mirror of https://github.com/axmolengine/axmol.git
499 lines
15 KiB
C++
499 lines
15 KiB
C++
/*
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* Copyright (C) 2009 Matt Oswald
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* Copyright (c) 2009-2010 Ricardo Quesada
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* Copyright (c) 2010-2012 cocos2d-x.org
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* Copyright (c) 2011 Zynga Inc.
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* Copyright (c) 2011 Marco Tillemans
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* Copyright (c) 2013-2014 Chukong Technologies Inc.
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*
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* http://www.cocos2d-x.org
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*
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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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*
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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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*
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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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*/
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#include "CCParticleBatchNode.h"
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#include "2d/CCTextureCache.h"
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#include "2d/CCTextureAtlas.h"
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#include "base/ccConfig.h"
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#include "base/ccMacros.h"
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#include "2d/CCGrid.h"
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#include "CCParticleSystem.h"
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#include "2d/CCShaderCache.h"
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#include "2d/CCGLProgram.h"
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#include "2d/ccGLStateCache.h"
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#include "base/base64.h"
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#include "base/ZipUtils.h"
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#include "2d/platform/CCFileUtils.h"
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#include "base/CCProfiling.h"
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#include "renderer/CCQuadCommand.h"
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#include "renderer/CCRenderer.h"
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NS_CC_BEGIN
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ParticleBatchNode::ParticleBatchNode()
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: _textureAtlas(nullptr)
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{
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}
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ParticleBatchNode::~ParticleBatchNode()
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{
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CC_SAFE_RELEASE(_textureAtlas);
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}
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/*
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* creation with Texture2D
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*/
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ParticleBatchNode* ParticleBatchNode::createWithTexture(Texture2D *tex, int capacity/* = kParticleDefaultCapacity*/)
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{
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ParticleBatchNode * p = new ParticleBatchNode();
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if( p && p->initWithTexture(tex, capacity))
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{
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p->autorelease();
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return p;
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}
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CC_SAFE_DELETE(p);
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return nullptr;
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}
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/*
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* creation with File Image
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*/
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ParticleBatchNode* ParticleBatchNode::create(const std::string& imageFile, int capacity/* = kParticleDefaultCapacity*/)
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{
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ParticleBatchNode * p = new ParticleBatchNode();
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if( p && p->initWithFile(imageFile, capacity))
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{
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p->autorelease();
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return p;
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}
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CC_SAFE_DELETE(p);
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return nullptr;
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}
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/*
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* init with Texture2D
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*/
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bool ParticleBatchNode::initWithTexture(Texture2D *tex, int capacity)
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{
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_textureAtlas = new TextureAtlas();
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_textureAtlas->initWithTexture(tex, capacity);
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_children.reserve(capacity);
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_blendFunc = BlendFunc::ALPHA_PREMULTIPLIED;
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setShaderProgram(ShaderCache::getInstance()->getProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));
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return true;
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}
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/*
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* init with FileImage
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*/
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bool ParticleBatchNode::initWithFile(const std::string& fileImage, int capacity)
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{
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Texture2D *tex = Director::getInstance()->getTextureCache()->addImage(fileImage);
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return initWithTexture(tex, capacity);
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}
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// ParticleBatchNode - composition
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// override visit.
