/**************************************************************************** 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. ****************************************************************************/ /* * * IMPORTANT IMPORTANT IMPORTANT IMPORTANT * * * LEGACY FUNCTIONS * * USE CCDrawNode instead * */ #include "CCDrawingPrimitives.h" #include "ccTypes.h" #include "ccMacros.h" #include "CCGL.h" #include "CCDirector.h" #include "shaders/ccGLStateCache.h" #include "shaders/CCShaderCache.h" #include "shaders/CCGLProgram.h" #include "actions/CCActionCatmullRom.h" #include "support/CCPointExtension.h" #include #include NS_CC_BEGIN #ifndef M_PI #define M_PI 3.14159265358979323846 #endif static bool s_bInitialized = false; static CCGLProgram* s_pShader = NULL; static int s_nColorLocation = -1; static ccColor4F s_tColor = {1.0f,1.0f,1.0f,1.0f}; static int s_nPointSizeLocation = -1; static GLfloat s_fPointSize = 1.0f; static void lazy_init( void ) { if( ! s_bInitialized ) { // // Position and 1 color passed as a uniform (to simulate glColor4ub ) // s_pShader = CCShaderCache::sharedShaderCache()->programForKey(kCCShader_Position_uColor); s_pShader->retain(); s_nColorLocation = glGetUniformLocation( s_pShader->getProgram(), "u_color"); CHECK_GL_ERROR_DEBUG(); s_nPointSizeLocation = glGetUniformLocation( s_pShader->getProgram(), "u_pointSize"); CHECK_GL_ERROR_DEBUG(); s_bInitialized = true; } } // When switching from backround to foreground on android, we want the params to be initialized again void ccDrawInit() { lazy_init(); } void ccDrawFree() { CC_SAFE_RELEASE_NULL(s_pShader); s_bInitialized = false; } void ccDrawPoint( const CCPoint& point ) { lazy_init(); ccVertex2F p; p.x = point.x; p.y = point.y; ccGLEnableVertexAttribs( kCCVertexAttribFlag_Position ); s_pShader->use(); s_pShader->setUniformsForBuiltins(); s_pShader->setUniformLocationWith4fv(s_nColorLocation, (GLfloat*) &s_tColor.r, 1); s_pShader->setUniformLocationWith1f(s_nPointSizeLocation, s_fPointSize); glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, &p); glDrawArrays(GL_POINTS, 0, 1); CC_INCREMENT_GL_DRAWS(1); } void ccDrawPoints( const CCPoint *points, unsigned int numberOfPoints ) { lazy_init(); ccGLEnableVertexAttribs( kCCVertexAttribFlag_Position ); s_pShader->use(); s_pShader->setUniformsForBuiltins(); s_pShader->setUniformLocationWith4fv(s_nColorLocation, (GLfloat*) &s_tColor.r, 1); s_pShader->setUniformLocationWith1f(s_nPointSizeLocation, s_fPointSize); // XXX: Mac OpenGL error. arrays can't go out of scope before draw is executed ccVertex2F* newPoints = new ccVertex2F[numberOfPoints]; // iPhone and 32-bit machines optimization if( sizeof(CCPoint) == sizeof(ccVertex2F) ) { glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, points); } else { // Mac on 64-bit for( unsigned int i=0; iuse(); s_pShader->setUniformsForBuiltins(); s_pShader->setUniformLocationWith4fv(s_nColorLocation, (GLfloat*) &s_tColor.r, 1); ccGLEnableVertexAttribs( kCCVertexAttribFlag_Position ); glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, vertices); glDrawArrays(GL_LINES, 0, 2); CC_INCREMENT_GL_DRAWS(1); } void ccDrawRect( CCPoint origin, CCPoint destination ) { ccDrawLine(CCPointMake(origin.x, origin.y), CCPointMake(destination.x, origin.y)); ccDrawLine(CCPointMake(destination.x, origin.y), CCPointMake(destination.x, destination.y)); ccDrawLine(CCPointMake(destination.x, destination.y), CCPointMake(origin.x, destination.y)); ccDrawLine(CCPointMake(origin.x, destination.y), CCPointMake(origin.x, origin.y)); } void ccDrawSolidRect( CCPoint origin, CCPoint destination, ccColor4F color ) { CCPoint vertices[] = { origin, ccp(destination.x, origin.y), destination, ccp(origin.x, destination.y) }; ccDrawSolidPoly(vertices, 4, color ); } void ccDrawPoly( const CCPoint *poli, unsigned int numberOfPoints, bool closePolygon ) { lazy_init(); s_pShader->use(); s_pShader->setUniformsForBuiltins(); s_pShader->setUniformLocationWith4fv(s_nColorLocation, (GLfloat*) &s_tColor.r, 1); ccGLEnableVertexAttribs( kCCVertexAttribFlag_Position ); // iPhone and 32-bit machines optimization