mirror of https://github.com/axmolengine/axmol.git
520 lines
15 KiB
C++
520 lines
15 KiB
C++
/****************************************************************************
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Copyright (c) 2012 cocos2d-x.org
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Copyright (c) 2013-2014 Chukong Technologies Inc.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "Sprite3DTest.h"
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#include <algorithm>
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#include "../testResource.h"
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enum
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{
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IDC_NEXT = 100,
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IDC_BACK,
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IDC_RESTART
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};
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static int sceneIdx = -1;
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static std::function<Layer*()> createFunctions[] =
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{
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CL(Sprite3DBasicTest),
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CL(Sprite3DEffectTest)
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};
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#define MAX_LAYER (sizeof(createFunctions) / sizeof(createFunctions[0]))
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static Layer* nextSpriteTestAction()
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{
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sceneIdx++;
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sceneIdx = sceneIdx % MAX_LAYER;
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auto layer = (createFunctions[sceneIdx])();
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return layer;
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}
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static Layer* backSpriteTestAction()
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{
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sceneIdx--;
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int total = MAX_LAYER;
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if( sceneIdx < 0 )
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sceneIdx += total;
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auto layer = (createFunctions[sceneIdx])();
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return layer;
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}
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static Layer* restartSpriteTestAction()
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{
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auto layer = (createFunctions[sceneIdx])();
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return layer;
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}
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//------------------------------------------------------------------
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//
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// SpriteTestDemo
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//
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//------------------------------------------------------------------
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Sprite3DTestDemo::Sprite3DTestDemo(void)
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: BaseTest()
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{
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}
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Sprite3DTestDemo::~Sprite3DTestDemo(void)
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{
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}
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std::string Sprite3DTestDemo::title() const
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{
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return "No title";
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}
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std::string Sprite3DTestDemo::subtitle() const
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{
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return "";
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}
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void Sprite3DTestDemo::onEnter()
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{
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BaseTest::onEnter();
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}
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void Sprite3DTestDemo::restartCallback(Ref* sender)
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{
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auto s = new Sprite3DTestScene();
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s->addChild(restartSpriteTestAction());
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Director::getInstance()->replaceScene(s);
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s->release();
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}
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void Sprite3DTestDemo::nextCallback(Ref* sender)
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{
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auto s = new Sprite3DTestScene();
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s->addChild( nextSpriteTestAction() );
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Director::getInstance()->replaceScene(s);
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s->release();
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}
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void Sprite3DTestDemo::backCallback(Ref* sender)
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{
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auto s = new Sprite3DTestScene();
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s->addChild( backSpriteTestAction() );
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Director::getInstance()->replaceScene(s);
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s->release();
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}
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//------------------------------------------------------------------
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//
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// Sprite3DBasicTest
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//
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//------------------------------------------------------------------
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Sprite3DBasicTest::Sprite3DBasicTest()
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{
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auto listener = EventListenerTouchAllAtOnce::create();
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listener->onTouchesEnded = CC_CALLBACK_2(Sprite3DBasicTest::onTouchesEnded, this);
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_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
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auto s = Director::getInstance()->getWinSize();
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addNewSpriteWithCoords( Vec2(s.width/2, s.height/2) );
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}
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void Sprite3DBasicTest::addNewSpriteWithCoords(Vec2 p)
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{
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//int idx = (int)(CCRANDOM_0_1() * 1400.0f / 100.0f);
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//int x = (idx%5) * 85;
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//int y = (idx/5) * 121;
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// //option 1: load a obj that contain the texture in it
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// auto sprite = Sprite3D::create("sprite3dTest/scene01.obj");
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//option 2: load obj and assign the texture