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// Don't call visit on it's children
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void ParticleBatchNode::visit(Renderer *renderer, const Matrix &parentTransform, bool parentTransformUpdated)
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{
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// CAREFUL:
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// This visit is almost identical to Node#visit
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// with the exception that it doesn't call visit on it's children
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//
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// The alternative is to have a void Sprite#visit, but
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// although this is less maintainable, is faster
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//
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if (!_visible)
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{
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return;
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}
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bool dirty = parentTransformUpdated || _transformUpdated;
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if(dirty)
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_modelViewTransform = transform(parentTransform);
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_transformUpdated = false;
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// IMPORTANT:
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// To ease the migration to v3.0, we still support the Matrix stack,
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// but it is deprecated and your code should not rely on it
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Director* director = Director::getInstance();
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CCASSERT(nullptr != director, "Director is null when seting matrix stack");
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director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
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director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewTransform);
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draw(renderer, _modelViewTransform, dirty);
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director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
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}
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// override addChild:
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void ParticleBatchNode::addChild(Node * aChild, int zOrder, int tag)
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{
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CCASSERT( aChild != nullptr, "Argument must be non-nullptr");
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CCASSERT( dynamic_cast<ParticleSystem*>(aChild) != nullptr, "CCParticleBatchNode only supports QuadParticleSystems as children");
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ParticleSystem* child = static_cast<ParticleSystem*>(aChild);
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CCASSERT( child->getTexture()->getName() == _textureAtlas->getTexture()->getName(), "CCParticleSystem is not using the same texture id");
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// If this is the 1st children, then copy blending function
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if (_children.empty())
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{
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setBlendFunc(child->getBlendFunc());
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}
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CCASSERT( _blendFunc.src == child->getBlendFunc().src && _blendFunc.dst == child->getBlendFunc().dst, "Can't add a ParticleSystem that uses a different blending function");
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//no lazy sorting, so don't call super addChild, call helper instead
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auto pos = addChildHelper(child,zOrder,tag);
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//get new atlasIndex
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int atlasIndex = 0;
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if (pos != 0)
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{
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ParticleSystem* p = static_cast<ParticleSystem*>(_children.at(pos-1));
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atlasIndex = p->getAtlasIndex() + p->getTotalParticles();
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}
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else
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{
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atlasIndex = 0;
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}
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insertChild(child, atlasIndex);
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// update quad info
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child->setBatchNode(this);
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}
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// don't use lazy sorting, reordering the particle systems quads afterwards would be too complex
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// XXX research whether lazy sorting + freeing current quads and calloc a new block with size of capacity would be faster
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// XXX or possibly using vertexZ for reordering, that would be fastest
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// this helper is almost equivalent to Node's addChild, but doesn't make use of the lazy sorting
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int ParticleBatchNode::addChildHelper(ParticleSystem* child, int z, int aTag)
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{
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CCASSERT( child != nullptr, "Argument must be non-nil");
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CCASSERT( child->getParent() == nullptr, "child already added. It can't be added again");
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_children.reserve(4);
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//don't use a lazy insert
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auto pos = searchNewPositionInChildrenForZ(z);
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_children.insert(pos, child);
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child->setTag(aTag);
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child->_setLocalZOrder(z);
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child->setParent(this);
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if( _running )
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{
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child->onEnter();
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child->onEnterTransitionDidFinish();
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}
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return pos;
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}
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// Reorder will be done in this function, no "lazy" reorder to particles
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void ParticleBatchNode::reorderChild(Node * aChild, int zOrder)
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{
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CCASSERT( aChild != nullptr, "Child must be non-nullptr");
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CCASSERT( dynamic_cast<ParticleSystem*>(aChild) != nullptr, "CCParticleBatchNode only supports QuadParticleSystems as children");
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CCASSERT( _children.contains(aChild), "Child doesn't belong to batch" );
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ParticleSystem* child = static_cast<ParticleSystem*>(aChild);
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if( zOrder == child->getLocalZOrder() )
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{
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return;
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}
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// no reordering if only 1 child
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if (!_children.empty())
