/**************************************************************************** Copyright (c) 2008-2010 Ricardo Quesada Copyright (c) 2010-2013 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. ****************************************************************************/ /* * * IMPORTANT IMPORTANT IMPORTANT IMPORTANT * * * LEGACY FUNCTIONS * * USE DrawNode instead * */ #include "2d/CCDrawingPrimitives.h" #include #include #include "base/ccTypes.h" #include "base/ccMacros.h" #include "CCGL.h" #include "base/CCDirector.h" #include "renderer/ccGLStateCache.h" #include "renderer/CCGLProgramCache.h" #include "renderer/CCGLProgram.h" #include "2d/CCActionCatmullRom.h" #include "renderer/CCRenderer.h" NS_CC_BEGIN #ifndef M_PI #define M_PI 3.14159265358979323846 #endif namespace DrawPrimitives { static bool s_initialized = false; static GLProgram* s_shader = nullptr; static int s_colorLocation = -1; static Color4F s_color(1.0f,1.0f,1.0f,1.0f); static int s_pointSizeLocation = -1; static GLfloat s_pointSize = 1.0f; #ifdef EMSCRIPTEN static GLuint s_bufferObject = 0; static GLuint s_bufferSize = 0; static void setGLBufferData(void *buf, GLuint bufSize) { if(s_bufferSize < bufSize) { if(s_bufferObject) { glDeleteBuffers(1, &s_bufferObject); } glGenBuffers(1, &s_bufferObject); s_bufferSize = bufSize; glBindBuffer(GL_ARRAY_BUFFER, s_bufferObject); glBufferData(GL_ARRAY_BUFFER, bufSize, buf, GL_DYNAMIC_DRAW); } else { glBindBuffer(GL_ARRAY_BUFFER, s_bufferObject); glBufferSubData(GL_ARRAY_BUFFER, 0, bufSize, buf); } } #endif // EMSCRIPTEN static void lazy_init() { if( ! s_initialized ) { // // Position and 1 color passed as a uniform (to simulate glColor4ub ) // s_shader = GLProgramCache::getInstance()->getGLProgram(GLProgram::SHADER_NAME_POSITION_U_COLOR); s_shader->retain(); s_colorLocation = s_shader->getUniformLocation("u_color"); CHECK_GL_ERROR_DEBUG(); s_pointSizeLocation = s_shader->getUniformLocation("u_pointSize"); CHECK_GL_ERROR_DEBUG(); s_initialized = true; } } // When switching from backround to foreground on android, we want the params to be initialized again void init() { lazy_init(); } void free() { CC_SAFE_RELEASE_NULL(s_shader); s_initialized = false; } void drawPoint(const Vec2& point) { lazy_init(); Vec2 p; p.x = point.x; p.y = point.y; GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POSITION ); s_shader->use(); s_shader->setUniformsForBuiltins(); s_shader->setUniformLocationWith4fv(s_colorLocation, (GLfloat*) &s_color.r, 1); s_shader->setUniformLocationWith1f(s_pointSizeLocation, s_pointSize); #ifdef EMSCRIPTEN setGLBufferData(&p, 8); glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, 0); #else glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, &p); #endif // EMSCRIPTEN glDrawArrays(GL_POINTS, 0, 1); CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,1); } void drawPoints( const Vec2 *points, unsigned int numberOfPoints ) { lazy_init(); GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POSITION ); s_shader->use(); s_shader->setUniformsForBuiltins(); s_shader->setUniformLocationWith4fv(s_colorLocation, (GLfloat*) &s_color.r, 1); s_shader->setUniformLocationWith1f(s_pointSizeLocation, s_pointSize); // XXX: Mac OpenGL error. arrays can't go out of scope before draw is executed Vec2* newPoints = new Vec2[numberOfPoints]; // iPhone and 32-bit machines optimization if( sizeof(Vec2) == sizeof(Vec2) ) { #ifdef EMSCRIPTEN setGLBufferData((void*) points, numberOfPoints * sizeof(Vec2)); glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, 0); #else glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, points); #endif // EMSCRIPTEN } else { // Mac on 64-bit for( unsigned int i=0; iuse(); s_shader->setUniformsForBuiltins(); s_shader->setUniformLocationWith4fv(s_colorLocation, (GLfloat*) &s_color.r, 1); GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POSITION ); #ifdef EMSCRIPTEN setGLBufferData(vertices, 16); glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, 0); #else glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices); #endif // EMSCRIPTEN glDrawArrays(GL_LINES, 0, 2); CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,2); } void drawRect( Vec2 origin, Vec2 destination ) { drawLine(Vec2(origin.x, origin.y), Vec2(destination.x, origin.y)); drawLine(Vec2(destination.x, origin.y), Vec2(destination.x, destination.y)); drawLine(Vec2(destination.x, destination.y), Vec2(origin.x, destination.y)); drawLine(Vec2(origin.x, destination.y), Vec2(origin.x, origin.y)); } void drawSolidRect(Vec2 origin, Vec2 destination, Color4F color) { Vec2 