axmol/extensions/3dparticle/ParticleUniverse/ParticleRenders/CCPUParticle3DRender.cpp

440 lines
17 KiB
C++

/****************************************************************************
Copyright (c) 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.
****************************************************************************/
#include "3dparticle/CCParticleSystem3D.h"
#include "3dparticle/ParticleUniverse/ParticleRenders/CCPUParticle3DRender.h"
#include "3dparticle/ParticleUniverse/CCPUParticleSystem3D.h"
#include "3dparticle/ParticleUniverse/CCPUParticle3DUtil.h"
#include "renderer/CCMeshCommand.h"
#include "renderer/CCRenderer.h"
#include "renderer/CCTextureCache.h"
#include "renderer/CCGLProgramState.h"
#include "renderer/CCGLProgramCache.h"
#include "renderer/CCVertexIndexBuffer.h"
#include "base/CCDirector.h"
#include "3d/CCSprite3D.h"
#include "3d/CCMesh.h"
#include "2d/CCCamera.h"
NS_CC_BEGIN
static bool compareParticle3D(PUParticle3D* left, PUParticle3D* right)
{
return left->depthInView > right->depthInView;
}
PUParticle3DQuadRender* PUParticle3DQuadRender::create(const std::string& texFile)
{
auto ret = new PUParticle3DQuadRender();
ret->autorelease();
ret->initQuadRender(texFile);
return ret;
}
void PUParticle3DQuadRender::render(Renderer* renderer, const Mat4 &transform, ParticleSystem3D* particleSystem)
{
//batch and generate draw
const ParticlePool &particlePool = particleSystem->getParticlePool();
if (!_isVisible || particlePool.empty())
return;
if (_vertexBuffer == nullptr){
GLsizei stride = sizeof(Particle3DQuadRender::posuvcolor);
_vertexBuffer = VertexBuffer::create(stride, 4 * particleSystem->getParticleQuota());
_vertexBuffer->retain();
}
if (_indexBuffer == nullptr){
_indexBuffer = IndexBuffer::create(IndexBuffer::IndexType::INDEX_TYPE_SHORT_16, 6 * particleSystem->getParticleQuota());
_indexBuffer->retain();
}
ParticlePool::PoolList activeParticleList = particlePool.getActiveParticleList();
if (_posuvcolors.size() < activeParticleList.size() * 4)
{
_posuvcolors.resize(activeParticleList.size() * 4);
_indexData.resize(activeParticleList.size() * 6);
}
auto camera = Camera::getVisitingCamera();
auto cameraMat = camera->getNodeToWorldTransform();
const Mat4 &viewMat = cameraMat.getInversed();
//for (auto iter : activeParticleList){
// iter->depthInView = -(viewMat.m[2] * iter->positionInWorld.x + viewMat.m[6] * iter->positionInWorld.y + viewMat.m[10] * iter->positionInWorld.z + viewMat.m[14]);
//}
//std::sort(activeParticleList.begin(), activeParticleList.end(), compareParticle3D);
Vec3 right(cameraMat.m[0], cameraMat.m[1], cameraMat.m[2]);
Vec3 up(cameraMat.m[4], cameraMat.m[5], cameraMat.m[6]);
Vec3 backward(cameraMat.m[8], cameraMat.m[9], cameraMat.m[10]);
Mat4 pRotMat;
Vec3 position; //particle position
int vertexindex = 0;
int index = 0;
int offsetX,offsetY;
getOriginOffset(offsetX, offsetY);
if (_type == PERPENDICULAR_COMMON){
up = _commonUp;
up.normalize();
Vec3::cross(up, _commonDir, &right);
right.normalize();
backward = _commonDir;
}else if (_type == ORIENTED_COMMON){
up = _commonDir;
up.normalize();
Vec3::cross(up, backward, &right);
right.normalize();
}
for (auto iter : activeParticleList)
{
auto particle = static_cast<PUParticle3D *>(iter);
determineUVCoords(particle);
if (_type == ORIENTED_SELF){
Vec3 direction;
transform.transformVector(particle->direction, &direction);
up = direction;
up.normalize();
Vec3::cross(direction, backward, &right);
right.normalize();
}else if (_type == PERPENDICULAR_SELF){