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{
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int newIndex = 0, oldIndex = 0;
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getCurrentIndex(&oldIndex, &newIndex, child, zOrder);
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if( oldIndex != newIndex )
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{
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// reorder _children->array
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child->retain();
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_children.erase(oldIndex);
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_children.insert(newIndex, child);
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child->release();
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// save old altasIndex
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int oldAtlasIndex = child->getAtlasIndex();
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// update atlas index
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updateAllAtlasIndexes();
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// Find new AtlasIndex
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int newAtlasIndex = 0;
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for( int i=0;i < _children.size();i++)
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{
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ParticleSystem* node = static_cast<ParticleSystem*>(_children.at(i));
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if( node == child )
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{
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newAtlasIndex = child->getAtlasIndex();
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break;
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}
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}
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// reorder textureAtlas quads
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_textureAtlas->moveQuadsFromIndex(oldAtlasIndex, child->getTotalParticles(), newAtlasIndex);
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child->updateWithNoTime();
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}
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}
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child->_setLocalZOrder(zOrder);
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}
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void ParticleBatchNode::getCurrentIndex(int* oldIndex, int* newIndex, Node* child, int z)
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{
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bool foundCurrentIdx = false;
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bool foundNewIdx = false;
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int minusOne = 0;
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auto count = _children.size();
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for( int i=0; i < count; i++ )
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{
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Node* pNode = _children.at(i);
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// new index
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if( pNode->getLocalZOrder() > z && ! foundNewIdx )
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{
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*newIndex = i;
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foundNewIdx = true;
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if( foundCurrentIdx && foundNewIdx )
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{
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break;
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}
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}
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// current index
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if( child == pNode )
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{
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*oldIndex = i;
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foundCurrentIdx = true;
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if( ! foundNewIdx )
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{
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minusOne = -1;
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}
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if( foundCurrentIdx && foundNewIdx )
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{
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break;
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}
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}
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}
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if( ! foundNewIdx )
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{
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*newIndex = static_cast<int>(count);
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}
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*newIndex += minusOne;
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}
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int ParticleBatchNode::searchNewPositionInChildrenForZ(int z)
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{
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auto count = _children.size();
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for( int i=0; i < count; i++ )
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{
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Node *child = _children.at(i);
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if (child->getLocalZOrder() > z)
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{
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return i;
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}
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}
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return static_cast<int>(count);
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}
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// override removeChild:
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void ParticleBatchNode::removeChild(Node* aChild, bool cleanup)
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{
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// explicit nil handling
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if (aChild == nullptr)
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return;
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CCASSERT( dynamic_cast<ParticleSystem*>(aChild) != nullptr, "CCParticleBatchNode only supports QuadParticleSystems as children");
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CCASSERT(_children.contains(aChild), "CCParticleBatchNode doesn't contain the sprite. Can't remove it");
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ParticleSystem* child = static_cast<ParticleSystem*>(aChild);
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// remove child helper
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_textureAtlas->removeQuadsAtIndex(child->getAtlasIndex(), child->getTotalParticles());
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// after memmove of data, empty the quads at the end of array
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_textureAtlas->fillWithEmptyQuadsFromIndex(_textureAtlas->getTotalQuads(), child->getTotalParticles());
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// particle could be reused for self rendering
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child->setBatchNode(nullptr);
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Node::removeChild(child, cleanup);
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updateAllAtlasIndexes();
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}
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void ParticleBatchNode::removeChildAtIndex(int index, bool doCleanup)
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{
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removeChild(_children.at(index), doCleanup);
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}
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void ParticleBatchNode::removeAllChildrenWithCleanup(bool doCleanup)
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{
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for(const auto &child : _children)
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static_cast<ParticleSystem*>(child)->setBatchNode(nullptr);
