/**************************************************************************** Copyright (c) 2008-2010 Ricardo Quesada Copyright (c) 2009 Leonardo Kasperavičius 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 "2d/CCParticleSystemQuad.h" #include #include "2d/CCSpriteFrame.h" #include "2d/CCParticleBatchNode.h" #include "renderer/CCTextureAtlas.h" #include "renderer/ccGLStateCache.h" #include "renderer/CCRenderer.h" #include "base/CCDirector.h" #include "base/CCEventType.h" #include "base/CCConfiguration.h" #include "base/CCEventListenerCustom.h" #include "base/CCEventDispatcher.h" #include "base/ccUTF8.h" NS_CC_BEGIN ParticleSystemQuad::ParticleSystemQuad() :_quads(nullptr) ,_indices(nullptr) ,_VAOname(0) { memset(_buffersVBO, 0, sizeof(_buffersVBO)); } ParticleSystemQuad::~ParticleSystemQuad() { if (nullptr == _batchNode) { CC_SAFE_FREE(_quads); CC_SAFE_FREE(_indices); glDeleteBuffers(2, &_buffersVBO[0]); if (Configuration::getInstance()->supportsShareableVAO()) { glDeleteVertexArrays(1, &_VAOname); GL::bindVAO(0); } } } // implementation ParticleSystemQuad ParticleSystemQuad * ParticleSystemQuad::create(const std::string& filename) { ParticleSystemQuad *ret = new (std::nothrow) ParticleSystemQuad(); if (ret && ret->initWithFile(filename)) { ret->autorelease(); return ret; } CC_SAFE_DELETE(ret); return ret; } ParticleSystemQuad * ParticleSystemQuad::createWithTotalParticles(int numberOfParticles) { ParticleSystemQuad *ret = new (std::nothrow) ParticleSystemQuad(); if (ret && ret->initWithTotalParticles(numberOfParticles)) { ret->autorelease(); return ret; } CC_SAFE_DELETE(ret); return ret; } ParticleSystemQuad * ParticleSystemQuad::create(ValueMap &dictionary) { ParticleSystemQuad *ret = new (std::nothrow) ParticleSystemQuad(); if (ret && ret->initWithDictionary(dictionary)) { ret->autorelease(); return ret; } CC_SAFE_DELETE(ret); return ret; } //implementation ParticleSystemQuad // overriding the init method bool ParticleSystemQuad::initWithTotalParticles(int numberOfParticles) { // base initialization if( ParticleSystem::initWithTotalParticles(numberOfParticles) ) { // allocating data space if( ! this->allocMemory() ) { this->release(); return false; } initIndices(); if (Configuration::getInstance()->supportsShareableVAO()) { setupVBOandVAO(); } else { setupVBO(); } setGLProgramState(GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR_NO_MVP)); #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_RENDERER_RECREATED, CC_CALLBACK_1(ParticleSystemQuad::listenRendererRecreated, this)); _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this); #endif return true; } return false; } // pointRect should be in Texture coordinates, not pixel coordinates void ParticleSystemQuad::initTexCoordsWithRect(const Rect& pointRect) { // convert to Tex coords Rect rect = Rect( 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 (_texture) { wide = (GLfloat)_texture->getPixelsWide(); high = (GLfloat)_texture->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 std::swap(top, bottom); V3F_C4B_T2F_Quad *quads = nullptr; unsigned int start = 0, end = 0; if (_batchNode) { quads = _batchNode->getTextureAtlas()->getQuads(); start = _atlasIndex; end = _atlasIndex + _totalParticles; } else { quads = _quads; start = 0; end = _totalParticles; } for(unsigned int i=start; igetContentSize(); initTexCoordsWithRect(Rect(0, 0, s.width, s.height)); } } void ParticleSystemQuad::setTextureWithRect(Texture2D *texture, const Rect& rect) { // Only update the texture if is different from the current one if( !