Vec3 direction;
transform.transformVector(particle->direction, &direction);
direction.normalize();
//up = PUParticle3DUtil::perpendicular(direction);
//up.normalize();
Vec3::cross(_commonUp, direction, &right);
right.normalize();
Vec3::cross(direction, right, &up);
up.normalize();
backward = direction;
}else if (_type == ORIENTED_SHAPE){
up = Vec3(particle->orientationInWorld.x, particle->orientationInWorld.y, particle->orientationInWorld.z);
up.normalize();
Vec3::cross(up, backward, &right);
right.normalize();
}
Vec3 halfwidth = particle->widthInWorld * 0.5f * right;
Vec3 halfheight = particle->heightInWorld * 0.5f * up;
//transform.transformPoint(particle->position, &position);
position = particle->positionInWorld;
if (_rotateType == TEXTURE_COORDS){
float costheta = cosf(-particle->zRotation);
float sintheta = sinf(-particle->zRotation);
Vec2 texOffset = particle->lb_uv + 0.5f * (particle->rt_uv - particle->lb_uv);
Vec2 val;
val = Vec2((particle->lb_uv.x - texOffset.x), (particle->lb_uv.y - texOffset.y));
val = Vec2(val.x * costheta - val.y * sintheta, val.x * sintheta + val.y * costheta);
fillVertex(vertexindex, (position + (- halfwidth - halfheight + halfwidth * offsetX + halfheight * offsetY)), particle->color, Vec2(val.x + texOffset.x, val.y + texOffset.y));
val = Vec2(particle->rt_uv.x - texOffset.x, particle->lb_uv.y - texOffset.y);
val = Vec2(val.x * costheta - val.y * sintheta, val.x * sintheta + val.y * costheta);
fillVertex(vertexindex + 1, (position + (halfwidth - halfheight + halfwidth * offsetX + halfheight * offsetY)), particle->color, Vec2(val.x + texOffset.x, val.y + texOffset.y));
val = Vec2(particle->lb_uv.x - texOffset.x, particle->rt_uv.y - texOffset.y);
val = Vec2(val.x * costheta - val.y * sintheta, val.x * sintheta + val.y * costheta);
fillVertex(vertexindex + 2, (position + (- halfwidth + halfheight + halfwidth * offsetX + halfheight * offsetY)), particle->color, Vec2(val.x + texOffset.x, val.y + texOffset.y));
val = Vec2(particle->rt_uv.x - texOffset.x, particle->rt_uv.y - texOffset.y);
val = Vec2(val.x * costheta - val.y * sintheta, val.x * sintheta + val.y * costheta);
fillVertex(vertexindex + 3, (position + (halfwidth + halfheight + halfwidth * offsetX + halfheight * offsetY)), particle->color, Vec2(val.x + texOffset.x, val.y + texOffset.y));
}else{
Mat4::createRotation(backward, -particle->zRotation, &pRotMat);
fillVertex(vertexindex , (position + pRotMat * (- halfwidth - halfheight + halfwidth * offsetX + halfheight * offsetY)), particle->color, particle->lb_uv);
fillVertex(vertexindex + 1, (position + pRotMat * (halfwidth - halfheight + halfwidth * offsetX + halfheight * offsetY)), particle->color, Vec2(particle->rt_uv.x, particle->lb_uv.y));
fillVertex(vertexindex + 2, (position + pRotMat * (- halfwidth + halfheight + halfwidth * offsetX + halfheight * offsetY)), particle->color, Vec2(particle->lb_uv.x, particle->rt_uv.y));
fillVertex(vertexindex + 3, (position + pRotMat * (halfwidth + halfheight + halfwidth * offsetX + halfheight * offsetY)), particle->color, particle->rt_uv);
}
fillTriangle(index, vertexindex, vertexindex + 1, vertexindex + 3);
fillTriangle(index + 3, vertexindex, vertexindex + 3, vertexindex + 2);
//_posuvcolors[vertexindex].position = (position + (- halfwidth - halfheight + halfwidth * offsetX + halfheight * offsetY));
//_posuvcolors[vertexindex].color = particle->color;
//_posuvcolors[vertexindex].uv = Vec2(val.x + texOffset.x, val.y + texOffset.y);
//val = Vec2(particle->rt_uv.x - texOffset.x, particle->lb_uv.y - texOffset.y);
