/**************************************************************************** Copyright (c) 2010-2012 cocos2d-x.org Copyright (c) 2008-2010 Ricardo Quesada 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. ****************************************************************************/ // cocos2d #include "CCTextureAtlas.h" #include "CCTextureCache.h" #include "ccMacros.h" #include "shaders/CCGLProgram.h" #include "shaders/ccGLStateCache.h" #include "support/CCNotificationCenter.h" #include "CCEventType.h" #include "CCGL.h" // support #include "CCTexture2D.h" #include "cocoa/CCString.h" #include //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(NULL) ,_dirty(false) ,_texture(NULL) ,_quads(NULL) {} TextureAtlas::~TextureAtlas() { CCLOGINFO("cocos2d: TextureAtlas deallocing %p.", this); CC_SAFE_FREE(_quads); CC_SAFE_FREE(_indices); glDeleteBuffers(2, _buffersVBO); #if CC_TEXTURE_ATLAS_USE_VAO glDeleteVertexArrays(1, &_VAOname); ccGLBindVAO(0); #endif CC_SAFE_RELEASE(_texture); #if CC_ENABLE_CACHE_TEXTURE_DATA NotificationCenter::getInstance()->removeObserver(this, EVNET_COME_TO_FOREGROUND); #endif } int TextureAtlas::getTotalQuads() const { return _totalQuads; } int 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 char* file, int capacity) { TextureAtlas * textureAtlas = new TextureAtlas(); if(textureAtlas && textureAtlas->initWithFile(file, capacity)) { textureAtlas->autorelease(); return textureAtlas; } CC_SAFE_DELETE(textureAtlas); return NULL; } TextureAtlas * TextureAtlas::createWithTexture(Texture2D *texture, int capacity) { TextureAtlas * pTextureAtlas = new TextureAtlas(); if (pTextureAtlas && pTextureAtlas->initWithTexture(texture, capacity)) { pTextureAtlas->autorelease(); return pTextureAtlas; } CC_SAFE_DELETE(pTextureAtlas); return NULL; } bool TextureAtlas::initWithFile(const char * file, int capacity) { // retained in property Texture2D *texture = TextureCache::getInstance()->addImage(file); if (texture) { return initWithTexture(texture, capacity); } else { CCLOG("cocos2d: Could not open file: %s", file); return false; } } bool TextureAtlas::initWithTexture(Texture2D *texture, int capacity) { CCASSERT(capacity>=0, "Capacity must be >= 0"); // CCASSERT(texture != NULL, "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 == NULL && _indices == NULL, ""); _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 when app go to background NotificationCenter::getInstance()->addObserver(this, callfuncO_selector(TextureAtlas::listenBackToForeground), EVNET_COME_TO_FOREGROUND, NULL); #endif this->setupIndices(); #if CC_TEXTURE_ATLAS_USE_VAO setupVBOandVAO(); #else setupVBO(); #endif _dirty = true; return true; } void TextureAtlas::listenBackToForeground(Object *obj) { #if CC_TEXTURE_ATLAS_USE_VAO setupVBOandVAO(); #else setupVBO(); #endif // set _dirty to true to force it rebinding buffer _dirty = true; } const char* TextureAtlas::description() const { return String::createWithFormat("", _totalQuads)->getCString(); } void TextureAtlas::setupIndices() { if (_capacity == 0) return; for( int i=0; i < _capacity; i++) { #if CC_TEXTURE_ATLAS_USE_TRIANGLE_STRIP _indices[i*6+0] = i*4+0; _indices[i*6+1] = i*4+0; _indices[i*6+2] = i*4+2; _indices[i*6+3] = i*4+1; _indices[i*6+4] = i*4+3; _indices[i*6+5] = i*4+3; #else _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; #endif } } //TextureAtlas - VAO / VBO specific #if CC_TEXTURE_ATLAS_USE_VAO void TextureAtlas::setupVBOandVAO() { glGenVertexArrays(1, &_VAOname); ccGLBindVAO(_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_COORDS); glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORDS, 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. ccGLBindVAO(0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glBindBuffer(GL_ARRAY_BUFFER, 0); CHECK_GL_ERROR_DEBUG(); } #else // CC_TEXTURE_ATLAS_USE_VAO void TextureAtlas::setupVBO() { glGenBuffers(2, &_buffersVBO[0]); mapBuffers(); } #endif // ! // CC_TEXTURE_ATLAS_USE_VAO void TextureAtlas::mapBuffers() { // Avoid changing the element buffer for whatever VAO might be bound. ccGLBindVAO(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, int 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, int index) { CCASSERT( index>=0 && index<_capacity, "insertQuadWithTexture: Invalid index"); _totalQuads++; CCASSERT( _totalQuads <= _capacity, "invalid totalQuads"); // issue #575. index can be > totalQuads unsigned int 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, int index, int 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 int 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 ); } int max = index + amount; int j = 0; for (int i = index; i < max ; i++) { _quads[index] = quads[j]; index++; j++; } _dirty = true; } void TextureAtlas::insertQuadFromIndex(int oldIndex, int 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); int howMany = (oldIndex - newIndex) > 0 ? (oldIndex - newIndex) : (newIndex - oldIndex); int dst = oldIndex; int 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(int index) { CCASSERT( index>=0 && index<_totalQuads, "removeQuadAtIndex: Invalid index"); int 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(int index, int amount) { CCASSERT(index>=0 && amount>=0 && index+amount<=_totalQuads, "removeQuadAtIndex: index + amount out of bounds"); int 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(int newCapacity) { CCASSERT(newCapacity>=0, "capacity >= 0"); if( newCapacity == _capacity ) { return true; } int oldCapactiy = _capacity; // update capacity and totolQuads _totalQuads = MIN(_totalQuads, newCapacity); _capacity = newCapacity; V3F_C4B_T2F_Quad* tmpQuads = NULL; GLushort* tmpIndices = NULL; // when calling initWithTexture(fileName, 0) on bada device, calloc(0, 1) will fail and return NULL, // so here must judge whether _quads and _indices is NULL. if (_quads == NULL) { tmpQuads = (V3F_C4B_T2F_Quad*)malloc( _capacity * sizeof(_quads[0]) ); if (tmpQuads != NULL) { memset(tmpQuads, 0, _capacity * sizeof(_quads[0]) ); } } else { tmpQuads = (V3F_C4B_T2F_Quad*)realloc( _quads, sizeof(_quads[0]) * _capacity ); if (tmpQuads != NULL && _capacity > oldCapactiy) { memset(tmpQuads+oldCapactiy, 0, (_capacity - oldCapactiy)*sizeof(_quads[0]) ); } } if (_indices == NULL) { tmpIndices = (GLushort*)malloc( _capacity * 6 * sizeof(_indices[0]) ); if (tmpIndices != NULL) { memset( tmpIndices, 0, _capacity * 6 * sizeof(_indices[0]) ); } } else { tmpIndices = (GLushort*)realloc( _indices, sizeof(_indices[0]) * _capacity * 6 ); if (tmpIndices != NULL && _capacity > oldCapactiy) { memset( tmpIndices+oldCapactiy, 0, (_capacity-oldCapactiy) * 6 * sizeof(_indices[0]) ); } } 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(int amount) { CCASSERT(amount>=0, "amount >= 0"); _totalQuads += amount; } void TextureAtlas::moveQuadsFromIndex(int oldIndex, int amount, int 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(int index, int 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(int index, int amount) { CCASSERT(index>=0 && amount>=0, "values must be >= 0"); V3F_C4B_T2F_Quad quad; memset(&quad, 0, sizeof(quad)); int to = index + amount; for (int i = index ; i < to ; i++) { _quads[i] = quad; } } // TextureAtlas - Drawing void TextureAtlas::drawQuads() { this->drawNumberOfQuads(_totalQuads, 0); } void TextureAtlas::drawNumberOfQuads(int numberOfQuads) { CCASSERT(numberOfQuads>=0, "numberOfQuads must be >= 0"); this->drawNumberOfQuads(numberOfQuads, 0); } void TextureAtlas::drawNumberOfQuads(int numberOfQuads, int start) { CCASSERT(numberOfQuads>=0 && start>=0, "numberOfQuads and start must be >= 0"); if(!numberOfQuads) return; ccGLBindTexture2D(_texture->getName()); #if CC_TEXTURE_ATLAS_USE_VAO // // Using VBO and VAO // // XXX: 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]) * (numberOfQuads-start), NULL, GL_DYNAMIC_DRAW); void *buf = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY); memcpy(buf, _quads, sizeof(_quads[0])* (numberOfQuads-start)); glUnmapBuffer(GL_ARRAY_BUFFER); glBindBuffer(GL_ARRAY_BUFFER, 0); _dirty = false; } ccGLBindVAO(_VAOname); #if CC_REBIND_INDICES_BUFFER glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _buffersVBO[1]); #endif #if CC_TEXTURE_ATLAS_USE_TRIANGLE_STRIP glDrawElements(GL_TRIANGLE_STRIP, (GLsizei) numberOfQuads*6, GL_UNSIGNED_SHORT, (GLvoid*) (start*6*sizeof(_indices[0])) ); #else glDrawElements(GL_TRIANGLES, (GLsizei) numberOfQuads*6, GL_UNSIGNED_SHORT, (GLvoid*) (start*6*sizeof(_indices[0])) ); #endif // CC_TEXTURE_ATLAS_USE_TRIANGLE_STRIP #if CC_REBIND_INDICES_BUFFER glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); #endif // glBindVertexArray(0); #else // ! CC_TEXTURE_ATLAS_USE_VAO // // Using VBO without VAO // #define kQuadSize sizeof(_quads[0].bl) glBindBuffer(GL_ARRAY_BUFFER, _buffersVBO[0]); // XXX: update is done in draw... perhaps it should be done in a timer if (_dirty) { glBufferSubData(GL_ARRAY_BUFFER, sizeof(_quads[0])*start, sizeof(_quads[0]) * numberOfQuads , &_quads[start] ); _dirty = false; } ccGLEnableVertexAttribs(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_COORDS, 2, GL_FLOAT, GL_FALSE, kQuadSize, (GLvoid*) offsetof(V3F_C4B_T2F, texCoords)); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _buffersVBO[1]); #if CC_TEXTURE_ATLAS_USE_TRIANGLE_STRIP glDrawElements(GL_TRIANGLE_STRIP, (GLsizei)numberOfQuads*6, GL_UNSIGNED_SHORT, (GLvoid*) (start*6*sizeof(_indices[0]))); #else glDrawElements(GL_TRIANGLES, (GLsizei)numberOfQuads*6, GL_UNSIGNED_SHORT, (GLvoid*) (start*6*sizeof(_indices[0]))); #endif // CC_TEXTURE_ATLAS_USE_TRIANGLE_STRIP glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); #endif // CC_TEXTURE_ATLAS_USE_VAO CC_INCREMENT_GL_DRAWS(1); CHECK_GL_ERROR_DEBUG(); } NS_CC_END