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auto sprite = Sprite3D::create("Sprite3DTest/boss1.obj");
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sprite->setScale(3.f);
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sprite->setTexture("Sprite3DTest/boss.png");
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//
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//sprite->setEffect(cocos2d::EFFECT_OUTLINE);
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//add to scene
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addChild( sprite );
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sprite->setPosition( Vec2( p.x, p.y) );
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ActionInterval* action;
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float random = CCRANDOM_0_1();
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if( random < 0.20 )
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action = ScaleBy::create(3, 2);
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else if(random < 0.40)
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action = RotateBy::create(3, 360);
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else if( random < 0.60)
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action = Blink::create(1, 3);
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else if( random < 0.8 )
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action = TintBy::create(2, 0, -255, -255);
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else
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action = FadeOut::create(2);
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auto action_back = action->reverse();
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auto seq = Sequence::create( action, action_back, NULL );
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sprite->runAction( RepeatForever::create(seq) );
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}
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void Sprite3DBasicTest::onTouchesEnded(const std::vector<Touch*>& touches, Event* event)
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{
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for (auto touch: touches)
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{
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auto location = touch->getLocation();
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addNewSpriteWithCoords( location );
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}
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}
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std::string Sprite3DBasicTest::title() const
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{
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return "Testing Sprite3D";
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}
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std::string Sprite3DBasicTest::subtitle() const
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{
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return "Tap screen to add more sprites";
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}
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void Sprite3DTestScene::runThisTest()
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{
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auto layer = nextSpriteTestAction();
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addChild(layer);
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Director::getInstance()->replaceScene(this);
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}
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static int tuple_sort( const std::tuple<ssize_t,Effect3D*,CustomCommand> &tuple1, const std::tuple<ssize_t,Effect3D*,CustomCommand> &tuple2 )
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{
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return std::get<0>(tuple1) < std::get<0>(tuple2);
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}
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EffectSprite3D* EffectSprite3D::createFromObjFileAndTexture(const std::string &objFilePath, const std::string &textureFilePath)
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{
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auto sprite = new EffectSprite3D();
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if (sprite && sprite->initWithFile(objFilePath))
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{
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sprite->autorelease();
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sprite->setTexture(textureFilePath);
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return sprite;
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}
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CC_SAFE_DELETE(sprite);
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return nullptr;
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}
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EffectSprite3D::EffectSprite3D()
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: _defaultEffect(nullptr)
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{
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}
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EffectSprite3D::~EffectSprite3D()
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{
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for(auto effect : _effects)
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{
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CC_SAFE_RELEASE_NULL(std::get<1>(effect));
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}
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CC_SAFE_RELEASE(_defaultEffect);
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}
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void EffectSprite3D::setEffect3D(Effect3D *effect)
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{
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if(_defaultEffect == effect) return;
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CC_SAFE_RETAIN(effect);
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CC_SAFE_RELEASE(_defaultEffect);
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_defaultEffect = effect;
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}
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void EffectSprite3D::addEffect(Effect3DOutline* effect, ssize_t order)
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{
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if(nullptr == effect) return;
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effect->retain();
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effect->setTarget(this);
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_effects.push_back(std::make_tuple(order,effect,CustomCommand()));
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std::sort(std::begin(_effects), std::end(_effects), tuple_sort);
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}
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const std::string Effect3DOutline::_vertShaderFile = "Shaders3D/OutLine.vert";
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const std::string Effect3DOutline::_fragShaderFile = "Shaders3D/OutLine.frag";
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const std::string Effect3DOutline::_keyInGLProgramCache = "Effect3DLibrary_Outline";
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GLProgram* Effect3DOutline::getOrCreateProgram()
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{
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auto program = GLProgramCache::getInstance()->getGLProgram(_keyInGLProgramCache);
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if(program == nullptr)
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{
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program = GLProgram::createWithFilenames(_vertShaderFile, _fragShaderFile);
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GLProgramCache::getInstance()->addGLProgram(program, _keyInGLProgramCache);
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}
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return program;