//val = Vec2(val.x * costheta - val.y * sintheta, val.x * sintheta + val.y * costheta);
//_posuvcolors[vertexindex + 1].position = (position + (halfwidth - halfheight + halfwidth * offsetX + halfheight * offsetY));
//_posuvcolors[vertexindex + 1].color = particle->color;
//_posuvcolors[vertexindex + 1].uv = Vec2(val.x + texOffset.x, val.y + texOffset.y);
//
//val = Vec2(particle->lb_uv.x - texOffset.x, particle->rt_uv.y - texOffset.y);
//val = Vec2(val.x * costheta - val.y * sintheta, val.x * sintheta + val.y * costheta);
//_posuvcolors[vertexindex + 2].position = (position + (- halfwidth + halfheight + halfwidth * offsetX + halfheight * offsetY));
//_posuvcolors[vertexindex + 2].color = particle->color;
//_posuvcolors[vertexindex + 2].uv = Vec2(val.x + texOffset.x, val.y + texOffset.y);
//
//val = Vec2(particle->rt_uv.x - texOffset.x, particle->rt_uv.y - texOffset.y);
//val = Vec2(val.x * costheta - val.y * sintheta, val.x * sintheta + val.y * costheta);
//_posuvcolors[vertexindex + 3].position = (position + (halfwidth + halfheight + halfwidth * offsetX + halfheight * offsetY));
//_posuvcolors[vertexindex + 3].color = particle->color;
//_posuvcolors[vertexindex + 3].uv = Vec2(val.x + texOffset.x, val.y + texOffset.y);
//
//
//_indexData[index] = vertexindex;
//_indexData[index + 1] = vertexindex + 1;
//_indexData[index + 2] = vertexindex + 3;
//_indexData[index + 3] = vertexindex;
//_indexData[index + 4] = vertexindex + 3;
//_indexData[index + 5] = vertexindex + 2;
index += 6;
vertexindex += 4;
}
_posuvcolors.erase(_posuvcolors.begin() + vertexindex, _posuvcolors.end());
_indexData.erase(_indexData.begin() + index, _indexData.end());
_vertexBuffer->updateVertices(&_posuvcolors[0], vertexindex/* * sizeof(_posuvcolors[0])*/, 0);
_indexBuffer->updateIndices(&_indexData[0], index/* * sizeof(unsigned short)*/, 0);
GLuint texId = (_texture ? _texture->getName() : 0);
float depthZ = -(viewMat.m[2] * transform.m[12] + viewMat.m[6] * transform.m[13] + viewMat.m[10] * transform.m[14] + viewMat.m[14]);
_meshCommand->init(depthZ, texId, _glProgramState, particleSystem->getBlendFunc(), _vertexBuffer->getVBO(), _indexBuffer->getVBO(), GL_TRIANGLES, GL_UNSIGNED_SHORT, index, transform);
renderer->addCommand(_meshCommand);
}
PUParticle3DQuadRender::PUParticle3DQuadRender()
: _type(POINT)
, _origin(CENTER)
, _rotateType(TEXTURE_COORDS)
, _commonDir(Vec3(0.0f, 0.0f, 1.0f))
, _commonUp(Vec3(0.0f, 1.0f, 0.0f))
, _textureCoordsRows(1)
, _textureCoordsColumns(1)
, _textureCoordsRowStep(1.0f)
, _textureCoordsColStep(1.0f)
{
}
PUParticle3DQuadRender::~PUParticle3DQuadRender()
{
}
void PUParticle3DQuadRender::getOriginOffset( int &offsetX, int &offsetY )
{
switch (_origin)
{
case TOP_LEFT:
{
offsetX = 1;
offsetY = -1;
}
break;
case TOP_CENTER:
{
offsetX = 0;
offsetY = -1;
}
break;
case TOP_RIGHT:
{
offsetX = -1;
offsetY = -1;
}
break;
case CENTER_LEFT:
{
offsetX = 1;
offsetY = 0;
}
break;
case CENTER:
{
offsetX = 0;
offsetY = 0;
}
break;
case CENTER_RIGHT:
{
offsetX = -1;
offsetY = 0;
}
break;
case BOTTOM_LEFT:
{
offsetX = 1;
offsetY = 1;
}
break;
case BOTTOM_CENTER:
{
offsetX = 0;
offsetY = 1;
}
break;
case BOTTOM_RIGHT:
{
offsetX = -1;
offsetY = 1;
}
break;
}
}
unsigned short PUParticle3DQuadRender::getTextureCoordsRows() const
{
return _textureCoordsRows;
}
void PUParticle3DQuadRender::setTextureCoordsRows( unsigned short textureCoordsRows )
{
_textureCoordsRows = textureCoordsRows;
_textureCoordsRowStep = 1.0f / (float)_textureCoordsRows;
