAtlas::create(const std::string& file, ssize_t capacity) { TextureAtlas * textureAtlas = new (std::nothrow) TextureAtlas(); if(textureAtlas && textureAtlas->initWithFile(file, capacity)) { textureAtlas->autorelease(); return textureAtlas; } CC_SAFE_DELETE(textureAtlas); return nullptr; } TextureAtlas * TextureAtlas::createWithTexture(Texture2D *texture, ssize_t capacity) { TextureAtlas * textureAtlas = new (std::nothrow) TextureAtlas(); if (textureAtlas && textureAtlas->initWithTexture(texture, capacity)) { textureAtlas->autorelease(); return textureAtlas; } CC_SAFE_DELETE(textureAtlas); return nullptr; } bool TextureAtlas::initWithFile(const std::string& file, ssize_t capacity) { // retained in property Texture2D *texture = Director::getInstance()->getTextureCache()->addImage(file); if (texture) { return initWithTexture(texture, capacity); } else { CCLOG("cocos2d: Could not open file: %s", file.c_str()); return false; } } bool TextureAtlas::initWithTexture(Texture2D *texture, ssize_t capacity) { CCASSERT(capacity>=0, "Capacity must be >= 0"); // CCASSERT(texture != nullptr, "texture should not be null"); _capacity = capacity; _totalQuads = 0; // retained in property this->_texture = texture; CC_SAFE_RETAIN(_texture); // Re-initialization is not allowed CCASSERT(_quads == nullptr && _indices == nullptr, ""); _quads = (V3F_C4B_T2F_Quad*)malloc( _capacity * sizeof(V3F_C4B_T2F_Quad) ); _indices = (GLushort *)malloc( _capacity * 6 * sizeof(GLushort) ); if( ! ( _quads && _indices) && _capacity > 0) { //CCLOG("cocos2d: TextureAtlas: not enough memory"); CC_SAFE_FREE(_quads); CC_SAFE_FREE(_indices); // release texture, should set it to null, because the destruction will // release it too. see cocos2d-x issue #484 CC_SAFE_RELEASE_NULL(_texture); return false; } memset( _quads, 0, _capacity * sizeof(V3F_C4B_T2F_Quad) ); memset( _indices, 0, _capacity * 6 * sizeof(GLushort) ); #if CC_ENABLE_CACHE_TEXTURE_DATA /** listen the event that renderer was recreated on Android/WP8 */ _rendererRecreatedListener = EventListenerCustom::create(EVENT_RENDERER_RECREATED, CC_CALLBACK_1(TextureAtlas::listenRendererRecreated, this)); Director::getInstance()->getEventDispatcher()->addEventListenerWithFixedPriority(_rendererRecreatedListener, -1); #endif this->setupIndices(); if (Configuration::getInstance()->supportsShareableVAO()) { setupVBOandVAO(); } else { setupVBO(); } _dirty = true; return true; } void TextureAtlas::listenRendererRecreated(EventCustom* event) { if (Configuration::getInstance()->supportsShareableVAO()) { setupVBOandVAO(); } else { setupVBO(); } // set _dirty to true to force it rebinding buffer _dirty = true; } std::string TextureAtlas::getDescription() const { return StringUtils::format("", static_cast(_totalQuads)); } void TextureAtlas::setupIndices() { if (_capacity == 0) return; for( int i=0; i < _capacity; i++) { _indices[i*6+0] = i*4+0; _indices[i*6+1] = i*4+1; _indices[i*6+2] = i*4+2; // inverted index. issue #179 _indices[i*6+3] = i*4+3; _indices[i*6+4] = i*4+2; _indices[i*6+5] = i*4+1; } } //TextureAtlas - VAO / VBO specific void TextureAtlas::setupVBOandVAO() { glGenVertexArrays(1, &_VAOname); GL::bindVAO(_VAOname); #define kQuadSize sizeof(_quads[0].bl) glGenBuffers(2, &_buffersVBO[0]); glBindBuffer(GL_ARRAY_BUFFER, _buffersVBO[0]); glBufferData(GL_ARRAY_BUFFER, sizeof(_quads[0]) * _capacity, _quads, GL_DYNAMIC_DRAW); // vertices glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_POSITION); glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, kQuadSize, (GLvoid*) offsetof( V3F_C4B_T2F, vertices)); // colors glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_COLOR); glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, kQuadSize, (GLvoid*) offsetof( V3F_C4B_T2F, colors)); // tex coords glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_TEX_COORD); glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORD, 2, GL_FLOAT, GL_FALSE, kQuadSize, (GLvoid*) offsetof( V3F_C4B_T2F, texCoords)); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _buffersVBO[1]); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(_indices[0]) * _capacity * 6, _indices, GL_STATIC_DRAW); // Must unbind the VAO before changing the element buffer. GL::bindVAO(0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glBindBuffer(GL_ARRAY_BUFFER, 0); CHECK_GL_ERROR_DEBUG(); } void TextureAtlas::setupVBO() { glGenBuffers(2, &_buffersVBO[0]); mapBuffers(); } void TextureAtlas::mapBuffers() { // Avoid changing the element buffer for whatever VAO might be bound. GL::bindVAO(0); glBindBuffer(GL_ARRAY_BUFFER, _buffersVBO[0]); glBufferData(GL_ARRAY_BUFFER, sizeof(_quads[0]) * _capacity, _quads, GL_DYNAMIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _buffersVBO[1]); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(_indices[0]) * _capacity * 6, _indices, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); CHECK_GL_ERROR_DEBUG(); } // TextureAtlas - Update, Insert, Move & Remove void TextureAtlas::updateQuad(V3F_C4B_T2F_Quad *quad, ssize_t index) { CCASSERT( index >= 0 && index < _capacity, "updateQuadWithTexture: Invalid index"); _totalQuads = MAX( index+1, _totalQuads); _quads[index] = *quad; _dirty = true; } void TextureAtlas::insertQuad(V3F_C4B_T2F_Quad *quad, ssize_t index) { CCASSERT( index>=0 && index<_capacity, "insertQuadWithTexture: Invalid index"); _totalQuads++; CCASSERT( _totalQuads <= _capacity, "invalid totalQuads"); // issue #575. index can be > totalQuads auto remaining = (_totalQuads-1) - index; // last object doesn't need to be moved if( remaining > 0) { // texture coordinates memmove( &_quads[index+1],&_quads[index], sizeof(_quads[0]) * remaining ); } _quads[index] = *quad; _dirty = true; } void TextureAtlas::insertQuads(V3F_C4B_T2F_Quad* quads, ssize_t index, ssize_t amount) { CCASSERT(index>=0 && amount>=0 && index+amount<=_capacity, "insertQuadWithTexture: Invalid index + amount"); _totalQuads += amount; CCASSERT( _totalQuads <= _capacity, "invalid totalQuads"); // issue #575. index can be > totalQuads auto remaining = (_totalQuads-1) - index - amount; // last object doesn't need to be moved if( remaining > 0) { // tex coordinates memmove( &_quads[index+amount],&_quads[index], sizeof(_quads[0]) * remaining ); } auto max = index + amount; int j = 0; for (ssize_t i = index; i < max ; i++) { _quads[index] = quads[j]; index++; j++; } _dirty = true; } void TextureAtlas::insertQuadFromIndex(ssize_t oldIndex, ssize_t newIndex) { CCASSERT( newIndex >= 0 && newIndex < _totalQuads, "insertQuadFromIndex:atIndex: Invalid index"); CCASSERT( oldIndex >= 0 && oldIndex < _totalQuads, "insertQuadFromIndex:atIndex: Invalid index"); if( oldIndex == newIndex ) { return; } // because it is ambiguous in iphone, so we implement abs ourselves // unsigned int howMany = abs( oldIndex - newIndex); auto howMany = (oldIndex - newIndex) > 0 ? (oldIndex - newIndex) : (newIndex - oldIndex); auto dst = oldIndex; auto src = oldIndex + 1; if( oldIndex > newIndex) { dst = newIndex+1; src = newIndex; } // texture coordinates V3F_C4B_T2F_Quad quadsBackup = _quads[oldIndex]; memmove( &_quads[dst],&_quads[src], sizeof(_quads[0]) * howMany ); _quads[newIndex] = quadsBackup; _dirty = true; } void TextureAtlas::removeQuadAtIndex(ssize_t