if( sizeof(CCPoint) == sizeof(ccVertex2F) ) { glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, poli); 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 ccVertex2F* newPoli = new ccVertex2F[numberOfPoints]; for( unsigned int i=0; iuse(); s_pShader->setUniformsForBuiltins(); s_pShader->setUniformLocationWith4fv(s_nColorLocation, (GLfloat*) &color.r, 1); ccGLEnableVertexAttribs( kCCVertexAttribFlag_Position ); // XXX: Mac OpenGL error. arrays can't go out of scope before draw is executed ccVertex2F* newPoli = new ccVertex2F[numberOfPoints]; // iPhone and 32-bit machines optimization if( sizeof(CCPoint) == sizeof(ccVertex2F) ) { glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, poli); } else { // Mac on 64-bit for( unsigned int i=0; iuse(); s_pShader->setUniformsForBuiltins(); s_pShader->setUniformLocationWith4fv(s_nColorLocation, (GLfloat*) &s_tColor.r, 1); ccGLEnableVertexAttribs( kCCVertexAttribFlag_Position ); glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, vertices); glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) segments+additionalSegment); free( vertices ); CC_INCREMENT_GL_DRAWS(1); } void CC_DLL ccDrawCircle( const CCPoint& center, float radius, float angle, unsigned int segments, bool drawLineToCenter) { ccDrawCircle(center, radius, angle, segments, drawLineToCenter, 1.0f, 1.0f); } void ccDrawQuadBezier(const CCPoint& origin, const CCPoint& control, const CCPoint& destination, unsigned int segments) { lazy_init(); ccVertex2F* vertices = new ccVertex2F[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_pShader->use(); s_pShader->setUniformsForBuiltins(); s_pShader->setUniformLocationWith4fv(s_nColorLocation, (GLfloat*) &s_tColor.r, 1); ccGLEnableVertexAttribs( kCCVertexAttribFlag_Position ); glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, vertices); glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) segments + 1); CC_SAFE_DELETE_ARRAY(vertices); CC_INCREMENT_GL_DRAWS(1); } void ccDrawCatmullRom( CCPointArray *points, unsigned int segments ) { ccDrawCardinalSpline( points, 0.5f, segments ); } void ccDrawCardinalSpline( CCPointArray *config, float tension, unsigned int segments ) { lazy_init(); ccVertex2F* vertices = new ccVertex2F[segments + 1]; unsigned int 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 CCPoint pp0 = config->getControlPointAtIndex(p-1); CCPoint pp1 = config->getControlPointAtIndex(p+0); CCPoint pp2 = config->getControlPointAtIndex(p+1); CCPoint pp3 = config->getControlPointAtIndex(p+2); CCPoint newPos = ccCardinalSplineAt( pp0, pp1, pp2, pp3, tension, lt); vertices[i].x = newPos.x; vertices[i].y = newPos.y; } s_pShader->use(); s_pShader->setUniformsForBuiltins(); s_pShader->setUniformLocationWith4fv(s_nColorLocation, (GLfloat*)&s_tColor.r, 1); ccGLEnableVertexAttribs( kCCVertexAttribFlag_Position ); glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, vertices); glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) segments + 1); CC_SAFE_DELETE_ARRAY(vertices); CC_INCREMENT_GL_DRAWS(1); } void ccDrawCubicBezier(const CCPoint& origin, const CCPoint& control1, const CCPoint& control2, const CCPoint& destination, unsigned int segments) { lazy_init(); ccVertex2F* vertices = new ccVertex2F[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_pShader->use(); s_pShader->setUniformsForBuiltins(); s_pShader->setUniformLocationWith4fv(s_nColorLocation, (GLfloat*) &s_tColor.r, 1); ccGLEnableVertexAttribs( kCCVertexAttribFlag_Position ); glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, vertices); glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) segments + 1); CC_SAFE_DELETE_ARRAY(vertices); CC_INCREMENT_GL_DRAWS(1); } void ccDrawColor4F( GLfloat r, GLfloat g, GLfloat b, GLfloat a ) { s_tColor.r = r; s_tColor.g = g; s_tColor.b = b; s_tColor.a = a; } void ccPointSize( GLfloat pointSize ) { s_fPointSize = pointSize * CC_CONTENT_SCALE_FACTOR(); //TODO :glPointSize( pointSize ); } void ccDrawColor4B( GLubyte r, GLubyte g, GLubyte b, GLubyte a ) { s_tColor.r = r/255.0f; s_tColor.g = g/255.0f; s_tColor.b = b/255.0f; s_tColor.a = a/255.0f; } NS_CC_END