}
unsigned short PUParticle3DQuadRender::getTextureCoordsColumns() const
{
return _textureCoordsColumns;
}
void PUParticle3DQuadRender::setTextureCoordsColumns( unsigned short textureCoordsColumns )
{
_textureCoordsColumns = textureCoordsColumns;
_textureCoordsColStep = 1.0f / (float)_textureCoordsColumns;
}
unsigned int PUParticle3DQuadRender::getNumTextureCoords()
{
return _textureCoordsColumns * _textureCoordsRows;
}
void PUParticle3DQuadRender::determineUVCoords( PUParticle3D *particle )
{
if (_textureCoordsColumns == 1 && _textureCoordsRows == 1) return;
unsigned short currentRow = particle->textureCoordsCurrent / _textureCoordsColumns;
unsigned short currentCol = particle->textureCoordsCurrent - _textureCoordsColumns * currentRow;
currentRow = _textureCoordsRows - currentRow - 1;
particle->lb_uv = Vec2(_textureCoordsColStep * currentCol, _textureCoordsRowStep * currentRow);
particle->rt_uv = particle->lb_uv + Vec2(_textureCoordsColStep, _textureCoordsRowStep);
}
void PUParticle3DQuadRender::fillVertex( unsigned short index, const cocos2d::Vec3 &pos, const cocos2d::Vec4 &color, const cocos2d::Vec2 &uv )
{
_posuvcolors[index].position = pos;
_posuvcolors[index].color = color;
_posuvcolors[index].uv = uv;
}
void PUParticle3DQuadRender::fillTriangle( unsigned short index, unsigned short v0, unsigned short v1, unsigned short v2 )
{
_indexData[index] = v0;
_indexData[index + 1] = v1;
_indexData[index + 2] = v2;
}
void PUParticle3DQuadRender::setType( Type type )
{
_type = type;
if (_type == PERPENDICULAR_COMMON || _type == PERPENDICULAR_SELF){
_meshCommand->setCullFaceEnabled(false);
}else{
_meshCommand->setCullFaceEnabled(true);
}
}
PUParticle3DModelRender* PUParticle3DModelRender::create( const std::string& modelFile, const std::string &texFile /*= ""*/ )
{
auto ret = new PUParticle3DModelRender();
ret->_modelFile = modelFile;
ret->_texFile = texFile;
return ret;
}
void PUParticle3DModelRender::render( Renderer* renderer, const Mat4 &transform, ParticleSystem3D* particleSystem )
{
if (!_isVisible)
return;
if (_spriteList.empty()){
for (unsigned int i = 0; i < particleSystem->getParticleQuota(); ++i){
Sprite3D *sprite = Sprite3D::create(_modelFile);
sprite->setTexture(_texFile);
sprite->retain();
_spriteList.push_back(sprite);
}
if (!_spriteList.empty()){
const AABB &aabb = _spriteList[0]->getAABB();
Vec3 corners[8];
aabb.getCorners(corners);
_spriteSize = corners[3] - corners[6];
}
}
const ParticlePool& particlePool = particleSystem->getParticlePool();
ParticlePool::PoolList activeParticleList = particlePool.getActiveParticleList();
Mat4 mat;
Mat4 rotMat;
Mat4 sclMat;
Quaternion q;
transform.decompose(nullptr, &q, nullptr);
for (unsigned int i = 0; i < activeParticleList.size(); ++i)
{
auto particle = static_cast<PUParticle3D *>(activeParticleList[i]);
q *= particle->orientation;
Mat4::createRotation(q, &rotMat);
sclMat.m[0] = particle->widthInWorld / _spriteSize.x;
sclMat.m[5] = particle->heightInWorld / _spriteSize.y;
sclMat.m[10] = particle->depthInWorld / _spriteSize.z;
mat = rotMat * sclMat;
mat.m[12] = particle->positionInWorld.x;
mat.m[13] = particle->positionInWorld.y;
mat.m[14] = particle->positionInWorld.z;
_spriteList[i]->setColor(Color3B(particle->color.x * 255, particle->color.y * 255, particle->color.z * 255));
_spriteList[i]->setOpacity(particle->color.w * 255);
_spriteList[i]->draw(renderer, mat, 0);
}
}
PUParticle3DModelRender::PUParticle3DModelRender()
{
}
PUParticle3DModelRender::~PUParticle3DModelRender()
{
}
NS_CC_END