index) { CCASSERT( index>=0 && index<_totalQuads, "removeQuadAtIndex: Invalid index"); auto remaining = (_totalQuads-1) - index; // last object doesn't need to be moved if( remaining ) { // texture coordinates memmove( &_quads[index],&_quads[index+1], sizeof(_quads[0]) * remaining ); } _totalQuads--; _dirty = true; } void TextureAtlas::removeQuadsAtIndex(ssize_t index, ssize_t amount) { CCASSERT(index>=0 && amount>=0 && index+amount<=_totalQuads, "removeQuadAtIndex: index + amount out of bounds"); auto remaining = (_totalQuads) - (index + amount); _totalQuads -= amount; if ( remaining ) { memmove( &_quads[index], &_quads[index+amount], sizeof(_quads[0]) * remaining ); } _dirty = true; } void TextureAtlas::removeAllQuads() { _totalQuads = 0; } // TextureAtlas - Resize bool TextureAtlas::resizeCapacity(ssize_t newCapacity) { CCASSERT(newCapacity>=0, "capacity >= 0"); if( newCapacity == _capacity ) { return true; } auto oldCapactiy = _capacity; // update capacity and totolQuads _totalQuads = MIN(_totalQuads, newCapacity); _capacity = newCapacity; V3F_C4B_T2F_Quad* tmpQuads = nullptr; GLushort* tmpIndices = nullptr; // when calling initWithTexture(fileName, 0) on bada device, calloc(0, 1) will fail and return nullptr, // so here must judge whether _quads and _indices is nullptr. if (_quads == nullptr) { tmpQuads = (V3F_C4B_T2F_Quad*)malloc( _capacity * sizeof(_quads[0]) ); if (tmpQuads != nullptr) { memset(tmpQuads, 0, _capacity * sizeof(_quads[0]) ); } } else { tmpQuads = (V3F_C4B_T2F_Quad*)realloc( _quads, sizeof(_quads[0]) * _capacity ); if (tmpQuads != nullptr && _capacity > oldCapactiy) { memset(tmpQuads+oldCapactiy, 0, (_capacity - oldCapactiy)*sizeof(_quads[0]) ); } _quads = nullptr; } if (_indices == nullptr) { tmpIndices = (GLushort*)malloc( _capacity * 6 * sizeof(_indices[0]) ); if (tmpIndices != nullptr) { memset( tmpIndices, 0, _capacity * 6 * sizeof(_indices[0]) ); } } else { tmpIndices = (GLushort*)realloc( _indices, sizeof(_indices[0]) * _capacity * 6 ); if (tmpIndices != nullptr && _capacity > oldCapactiy) { memset( tmpIndices+oldCapactiy, 0, (_capacity-oldCapactiy) * 6 * sizeof(_indices[0]) ); } _indices = nullptr; } if( ! ( tmpQuads && tmpIndices) ) { CCLOG("cocos2d: TextureAtlas: not enough memory"); CC_SAFE_FREE(tmpQuads); CC_SAFE_FREE(tmpIndices); CC_SAFE_FREE(_quads); CC_SAFE_FREE(_indices); _capacity = _totalQuads = 0; return false; } _quads = tmpQuads; _indices = tmpIndices; setupIndices(); mapBuffers(); _dirty = true; return true; } void TextureAtlas::increaseTotalQuadsWith(ssize_t amount) { CCASSERT(amount>=0, "amount >= 0"); _totalQuads += amount; } void TextureAtlas::moveQuadsFromIndex(ssize_t oldIndex, ssize_t amount, ssize_t newIndex) { CCASSERT(oldIndex>=0 && amount>=0 && newIndex>=0, "values must be >= 0"); CCASSERT(newIndex + amount <= _totalQuads, "insertQuadFromIndex:atIndex: Invalid index"); CCASSERT(oldIndex < _totalQuads, "insertQuadFromIndex:atIndex: Invalid index"); if( oldIndex == newIndex ) { return; } //create buffer size_t quadSize = sizeof(V3F_C4B_T2F_Quad); V3F_C4B_T2F_Quad* tempQuads = (V3F_C4B_T2F_Quad*)malloc( quadSize * amount); memcpy( tempQuads, &_quads[oldIndex], quadSize * amount ); if (newIndex < oldIndex) { // move quads from newIndex to newIndex + amount to make room for buffer memmove( &_quads[newIndex], &_quads[newIndex+amount], (oldIndex-newIndex)*quadSize); } else { // move quads above back memmove( &_quads[oldIndex], &_quads[oldIndex+amount], (newIndex-oldIndex)*quadSize); } memcpy( &_quads[newIndex], tempQuads, amount*quadSize); free(tempQuads); _dirty = true; } void