vertices[] = { origin, Vec2(destination.x, origin.y), destination, Vec2(origin.x, destination.y) }; drawSolidPoly(vertices, 4, color ); } void drawPoly(const Vec2 *poli, unsigned int numberOfPoints, bool closePolygon) { lazy_init(); s_shader->use(); s_shader->setUniformsForBuiltins(); s_shader->setUniformLocationWith4fv(s_colorLocation, (GLfloat*) &s_color.r, 1); GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POSITION ); // iPhone and 32-bit machines optimization if( sizeof(Vec2) == sizeof(Vec2) ) { #ifdef EMSCRIPTEN setGLBufferData((void*) poli, numberOfPoints * sizeof(Vec2)); glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, 0); #else glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, poli); #endif // EMSCRIPTEN if( closePolygon ) glDrawArrays(GL_LINE_LOOP, 0, (GLsizei) numberOfPoints); else glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) numberOfPoints); } else { // Mac on 64-bit // XXX: Mac OpenGL error. arrays can't go out of scope before draw is executed Vec2* newPoli = new Vec2[numberOfPoints]; for( unsigned int i=0; iuse(); s_shader->setUniformsForBuiltins(); s_shader->setUniformLocationWith4fv(s_colorLocation, (GLfloat*) &color.r, 1); GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POSITION ); // XXX: Mac OpenGL error. arrays can't go out of scope before draw is executed Vec2* newPoli = new Vec2[numberOfPoints]; // iPhone and 32-bit machines optimization if (sizeof(Vec2) == sizeof(Vec2)) { #ifdef EMSCRIPTEN setGLBufferData((void*) poli, numberOfPoints * sizeof(Vec2)); glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, 0); #else glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, poli); #endif // EMSCRIPTEN } else { // Mac on 64-bit for(unsigned int i = 0; i < numberOfPoints; i++) { newPoli[i] = Vec2( poli[i].x, poli[i].y ); } #ifdef EMSCRIPTEN setGLBufferData(newPoli, numberOfPoints * sizeof(Vec2)); glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, 0); #else glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, newPoli); #endif // EMSCRIPTEN } glDrawArrays(GL_TRIANGLE_FAN, 0, (GLsizei) numberOfPoints); CC_SAFE_DELETE_ARRAY(newPoli); CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1, numberOfPoints); } void drawCircle( const Vec2& center, float radius, float angle, unsigned int segments, bool drawLineToCenter, float scaleX, float scaleY) { lazy_init(); int additionalSegment = 1; if (drawLineToCenter) additionalSegment++; const float coef = 2.0f * (float)M_PI/segments; GLfloat *vertices = (GLfloat*)calloc( sizeof(GLfloat)*2*(segments+2), 1); if( ! vertices ) return; for(unsigned int i = 0;i <= segments; i++) { float rads = i*coef; GLfloat j = radius * cosf(rads + angle) * scaleX + center.x; GLfloat k = radius * sinf(rads + angle) * scaleY + center.y; vertices[i*2] = j; vertices[i*2+1] = k; } vertices[(segments+1)*2] = center.x; vertices[(segments+1)*2+1] = center.y; s_shader->use(); s_shader->setUniformsForBuiltins(); s_shader->setUniformLocationWith4fv(s_colorLocation, (GLfloat*) &s_color.r, 1); GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POSITION ); #ifdef EMSCRIPTEN setGLBufferData(vertices, sizeof(GLfloat)*2*(segments+2)); glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, 0); #else glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices); #endif // EMSCRIPTEN glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) segments+additionalSegment); ::free( vertices ); CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,segments+additionalSegment); } void drawCircle( const Vec2& center, float radius, float angle, unsigned int segments, bool drawLineToCenter) { drawCircle(center, radius, angle, segments, drawLineToCenter, 1.0f, 1.0f); } void drawSolidCircle( const Vec2& center, float radius, float angle, unsigned int segments, float scaleX, float scaleY) { lazy_init(); const float coef = 2.0f * (float)M_PI/segments; GLfloat *vertices = (GLfloat*)calloc( sizeof(GLfloat)*2*(segments+2), 1); if( ! vertices ) return; for(unsigned int i = 0;i <= segments; i++) { float rads = i*coef; GLfloat j = radius * cosf(rads + angle) * scaleX + center.x; GLfloat k = radius * sinf(rads + angle) * scaleY + center.y; vertices[i*2] = j; vertices[i*2+1] = k; } vertices[(segments+1)*2] = center.x; vertices[(segments+1)*2+1] = center.y; s_shader->use(); s_shader->setUniformsForBuiltins(); s_shader->setUniformLocationWith4fv(s_colorLocation, (GLfloat*) &s_color.r, 1); GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POSITION ); #ifdef EMSCRIPTEN setGLBufferData(vertices, sizeof(GLfloat)*2*(segments+2)); glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, 0); #else glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices); #endif // EMSCRIPTEN glDrawArrays(GL_TRIANGLE_FAN, 0, (GLsizei) segments+1); ::free( vertices ); CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,segments+1); } void drawSolidCircle( const Vec2& center, float radius, float angle, unsigned int segments) { drawSolidCircle(center, radius, angle, segments, 1.0f, 1.0f); } void drawQuadBezier(const Vec2& origin, const Vec2& control, const Vec2& destination, unsigned int segments) { lazy_init(); Vec2* vertices = new Vec2[segments + 1]; float t = 0.0f; for(unsigned int i = 0; i < segments; i++) { vertices[i].x = powf(1 - t, 2) * origin.x + 2.0f * (1 - t) * t * control.x + t * t * destination.x; vertices[i].y = powf(1 - t, 2) * origin.y + 2.0f * (1 - t) * t * control.y + t * t * destination.y; t += 1.0f / segments; } vertices[segments].x = destination.x; vertices[segments].y = destination.y; s_shader->use(); s_shader->setUniformsForBuiltins(); s_shader->setUniformLocationWith4fv(s_colorLocation, (GLfloat*) &s_color.r, 1); GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POSITION ); #ifdef EMSCRIPTEN setGLBufferData(vertices, (segments + 1) * sizeof(Vec2)); glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, 0); #else glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices); #endif // EMSCRIPTEN glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) segments + 1); CC_SAFE_DELETE_ARRAY(vertices); CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,segments+1); } void drawCatmullRom( PointArray *points, unsigned int segments ) { drawCardinalSpline( points, 0.5f, segments ); } void drawCardinalSpline( PointArray *config, float tension, unsigned int segments ) { lazy_init(); Vec2* vertices = new Vec2[segments + 1]; ssize_t p; float lt; float deltaT = 1.0f / config->count(); for( unsigned int i=0; i < segments+1;i++) { float dt = (float)i / segments; // border if( dt == 1 ) { p = config->count() - 1; lt = 1; } else { p = dt / deltaT; lt = (dt - deltaT * (float)p) / deltaT; } // Interpolate Vec2 pp0 = config->getControlPointAtIndex(p-1); Vec2 pp1 = config->getControlPointAtIndex(p+0); Vec2 pp2 = config->getControlPointAtIndex(p+1); Vec2 pp3 = config->getControlPointAtIndex(p+2); Vec2 newPos = ccCardinalSplineAt( pp0, pp1, pp2, pp3, tension, lt); vertices[i].x = newPos.x; vertices[i].y = newPos.y; } s_shader->use(); s_shader->setUniformsForBuiltins(); s_shader->setUniformLocationWith4fv(s_colorLocation, (GLfloat*)&s_color.r, 1); GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POSITION ); #ifdef EMSCRIPTEN setGLBufferData(vertices, (segments + 1) * sizeof(Vec2)); glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, 0); #else glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices); #endif // EMSCRIPTEN glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) segments + 1); CC_SAFE_DELETE_ARRAY(vertices); CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,segments+1); } void drawCubicBezier(const Vec2& origin, const Vec2& control1, const Vec2& control2, const Vec2& destination, unsigned int segments) { lazy_init(); Vec2* vertices = new Vec2[segments + 1]; float t = 0; for (unsigned int i = 0; i < segments; i++) { vertices[i].x = powf(1 - t, 3) * origin.x + 3.0f * powf(1 - t, 2) * t * control1.x + 3.0f * (1 - t) * t * t * control2.x + t * t * t * destination.x; vertices[i].y = powf(1 - t, 3) * origin.y + 3.0f * powf(1 - t, 2) * t * control1.y + 3.0f * (1 - t) * t * t * control2.y + t * t * t * destination.y; t += 1.0f / segments; } vertices[segments].x = destination.x; vertices[segments].y = destination.y; s_shader->use(); s_shader->setUniformsForBuiltins(); s_shader->setUniformLocationWith4fv(s_colorLocation, (GLfloat*) &s_color.r, 1); GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POSITION ); #ifdef EMSCRIPTEN setGLBufferData(vertices, (segments + 1) * sizeof(Vec2)); glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, 0); #else glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices); #endif // EMSCRIPTEN glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) segments + 1); CC_SAFE_DELETE_ARRAY(vertices); CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,segments+1); } void setDrawColor4F( GLfloat r, GLfloat g, GLfloat b, GLfloat a ) { s_color.r = r; s_color.g = g; s_color.b = b; s_color.a = a; } void setPointSize( GLfloat pointSize ) { s_pointSize = pointSize * CC_CONTENT_SCALE_FACTOR(); //TODO :glPointSize( pointSize ); } void setDrawColor4B( GLubyte r, GLubyte g, GLubyte b, GLubyte a ) { s_color.r = r/255.0f; s_color.g = g/255.0f; s_color.b = b/255.0f; s_color.a = a/255.0f; } } // DrawPrimitives namespace NS_CC_END