_texture || texture->getName() != _texture->getName() ) { ParticleSystem::setTexture(texture); } this->initTexCoordsWithRect(rect); } void ParticleSystemQuad::setTexture(Texture2D* texture) { const Size& s = texture->getContentSize(); this->setTextureWithRect(texture, Rect(0, 0, s.width, s.height)); } void ParticleSystemQuad::setDisplayFrame(SpriteFrame *spriteFrame) { CCASSERT(spriteFrame->getOffsetInPixels().isZero(), "QuadParticle only supports SpriteFrames with no offsets"); // update texture before updating texture rect if ( !_texture || spriteFrame->getTexture()->getName() != _texture->getName()) { this->setTexture(spriteFrame->getTexture()); } } void ParticleSystemQuad::initIndices() { for(int i = 0; i < _totalParticles; ++i) { const unsigned int i6 = i*6; const unsigned int i4 = i*4; _indices[i6+0] = (GLushort) i4+0; _indices[i6+1] = (GLushort) i4+1; _indices[i6+2] = (GLushort) i4+2; _indices[i6+5] = (GLushort) i4+1; _indices[i6+4] = (GLushort) i4+2; _indices[i6+3] = (GLushort) i4+3; } } inline void updatePosWithParticle(V3F_C4B_T2F_Quad *quad, const Vec2& newPosition,float size,float rotation) { // vertices GLfloat size_2 = size/2; 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(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; } void ParticleSystemQuad::updateParticleQuads() { if (_particleCount <= 0) { return; } Vec2 currentPosition; if (_positionType == PositionType::FREE) { currentPosition = this->convertToWorldSpace(Vec2::ZERO); } else if (_positionType == PositionType::RELATIVE) { currentPosition = _position; } V3F_C4B_T2F_Quad *startQuad; Vec2 pos = Vec2::ZERO; if (_batchNode) { V3F_C4B_T2F_Quad *batchQuads = _batchNode->getTextureAtlas()->getQuads(); startQuad = &(batchQuads[_atlasIndex]); pos = _position; } else { startQuad = &(_quads[0]); } if( _positionType == PositionType::FREE ) { Vec3 p1(currentPosition.x, currentPosition.y, 0); Mat4 worldToNodeTM = getWorldToNodeTransform(); worldToNodeTM.transformPoint(&p1); Vec3 p2; Vec2 newPos; float* startX = _particleData.startPosX; float* startY = _particleData.startPosY; float* x = _particleData.posx; float* y = _particleData.posy; float* s = _particleData.size; float* r = _particleData.rotation; V3F_C4B_T2F_Quad* quadStart = startQuad; for (int i = 0 ; i < _particleCount; ++i, ++startX, ++startY, ++x, ++y, ++quadStart, ++s, ++r) { p2.set(*startX, *startY, 0); worldToNodeTM.transformPoint(&p2); newPos.set(*x,*y); p2 = p1 - p2; newPos.x -= p2.x - pos.x; newPos.y -= p2.y - pos.y; updatePosWithParticle(quadStart, newPos, *s, *r); } } else if( _positionType == PositionType::RELATIVE ) { Vec2 newPos; float* startX = _particleData.startPosX; float* startY = _particleData.startPosY; float* x = _particleData.posx; float* y = _particleData.posy; float* s = _particleData.size; float* r = _particleData.rotation; V3F_C4B_T2F_Quad* quadStart = startQuad; for (int i = 0 ; i < _particleCount; ++i, ++startX, ++startY, ++x, ++y, ++quadStart, ++s, ++r) { newPos.set(*x, *y); newPos.x = *x - (currentPosition.x - *startX); newPos.y = *y - (currentPosition.y - *startY); newPos += pos; updatePosWithParticle(quadStart, newPos, *s, *r); } } else { Vec2 newPos; float* startX = _particleData.startPosX; float* startY = _particleData.startPosY; float* x = _particleData.posx; float* y = _particleData.posy; float* s = _particleData.size; float* r = _particleData.rotation; V3F_C4B_T2F_Quad* quadStart = startQuad; for (int i = 0 ; i < _particleCount; ++i, ++startX, ++startY, ++x, ++y, ++quadStart, ++s, ++r) { newPos.set(*x + pos.x, *y + pos.y); updatePosWithParticle(quadStart, newPos, *s, *r); } } //set color if(_opacityModifyRGB) { V3F_C4B_T2F_Quad* quad = startQuad; float* r = _particleData.colorR; float* g = _particleData.colorG; float* b = _particleData.colorB; float* a = _particleData.colorA; for (int i = 0; i < _particleCount; ++i,++quad,++r,++g,++b,++a) { GLubyte colorR = *r * *a * 255; GLubyte colorG = *g * *a * 255; GLubyte colorB = *b * *a * 255; GLubyte colorA = *a * 255; quad->bl.colors.set(colorR, colorG, colorB, colorA); quad->br.colors.set(colorR, colorG, colorB, colorA); quad->tl.colors.set(colorR, colorG, colorB, colorA); quad->tr.colors.set(colorR, colorG, colorB, colorA); } } else { V3F_C4B_T2F_Quad* quad = startQuad; float* r = _particleData.colorR; float* g = _particleData.colorG; float* b = _particleData.colorB; float* a = _particleData.colorA; for (int i = 0; i < _particleCount; ++i,++quad,++r,++g,++b,++a) { GLubyte colorR = *r * 255; GLubyte colorG = *g * 255; GLubyte colorB = *b * 255; GLubyte colorA = *a * 255; quad->bl.colors.set(colorR, colorG, colorB, colorA); quad->br.colors.set(colorR, colorG, colorB, colorA); quad->tl.colors.set(colorR, colorG, colorB, colorA); quad->tr.colors.set(colorR, colorG, colorB, colorA); } } } void ParticleSystemQuad::postStep() { glBindBuffer(GL_ARRAY_BUFFER, _buffersVBO[0]); // Option 1: Sub Data glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(_quads[0])*_totalParticles, _quads); // Option 2: Data // glBufferData(GL_ARRAY_BUFFER, sizeof(quads_[0]) * particleCount, quads_, GL_DYNAMIC_DRAW); // Option 3: Orphaning + glMapBuffer // glBufferData(GL_ARRAY_BUFFER, sizeof(_quads[0])*_totalParticles, nullptr, GL_STREAM_DRAW); // void *buf = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY); // memcpy(buf, _quads, sizeof(_quads[0])*_totalParticles); // glUnmapBuffer(GL_ARRAY_BUFFER); glBindBuffer(GL_ARRAY_BUFFER, 0); CHECK_GL_ERROR_DEBUG(); } // overriding draw method void ParticleSystemQuad::draw(Renderer *renderer, const Mat4 &transform, uint32_t flags) { //quad command if(_particleCount > 0) { _quadCommand.init(_globalZOrder, _texture, getGLProgramState(), _blendFunc, _quads, _particleCount, transform, flags); renderer->addCommand(&_quadCommand); } } void ParticleSystemQuad::setTotalParticles(int tp) { // If we are setting the total number of particles to a number higher // than what is allocated, we need to allocate new arrays if( tp > _allocatedParticles ) { // Allocate new memory size_t quadsSize = sizeof(_quads[0]) * tp * 1; size_t indicesSize = sizeof(_indices[0]) * tp * 6 * 1; _particleData.release(); if (!_particleData.init(tp)) { CCLOG("Particle system: not enough memory"); return; } V3F_C4B_T2F_Quad* quadsNew = (V3F_C4B_T2F_Quad*)realloc(_quads, quadsSize); GLushort* indicesNew = (GLushort*)realloc(_indices, indicesSize); if (quadsNew && indicesNew) { // Assign pointers _quads = quadsNew; _indices = indicesNew; // Clear the memory memset(_quads, 0, quadsSize); memset(_indices, 0, indicesSize); _allocatedParticles = tp; } else { // Out of memory, failed to resize some array if (quadsNew) _quads = quadsNew; if (indicesNew) _indices = indicesNew; CCLOG("Particle system: out of memory"); return; } _totalParticles = tp; // Init particles if (_batchNode) { for (int i = 0; i < _totalParticles; i++) { _particleData.atlasIndex[i] = i; } } initIndices(); if (Configuration::getInstance()->supportsShareableVAO()) { setupVBOandVAO(); } else { setupVBO(); } // fixed http://www.cocos2d-x.org/issues/3990 // Updates texture coords. updateTexCoords(); } else { _totalParticles = tp; } // fixed issue #5762 // reset the emission rate setEmissionRate(_totalParticles / _life); resetSystem(); } void ParticleSystemQuad::setupVBOandVAO() { // clean VAO glDeleteBuffers(2, &_buffersVBO[0]); glDeleteVertexArrays(1, &_VAOname); GL::bindVAO(0); 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]) * _totalParticles, _quads, GL_DYNAMIC_DRAW); // vertices glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_POSITION); glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, 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]) * _totalParticles * 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 ParticleSystemQuad::setupVBO() { glDeleteBuffers(2, &_buffersVBO[0]); glGenBuffers(2, &_buffersVBO[0]); glBindBuffer(GL_ARRAY_BUFFER, _buffersVBO[0]); glBufferData(GL_ARRAY_BUFFER, sizeof(_quads[0]) * _totalParticles, _quads, GL_DYNAMIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _buffersVBO[1]); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(_indices[0]) * _totalParticles * 6, _indices, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); CHECK_GL_ERROR_DEBUG(); } void ParticleSystemQuad::listenRendererRecreated(EventCustom* event) { //when comes to foreground in android, _buffersVBO and _VAOname is a wild handle //before recreating, we need to reset them to 0 memset(_buffersVBO, 0, sizeof(_buffersVBO)); if (Configuration::getInstance()->supportsShareableVAO()) { _VAOname = 0; setupVBOandVAO(); } else { setupVBO(); } } bool ParticleSystemQuad::allocMemory() { CCASSERT( !_batchNode, "Memory should not be alloced when not using batchNode"); CC_SAFE_FREE(_quads); CC_SAFE_FREE(_indices); _quads = (V3F_C4B_T2F_Quad*)malloc(_totalParticles * sizeof(V3F_C4B_T2F_Quad)); _indices = (GLushort*)malloc(_totalParticles * 6 * sizeof(GLushort)); if( !_quads || !_indices) { CCLOG("cocos2d: Particle system: not enough memory"); CC_SAFE_FREE(_quads); CC_SAFE_FREE(_indices); return false; } memset(_quads, 0, _totalParticles * sizeof(V3F_C4B_T2F_Quad)); memset(_indices, 0, _totalParticles * 6 * sizeof(GLushort)); return true; } void ParticleSystemQuad::setBatchNode(ParticleBatchNode * batchNode) { if( _batchNode != batchNode ) { ParticleBatchNode* oldBatch = _batchNode; ParticleSystem::setBatchNode(batchNode); // NEW: is self render ? if( ! batchNode ) { allocMemory(); initIndices(); setTexture(oldBatch->getTexture()); if (Configuration::getInstance()->supportsShareableVAO()) { setupVBOandVAO(); } else { setupVBO(); } } // OLD: was it self render ? cleanup else if( !oldBatch ) { // copy current state to batch V3F_C4B_T2F_Quad *batchQuads = _batchNode->getTextureAtlas()->getQuads(); V3F_C4B_T2F_Quad *quad = &(batchQuads[_atlasIndex] ); memcpy( quad, _quads, _totalParticles * sizeof(_quads[0]) ); CC_SAFE_FREE(_quads); CC_SAFE_FREE(_indices); glDeleteBuffers(2, &_buffersVBO[0]); memset(_buffersVBO, 0, sizeof(_buffersVBO)); if (Configuration::getInstance()->supportsShareableVAO()) { glDeleteVertexArrays(1, &_VAOname); GL::bindVAO(0); _VAOname = 0; } } } } ParticleSystemQuad * ParticleSystemQuad::create() { ParticleSystemQuad *particleSystemQuad = new (std::nothrow) ParticleSystemQuad(); if (particleSystemQuad && particleSystemQuad->init()) { particleSystemQuad->autorelease(); return particleSystemQuad; } CC_SAFE_DELETE(particleSystemQuad); return nullptr; } std::string ParticleSystemQuad::getDescription() const { return StringUtils::format("", _tag, _totalParticles); } NS_CC_END