TextureAtlas::moveQuadsFromIndex(ssize_t index, ssize_t newIndex) { CCASSERT(index>=0 && newIndex>=0, "values must be >= 0"); CCASSERT(newIndex + (_totalQuads - index) <= _capacity, "moveQuadsFromIndex move is out of bounds"); memmove(_quads + newIndex,_quads + index, (_totalQuads - index) * sizeof(_quads[0])); } void TextureAtlas::fillWithEmptyQuadsFromIndex(ssize_t index, ssize_t amount) { CCASSERT(index>=0 && amount>=0, "values must be >= 0"); V3F_C4B_T2F_Quad quad; memset(&quad, 0, sizeof(quad)); auto to = index + amount; for (ssize_t i = index ; i < to ; i++) { _quads[i] = quad; } } // TextureAtlas - Drawing void TextureAtlas::drawQuads() { this->drawNumberOfQuads(_totalQuads, 0); } void TextureAtlas::drawNumberOfQuads(ssize_t numberOfQuads) { CCASSERT(numberOfQuads>=0, "numberOfQuads must be >= 0"); this->drawNumberOfQuads(numberOfQuads, 0); } void TextureAtlas::drawNumberOfQuads(ssize_t numberOfQuads, ssize_t start) { CCASSERT(numberOfQuads>=0 && start>=0, "numberOfQuads and start must be >= 0"); if(!numberOfQuads) return; //Check depth write GLboolean depthWirte; glGetBooleanv(GL_DEPTH_WRITEMASK, &depthWirte); //Turn depth write off if necessary if(depthWirte) { glDepthMask(false); } GL::bindTexture2D(_texture->getName()); if (Configuration::getInstance()->supportsShareableVAO()) { // // Using VBO and VAO // // FIXME:: update is done in draw... perhaps it should be done in a timer if (_dirty) { glBindBuffer(GL_ARRAY_BUFFER, _buffersVBO[0]); // option 1: subdata // glBufferSubData(GL_ARRAY_BUFFER, sizeof(_quads[0])*start, sizeof(_quads[0]) * n , &_quads[start] ); // option 2: data // glBufferData(GL_ARRAY_BUFFER, sizeof(quads_[0]) * (n-start), &quads_[start], GL_DYNAMIC_DRAW); // option 3: orphaning + glMapBuffer glBufferData(GL_ARRAY_BUFFER, sizeof(_quads[0]) * _capacity, nullptr, GL_DYNAMIC_DRAW); void *buf = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY); memcpy(buf, _quads, sizeof(_quads[0])* _totalQuads); glUnmapBuffer(GL_ARRAY_BUFFER); glBindBuffer(GL_ARRAY_BUFFER, 0); _dirty = false; } GL::bindVAO(_VAOname); #if CC_REBIND_INDICES_BUFFER glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _buffersVBO[1]); #endif glDrawElements(GL_TRIANGLES, (GLsizei) numberOfQuads*6, GL_UNSIGNED_SHORT, (GLvoid*) (start*6*sizeof(_indices[0])) ); #if CC_REBIND_INDICES_BUFFER glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); #endif // glBindVertexArray(0); } else { // // Using VBO without VAO // #define kQuadSize sizeof(_quads[0].bl) glBindBuffer(GL_ARRAY_BUFFER, _buffersVBO[0]); // FIXME:: update is done in draw... perhaps it should be done in a timer if (_dirty) { glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(_quads[0]) * _totalQuads , &_quads[0] ); _dirty = false; } GL::enableVertexAttribs(GL::VERTEX_ATTRIB_FLAG_POS_COLOR_TEX); // vertices glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, kQuadSize, (GLvoid*) offsetof(V3F_C4B_T2F, vertices)); // colors glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, kQuadSize, (GLvoid*) offsetof(V3F_C4B_T2F, colors)); // tex coords glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORD, 2, GL_FLOAT, GL_FALSE, kQuadSize, (GLvoid*) offsetof(V3F_C4B_T2F, texCoords)); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _buffersVBO[1]); glDrawElements(GL_TRIANGLES, (GLsizei)numberOfQuads*6, GL_UNSIGNED_SHORT, (GLvoid*) (start*6*sizeof(_indices[0]))); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); } CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,numberOfQuads*6); //Turn depth write on if necessary if(depthWirte) { glDepthMask(true); } CHECK_GL_ERROR_DEBUG(); } NS_CC_END