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Node::removeAllChildrenWithCleanup(doCleanup);
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_textureAtlas->removeAllQuads();
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}
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void ParticleBatchNode::draw(Renderer *renderer, const Matrix &transform, bool transformUpdated)
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{
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CC_PROFILER_START("CCParticleBatchNode - draw");
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if( _textureAtlas->getTotalQuads() == 0 )
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{
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return;
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}
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_batchCommand.init(
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_globalZOrder,
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_shaderProgram,
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_blendFunc,
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_textureAtlas,
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_modelViewTransform);
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renderer->addCommand(&_batchCommand);
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CC_PROFILER_STOP("CCParticleBatchNode - draw");
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}
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void ParticleBatchNode::increaseAtlasCapacityTo(ssize_t quantity)
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{
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CCLOG("cocos2d: ParticleBatchNode: resizing TextureAtlas capacity from [%lu] to [%lu].",
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(long)_textureAtlas->getCapacity(),
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(long)quantity);
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if( ! _textureAtlas->resizeCapacity(quantity) ) {
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// serious problems
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CCLOGWARN("cocos2d: WARNING: Not enough memory to resize the atlas");
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CCASSERT(false,"XXX: ParticleBatchNode #increaseAtlasCapacity SHALL handle this assert");
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}
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}
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//sets a 0'd quad into the quads array
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void ParticleBatchNode::disableParticle(int particleIndex)
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{
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V3F_C4B_T2F_Quad* quad = &((_textureAtlas->getQuads())[particleIndex]);
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quad->br.vertices.x = quad->br.vertices.y = quad->tr.vertices.x = quad->tr.vertices.y = quad->tl.vertices.x = quad->tl.vertices.y = quad->bl.vertices.x = quad->bl.vertices.y = 0.0f;
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}
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// ParticleBatchNode - add / remove / reorder helper methods
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// add child helper
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void ParticleBatchNode::insertChild(ParticleSystem* system, int index)
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{
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system->setAtlasIndex(index);
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if(_textureAtlas->getTotalQuads() + system->getTotalParticles() > _textureAtlas->getCapacity())
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{
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increaseAtlasCapacityTo(_textureAtlas->getTotalQuads() + system->getTotalParticles());
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// after a realloc empty quads of textureAtlas can be filled with gibberish (realloc doesn't perform calloc), insert empty quads to prevent it
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_textureAtlas->fillWithEmptyQuadsFromIndex(_textureAtlas->getCapacity() - system->getTotalParticles(), system->getTotalParticles());
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}
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// make room for quads, not necessary for last child
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if (system->getAtlasIndex() + system->getTotalParticles() != _textureAtlas->getTotalQuads())
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{
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_textureAtlas->moveQuadsFromIndex(index, index+system->getTotalParticles());
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}
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// increase totalParticles here for new particles, update method of particle-system will fill the quads
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_textureAtlas->increaseTotalQuadsWith(system->getTotalParticles());
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updateAllAtlasIndexes();
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}
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//rebuild atlas indexes
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void ParticleBatchNode::updateAllAtlasIndexes()
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{
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int index = 0;
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for(const auto &child : _children) {
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ParticleSystem* partiSys = static_cast<ParticleSystem*>(child);
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partiSys->setAtlasIndex(index);
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index += partiSys->getTotalParticles();
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}
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}
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// ParticleBatchNode - CocosNodeTexture protocol
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void ParticleBatchNode::updateBlendFunc()
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{
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if( ! _textureAtlas->getTexture()->hasPremultipliedAlpha())
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_blendFunc = BlendFunc::ALPHA_NON_PREMULTIPLIED;
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}
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void ParticleBatchNode::setTexture(Texture2D* texture)
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{
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_textureAtlas->setTexture(texture);
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// If the new texture has No premultiplied alpha, AND the blendFunc hasn't been changed, then update it
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if( texture && ! texture->hasPremultipliedAlpha() && ( _blendFunc.src == CC_BLEND_SRC && _blendFunc.dst == CC_BLEND_DST ) )
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{
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_blendFunc = BlendFunc::ALPHA_NON_PREMULTIPLIED;
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}
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}
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Texture2D* ParticleBatchNode::getTexture() const
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{
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return _textureAtlas->getTexture();
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}
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void ParticleBatchNode::setBlendFunc(const BlendFunc &blendFunc)
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{
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_blendFunc = blendFunc;
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}
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// returns the blending function used for the texture
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const BlendFunc& ParticleBatchNode::getBlendFunc() const
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{
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return _blendFunc;
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}
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NS_CC_END
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