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}
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Effect3DOutline* Effect3DOutline::create()
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{
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Effect3DOutline* effect = new Effect3DOutline();
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if(effect && effect->init())
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{
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effect->autorelease();
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return effect;
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}
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else
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{
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CC_SAFE_DELETE(effect);
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return nullptr;
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}
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}
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bool Effect3DOutline::init()
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{
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GLProgram* glprogram = GLProgram::createWithFilenames(_vertShaderFile, _fragShaderFile);
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if(nullptr == glprogram)
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{
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CC_SAFE_DELETE(glprogram);
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return false;
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}
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_glProgramState = GLProgramState::create(glprogram);
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if(nullptr == _glProgramState)
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{
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return false;
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}
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_glProgramState->retain();
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_glProgramState->setUniformVec3("OutLineColor", _outlineColor);
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_glProgramState->setUniformFloat("OutlineWidth", _outlineWidth);
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return true;
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}
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Effect3DOutline::Effect3DOutline()
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: _outlineWidth(1.0f)
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, _outlineColor(1, 1, 1)
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, _sprite(nullptr)
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{
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
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_backToForegroundListener = EventListenerCustom::create(EVENT_COME_TO_FOREGROUND,
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[this](EventCustom*)
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{
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auto glProgram = _glProgramState->getGLProgram();
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glProgram->reset();
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glProgram->initWithFilenames(_vertShaderFile, _fragShaderFile);
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glProgram->link();
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glProgram->updateUniforms();
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}
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);
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Director::getInstance()->getEventDispatcher()->addEventListenerWithFixedPriority(_backToForegroundListener, -1);
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#endif
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}
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Effect3DOutline::~Effect3DOutline()
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{
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CC_SAFE_RELEASE_NULL(_sprite);
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
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Director::getInstance()->getEventDispatcher()->removeEventListener(_backToForegroundListener);
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#endif
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}
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void Effect3DOutline::setOutlineColor(const Vec3& color)
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{
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if(_outlineColor != color)
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{
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_outlineColor = color;
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_glProgramState->setUniformVec3("OutLineColor", _outlineColor);
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}
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}
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void Effect3DOutline::setOutlineWidth(float width)
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{
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if(_outlineWidth != width)
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{
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_outlineWidth = width;
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_glProgramState->setUniformFloat("OutlineWidth", _outlineWidth);
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}
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}
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void Effect3DOutline::setTarget(EffectSprite3D *sprite)
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{
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CCASSERT(nullptr != sprite && nullptr != sprite->getMesh(),"Error: Setting a null pointer or a null mesh EffectSprite3D to Effect3D");
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if(sprite != _sprite)
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{
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CC_SAFE_RETAIN(sprite);
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CC_SAFE_RELEASE_NULL(_sprite);
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_sprite = sprite;
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auto mesh = sprite->getMesh();
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long offset = 0;
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for (auto i = 0; i < mesh->getMeshVertexAttribCount(); i++)
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{
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auto meshvertexattrib = mesh->getMeshVertexAttribute(i);
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_glProgramState->setVertexAttribPointer(s_attributeNames[meshvertexattrib.vertexAttrib],
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meshvertexattrib.size,
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meshvertexattrib.type,
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GL_FALSE,
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mesh->getVertexSizeInBytes(),
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(void*)offset);
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offset += meshvertexattrib.attribSizeBytes;
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}
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Color4F color(_sprite->getDisplayedColor());
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color.a = _sprite->getDisplayedOpacity() / 255.0f;
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_glProgramState->setUniformVec4("u_color", Vec4(color.r, color.g, color.b, color.a));
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}
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}
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void Effect3DOutline::draw(const Mat4 &transform)
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{
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//draw
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if(_sprite && _sprite->getMesh())
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{
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glEnable(GL_CULL_FACE);
