/* Copyright (c) 2012 Scott Lembcke and Howling Moon Software * Copyright (c) 2012 cocos2d-x.org * Copyright (c) 2013-2014 Chukong Technologies Inc. * * 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/CCDrawNode.h" #include "CCGL.h" #include "base/CCEventType.h" #include "base/CCConfiguration.h" #include "renderer/CCCustomCommand.h" #include "renderer/CCRenderer.h" #include "renderer/CCGLProgramState.h" #include "base/CCDirector.h" #include "base/CCEventListenerCustom.h" #include "base/CCEventDispatcher.h" NS_CC_BEGIN // Vector2 == CGPoint in 32-bits, but not in 64-bits (OS X) // that's why the "v2f" functions are needed static Vector2 v2fzero(0.0f,0.0f); static inline Vector2 v2f(float x, float y) { Vector2 ret(x, y); return ret; } static inline Vector2 v2fadd(const Vector2 &v0, const Vector2 &v1) { return v2f(v0.x+v1.x, v0.y+v1.y); } static inline Vector2 v2fsub(const Vector2 &v0, const Vector2 &v1) { return v2f(v0.x-v1.x, v0.y-v1.y); } static inline Vector2 v2fmult(const Vector2 &v, float s) { return v2f(v.x * s, v.y * s); } static inline Vector2 v2fperp(const Vector2 &p0) { return v2f(-p0.y, p0.x); } static inline Vector2 v2fneg(const Vector2 &p0) { return v2f(-p0.x, - p0.y); } static inline float v2fdot(const Vector2 &p0, const Vector2 &p1) { return p0.x * p1.x + p0.y * p1.y; } static inline Vector2 v2fforangle(float _a_) { return v2f(cosf(_a_), sinf(_a_)); } static inline Vector2 v2fnormalize(const Vector2 &p) { Vector2 r = Vector2(p.x, p.y).getNormalized(); return v2f(r.x, r.y); } static inline Vector2 __v2f(const Vector2 &v) { //#ifdef __LP64__ return v2f(v.x, v.y); // #else // return * ((Vector2*) &v); // #endif } static inline Tex2F __t(const Vector2 &v) { return *(Tex2F*)&v; } // implementation of DrawNode DrawNode::DrawNode() : _vao(0) , _vbo(0) , _bufferCapacity(0) , _bufferCount(0) , _buffer(nullptr) , _dirty(false) { _blendFunc = BlendFunc::ALPHA_PREMULTIPLIED; } DrawNode::~DrawNode() { free(_buffer); _buffer = nullptr; glDeleteBuffers(1, &_vbo); _vbo = 0; if (Configuration::getInstance()->supportsShareableVAO()) { glDeleteVertexArrays(1, &_vao); GL::bindVAO(0); _vao = 0; } } DrawNode* DrawNode::create() { DrawNode* ret = new DrawNode(); if (ret && ret->init()) { ret->autorelease(); } else { CC_SAFE_DELETE(ret); } return ret; } void DrawNode::ensureCapacity(int count) { CCASSERT(count>=0, "capacity must be >= 0"); if(_bufferCount + count > _bufferCapacity) { _bufferCapacity += MAX(_bufferCapacity, count); _buffer = (V2F_C4B_T2F*)realloc(_buffer, _bufferCapacity*sizeof(V2F_C4B_T2F)); } } bool DrawNode::init() { _blendFunc = BlendFunc::ALPHA_PREMULTIPLIED; setGLProgramState(GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_LENGTH_TEXTURE_COLOR)); ensureCapacity(512); if (Configuration::getInstance()->supportsShareableVAO()) { glGenVertexArrays(1, &_vao); GL::bindVAO(_vao); } glGenBuffers(1, &_vbo); glBindBuffer(GL_ARRAY_BUFFER, _vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(V2F_C4B_T2F)* _bufferCapacity, _buffer, GL_STREAM_DRAW); glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_POSITION); glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, vertices)); glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_COLOR); glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, colors)); glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_TEX_COORD); glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORD, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, texCoords)); glBindBuffer(GL_ARRAY_BUFFER, 0); if (Configuration::getInstance()->supportsShareableVAO()) { GL::bindVAO(0); } CHECK_GL_ERROR_DEBUG(); _dirty = true; #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_COME_TO_FOREGROUND, [this](EventCustom* event){ /** listen the event that coming to foreground on Android */ this->init(); }); _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this); #endif return true; } void DrawNode::draw(Renderer *renderer, const Matrix &transform, bool transformUpdated) { _customCommand.init(_globalZOrder); _customCommand.func = CC_CALLBACK_0(DrawNode::onDraw, this, transform, transformUpdated); renderer->addCommand(&_customCommand); } void DrawNode::onDraw(const Matrix &transform, bool transformUpdated) { auto glProgram = getGLProgram(); glProgram->use(); glProgram->setUniformsForBuiltins(transform); GL::blendFunc(_blendFunc.src, _blendFunc.dst); if (_dirty) { glBindBuffer(GL_ARRAY_BUFFER, _vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(V2F_C4B_T2F)*_bufferCapacity, _buffer, GL_STREAM_DRAW); _dirty = false; } if (Configuration::getInstance()->supportsShareableVAO()) { GL::bindVAO(_vao); } else { GL::enableVertexAttribs(GL::VERTEX_ATTRIB_FLAG_POS_COLOR_TEX); glBindBuffer(GL_ARRAY_BUFFER, _vbo); // vertex glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, vertices)); // color glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, colors)); // texcood glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORD, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, texCoords)); } glDrawArrays(GL_TRIANGLES, 0, _bufferCount); glBindBuffer(GL_ARRAY_BUFFER, 0); CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,_bufferCount); CHECK_GL_ERROR_DEBUG(); } void DrawNode::drawDot(const Vector2 &pos, float radius, const Color4F &color) { unsigned int vertex_count = 2*3; ensureCapacity(vertex_count); V2F_C4B_T2F a = {Vector2(pos.x - radius, pos.y - radius), Color4B(color), Tex2F(-1.0, -1.0) }; V2F_C4B_T2F b = {Vector2(pos.x - radius, pos.y + radius), Color4B(color), Tex2F(-1.0, 1.0) }; V2F_C4B_T2F c = {Vector2(pos.x + radius, pos.y + radius), Color4B(color), Tex2F( 1.0, 1.0) }; V2F_C4B_T2F d = {Vector2(pos.x + radius, pos.y - radius), Color4B(color), Tex2F( 1.0, -1.0) }; V2F_C4B_T2F_Triangle *triangles = (V2F_C4B_T2F_Triangle *)(_buffer + _bufferCount); V2F_C4B_T2F_Triangle triangle0 = {a, b, c}; V2F_C4B_T2F_Triangle triangle1 = {a, c, d}; triangles[0] = triangle0; triangles[1] = triangle1; _bufferCount += vertex_count; _dirty = true; } void DrawNode::drawSegment(const Vector2 &from, const Vector2 &to, float radius, const Color4F &color) { unsigned int vertex_count = 6*3; ensureCapacity(vertex_count); Vector2 a = __v2f(from); Vector2 b = __v2f(to); Vector2 n = v2fnormalize(v2fperp(v2fsub(b, a))); Vector2 t = v2fperp(n); Vector2 nw = v2fmult(n, radius); Vector2 tw = v2fmult(t, radius); Vector2 v0 = v2fsub(b, v2fadd(nw, tw)); Vector2 v1 = v2fadd(b, v2fsub(nw, tw)); Vector2 v2 = v2fsub(b, nw); Vector2 v3 = v2fadd(b, nw); Vector2 v4 = v2fsub(a, nw); Vector2 v5 = v2fadd(a, nw); Vector2 v6 = v2fsub(a, v2fsub(nw, tw)); Vector2 v7 = v2fadd(a, v2fadd(nw, tw)); V2F_C4B_T2F_Triangle *triangles = (V2F_C4B_T2F_Triangle *)(_buffer + _bufferCount); V2F_C4B_T2F_Triangle triangles0 = { {v0, Color4B(color), __t(v2fneg(v2fadd(n, t)))}, {v1, Color4B(color), __t(v2fsub(n, t))}, {v2, Color4B(color), __t(v2fneg(n))}, }; triangles[0] = triangles0; V2F_C4B_T2F_Triangle