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glCullFace(GL_FRONT);
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glEnable(GL_DEPTH_TEST);
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auto mesh = _sprite->getMesh();
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glBindBuffer(GL_ARRAY_BUFFER, mesh->getVertexBuffer());
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_glProgramState->apply(transform);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh->getIndexBuffer());
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glDrawElements((GLenum)mesh->getPrimitiveType(), (GLsizei)mesh->getIndexCount(), (GLenum)mesh->getIndexFormat(), 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glDisable(GL_DEPTH_TEST);
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glCullFace(GL_BACK);
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glDisable(GL_CULL_FACE);
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CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1, mesh->getIndexCount());
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}
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}
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void EffectSprite3D::draw(cocos2d::Renderer *renderer, const cocos2d::Mat4 &transform, bool transformUpdated)
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{
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for(auto &effect : _effects)
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{
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if(std::get<0>(effect) >=0)
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break;
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CustomCommand &cc = std::get<2>(effect);
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cc.func = CC_CALLBACK_0(Effect3D::draw,std::get<1>(effect),transform);
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renderer->addCommand(&cc);
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}
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if(!_defaultEffect)
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{
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Sprite3D::draw(renderer, transform, transformUpdated);
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}
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else
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{
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_command.init(_globalZOrder);
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_command.func = CC_CALLBACK_0(Effect3D::draw, _defaultEffect, transform);
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renderer->addCommand(&_command);
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}
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for(auto &effect : _effects)
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{
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if(std::get<0>(effect) <=0)
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continue;
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CustomCommand &cc = std::get<2>(effect);
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cc.func = CC_CALLBACK_0(Effect3D::draw,std::get<1>(effect),transform);
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renderer->addCommand(&cc);
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}
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}
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Sprite3DEffectTest::Sprite3DEffectTest()
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{
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auto s = Director::getInstance()->getWinSize();
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addNewSpriteWithCoords( Vec2(s.width/2, s.height/2) );
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auto listener = EventListenerTouchAllAtOnce::create();
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listener->onTouchesEnded = CC_CALLBACK_2(Sprite3DEffectTest::onTouchesEnded, this);
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_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
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}
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std::string Sprite3DEffectTest::title() const
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{
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return "Testing Sprite3D";
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}
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std::string Sprite3DEffectTest::subtitle() const
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{
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return "Sprite3d with effects";
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}
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void Sprite3DEffectTest::addNewSpriteWithCoords(Vec2 p)
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{
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//option 2: load obj and assign the texture
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auto sprite = EffectSprite3D::createFromObjFileAndTexture("Sprite3DTest/boss1.obj", "Sprite3DTest/boss.png");
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Effect3DOutline* effect = Effect3DOutline::create();
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effect->setOutlineColor(Vec3(1,0,0));
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effect->setOutlineWidth(0.01f);
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sprite->addEffect(effect, -1);
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Effect3DOutline* effect2 = Effect3DOutline::create();
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effect2->setOutlineWidth(0.02f);
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effect2->setOutlineColor(Vec3(1,1,0));
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sprite->addEffect(effect2, -2);
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//sprite->setEffect3D(effect);
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sprite->setScale(6.f);
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//add to scene
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addChild( sprite );
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sprite->setPosition( Vec2( p.x, p.y) );
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ActionInterval* action;
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float random = CCRANDOM_0_1();
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if( random < 0.20 )
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action = ScaleBy::create(3, 2);
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else if(random < 0.40)
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action = RotateBy::create(3, 360);
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else if( random < 0.60)
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action = Blink::create(1, 3);
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else if( random < 0.8 )
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action = TintBy::create(2, 0, -255, -255);
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else
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action = FadeOut::create(2);
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auto action_back = action->reverse();
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auto seq = Sequence::create( action, action_back, NULL );
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sprite->runAction( RepeatForever::create(seq) );
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}
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void Sprite3DEffectTest::onTouchesEnded(const std::vector<Touch*>& touches, Event* event)
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{
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for (auto touch: touches)
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{
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auto location = touch->getLocation();
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addNewSpriteWithCoords( location );
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}
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}
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