triangles1 = { {v3, Color4B(color), __t(n)}, {v1, Color4B(color), __t(v2fsub(n, t))}, {v2, Color4B(color), __t(v2fneg(n))}, }; triangles[1] = triangles1; V2F_C4B_T2F_Triangle triangles2 = { {v3, Color4B(color), __t(n)}, {v4, Color4B(color), __t(v2fneg(n))}, {v2, Color4B(color), __t(v2fneg(n))}, }; triangles[2] = triangles2; V2F_C4B_T2F_Triangle triangles3 = { {v3, Color4B(color), __t(n)}, {v4, Color4B(color), __t(v2fneg(n))}, {v5, Color4B(color), __t(n) }, }; triangles[3] = triangles3; V2F_C4B_T2F_Triangle triangles4 = { {v6, Color4B(color), __t(v2fsub(t, n))}, {v4, Color4B(color), __t(v2fneg(n)) }, {v5, Color4B(color), __t(n)}, }; triangles[4] = triangles4; V2F_C4B_T2F_Triangle triangles5 = { {v6, Color4B(color), __t(v2fsub(t, n))}, {v7, Color4B(color), __t(v2fadd(n, t))}, {v5, Color4B(color), __t(n)}, }; triangles[5] = triangles5; _bufferCount += vertex_count; _dirty = true; } void DrawNode::drawPolygon(Vector2 *verts, int count, const Color4F &fillColor, float borderWidth, const Color4F &borderColor) { CCASSERT(count >= 0, "invalid count value"); struct ExtrudeVerts {Vector2 offset, n;}; struct ExtrudeVerts* extrude = (struct ExtrudeVerts*)malloc(sizeof(struct ExtrudeVerts)*count); memset(extrude, 0, sizeof(struct ExtrudeVerts)*count); for (int i = 0; i < count; i++) { Vector2 v0 = __v2f(verts[(i-1+count)%count]); Vector2 v1 = __v2f(verts[i]); Vector2 v2 = __v2f(verts[(i+1)%count]); Vector2 n1 = v2fnormalize(v2fperp(v2fsub(v1, v0))); Vector2 n2 = v2fnormalize(v2fperp(v2fsub(v2, v1))); Vector2 offset = v2fmult(v2fadd(n1, n2), 1.0/(v2fdot(n1, n2) + 1.0)); struct ExtrudeVerts tmp = {offset, n2}; extrude[i] = tmp; } bool outline = (borderColor.a > 0.0 && borderWidth > 0.0); auto triangle_count = 3*count - 2; auto vertex_count = 3*triangle_count; ensureCapacity(vertex_count); V2F_C4B_T2F_Triangle *triangles = (V2F_C4B_T2F_Triangle *)(_buffer + _bufferCount); V2F_C4B_T2F_Triangle *cursor = triangles; float inset = (outline == false ? 0.5 : 0.0); for (int i = 0; i < count-2; i++) { Vector2 v0 = v2fsub(__v2f(verts[0 ]), v2fmult(extrude[0 ].offset, inset)); Vector2 v1 = v2fsub(__v2f(verts[i+1]), v2fmult(extrude[i+1].offset, inset)); Vector2 v2 = v2fsub(__v2f(verts[i+2]), v2fmult(extrude[i+2].offset, inset)); V2F_C4B_T2F_Triangle tmp = { {v0, Color4B(fillColor), __t(v2fzero)}, {v1, Color4B(fillColor), __t(v2fzero)}, {v2, Color4B(fillColor), __t(v2fzero)}, }; *cursor++ = tmp; } for(int i = 0; i < count; i++) { int j = (i+1)%count; Vector2 v0 = __v2f(verts[i]); Vector2 v1 = __v2f(verts[j]); Vector2 n0 = extrude[i].n; Vector2 offset0 = extrude[i].offset; Vector2 offset1 = extrude[j].offset; if(outline) { Vector2 inner0 = v2fsub(v0, v2fmult(offset0, borderWidth)); Vector2 inner1 = v2fsub(v1, v2fmult(offset1, borderWidth)); Vector2 outer0 = v2fadd(v0, v2fmult(offset0, borderWidth)); Vector2 outer1 = v2fadd(v1, v2fmult(offset1, borderWidth)); V2F_C4B_T2F_Triangle tmp1 = { {inner0, Color4B(borderColor), __t(v2fneg(n0))}, {inner1, Color4B(borderColor), __t(v2fneg(n0))}, {outer1, Color4B(borderColor), __t(n0)} }; *cursor++ = tmp1; V2F_C4B_T2F_Triangle tmp2 = { {inner0, Color4B(borderColor), __t(v2fneg(n0))}, {outer0, Color4B(borderColor), __t(n0)}, {outer1, Color4B(borderColor), __t(n0)} }; *cursor++ = tmp2; } else { Vector2 inner0 = v2fsub(v0, v2fmult(offset0, 0.5)); Vector2 inner1 = v2fsub(v1, v2fmult(offset1, 0.5)); Vector2 outer0 = v2fadd(v0, v2fmult(offset0, 0.5)); Vector2 outer1 = v2fadd(v1, v2fmult(offset1, 0.5)); V2F_C4B_T2F_Triangle tmp1 = { {inner0, Color4B(fillColor), __t(v2fzero)}, {inner1, Color4B(fillColor), __t(v2fzero)}, {outer1, Color4B(fillColor), __t(n0)} }; *cursor++ = tmp1; V2F_C4B_T2F_Triangle tmp2 = { {inner0, Color4B(fillColor), __t(v2fzero)}, {outer0, Color4B(fillColor), __t(n0)}, {outer1, Color4B(fillColor), __t(n0)} }; *cursor++ = tmp2; } } _bufferCount += vertex_count; _dirty = true; free(extrude); } void DrawNode::drawTriangle(const Vector2 &p1, const Vector2 &p2, const Vector2 &p3, const Color4F &color) { unsigned int vertex_count = 2*3; ensureCapacity(vertex_count); Color4B col = Color4B(color); V2F_C4B_T2F a = {Vector2(p1.x, p1.y), col, Tex2F(0.0, 0.0) }; V2F_C4B_T2F b = {Vector2(p2.x, p2.y), col, Tex2F(0.0, 0.0) }; V2F_C4B_T2F c = {Vector2(p3.x, p3.y), col, Tex2F(0.0, 0.0) }; V2F_C4B_T2F_Triangle *triangles = (V2F_C4B_T2F_Triangle *)(_buffer + _bufferCount); V2F_C4B_T2F_Triangle triangle = {a, b, c}; triangles[0] = triangle; _bufferCount += vertex_count; _dirty = true; } void DrawNode::drawCubicBezier(const Vector2& from, const Vector2& control1, const Vector2& control2, const Vector2& to, unsigned int segments, const Color4F &color) { unsigned int vertex_count = (segments + 1) * 3; ensureCapacity(vertex_count); Tex2F texCoord = Tex2F(0.0, 0.0); Color4B col = Color4B(color); Vector2 vertex; Vector2 firstVertex = Vector2(from.x, from.y); Vector2 lastVertex = Vector2(to.x, to.y); float t = 0; for(unsigned int i = segments + 1; i > 0; i--) { float x = powf(1 - t, 3) * from.x + 3.0f * powf(1 - t, 2) * t * control1.x + 3.0f * (1 - t) * t * t * control2.x + t * t * t * to.x; float y = powf(1 - t, 3) * from.y + 3.0f * powf(1 - t, 2) * t * control1.y + 3.0f * (1 - t) * t * t * control2.y + t * t * t * to.y; vertex = Vector2(x, y); V2F_C4B_T2F a = {firstVertex, col, texCoord }; V2F_C4B_T2F b = {lastVertex, col, texCoord }; V2F_C4B_T2F c = {vertex, col, texCoord }; V2F_C4B_T2F_Triangle triangle = {a, b, c}; ((V2F_C4B_T2F_Triangle *)(_buffer + _bufferCount))[0] = triangle; lastVertex = vertex; t += 1.0f / segments; _bufferCount += 3; } _dirty = true; } void DrawNode::drawQuadraticBezier(const Vector2& from, const Vector2& control, const Vector2& to, unsigned int segments, const Color4F &color) { unsigned int vertex_count = (segments + 1) * 3; ensureCapacity(vertex_count); Tex2F texCoord = Tex2F(0.0, 0.0); Color4B col = Color4B(color); Vector2 vertex; Vector2 firstVertex = Vector2(from.x, from.y); Vector2 lastVertex = Vector2(to.x, to.y); float t = 0; for(unsigned int i = segments + 1; i > 0; i--) { float x = powf(1 - t, 2) * from.x + 2.0f * (1 - t) * t * control.x + t * t * to.x; float y = powf(1 - t, 2) * from.y + 2.0f * (1 - t) * t * control.y + t * t * to.y; vertex = Vector2(x, y); V2F_C4B_T2F a = {firstVertex, col, texCoord }; V2F_C4B_T2F b = {lastVertex, col, texCoord }; V2F_C4B_T2F c = {vertex, col, texCoord }; V2F_C4B_T2F_Triangle triangle = {a, b, c}; ((V2F_C4B_T2F_Triangle *)(_buffer + _bufferCount))[0] = triangle; lastVertex = vertex; t += 1.0f / segments; _bufferCount += 3; } _dirty = true; } void DrawNode::clear() { _bufferCount = 0; _dirty = true; } const BlendFunc& DrawNode::getBlendFunc() const { return _blendFunc; } void DrawNode::setBlendFunc(const BlendFunc &blendFunc) { _blendFunc = blendFunc; } NS_CC_END