mirror of https://github.com/axmolengine/axmol.git
357 lines
10 KiB
C++
357 lines
10 KiB
C++
/**
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* Copyright(c) Live2D Inc. All rights reserved.
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*
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* Use of this source code is governed by the Live2D Open Software license
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* that can be found at https://www.live2d.com/eula/live2d-open-software-license-agreement_en.html.
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*/
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//Cubism
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#include "SampleScene.h"
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#include "LAppLive2DManager.hpp"
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#include "LAppPal.hpp"
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#include "LAppDefine.hpp"
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#include "LAppView.hpp"
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#include "LAppSprite.hpp"
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#include <Rendering/CubismRenderer.hpp>
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#ifdef CSM_TARGET_ANDROID_ES2
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#include <Rendering/Cocos2d/CubismRenderer_Cocos2dx.hpp>
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#endif
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//cocos2d
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#include "base/CCDirector.h"
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#include "renderer/backend/Device.h"
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using namespace Csm;
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using namespace LAppDefine;
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//#define USE_RENDER_TARGET
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//#define USE_MODEL_RENDER_TARGET
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USING_NS_AX;
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namespace {
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LAppLive2DManager* s_instance = NULL;
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void FinishedMotion(ACubismMotion* self)
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{
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LAppPal::PrintLog("Motion Finished: %x", self);
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}
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}
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LAppLive2DManager* LAppLive2DManager::GetInstance()
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{
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if (s_instance == NULL)
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{
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s_instance = new LAppLive2DManager();
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}
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return s_instance;
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}
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void LAppLive2DManager::ReleaseInstance()
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{
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if (s_instance != NULL)
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{
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delete s_instance;
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}
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s_instance = NULL;
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}
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LAppLive2DManager::LAppLive2DManager()
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: _sceneIndex(0)
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, _viewMatrix(NULL)
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, _renderTarget(SelectTarget_None)
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, _program(NULL)
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, _sprite(NULL)
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, _renderBuffer(NULL)
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{
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assert(CubismFramework::IsStarted());
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std::fill_n(_clearColor, 4, 0);
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CubismFramework::Initialize();
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CreateShader();
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int width = static_cast<int>(ax::Director::getInstance()->getOpenGLView()->getFrameSize().width);
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int height = static_cast<int>(ax::Director::getInstance()->getOpenGLView()->getFrameSize().height);
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// 画面全体を覆うサイズ
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_sprite = new LAppSprite(_program);
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_viewMatrix = new CubismMatrix44();
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// 使用するターゲット
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_renderBuffer = new Csm::Rendering::CubismOffscreenFrame_Cocos2dx;
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if (_renderBuffer)
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{// 描画ターゲット作成
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#if (AX_TARGET_PLATFORM == AX_PLATFORM_MAC)
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// Retina対策でこっちからとる
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GLViewImpl *glimpl = (GLViewImpl *)Director::getInstance()->getOpenGLView();
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glfwGetFramebufferSize(glimpl->getWindow(), &width, &height);
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#endif
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// モデル描画キャンバス
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_renderBuffer->CreateOffscreenFrame(static_cast<csmUint32>(width), static_cast<csmUint32>(height));
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}
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#ifdef CSM_TARGET_ANDROID_ES2
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char *exts = (char*)backend::Device::getInstance()->getDeviceInfo()->getExtension();
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if(strstr(exts, "GL_NV_shader_framebuffer_fetch ")){
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Rendering::CubismRenderer_Cocos2dx::SetExtShaderMode( true , true );
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}
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#endif
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ChangeScene(_sceneIndex);
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}
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LAppLive2DManager::~LAppLive2DManager()
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{
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if (_renderBuffer)
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{
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_renderBuffer->DestroyOffscreenFrame();
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delete _renderBuffer;
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_renderBuffer = NULL;
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}
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delete _sprite;
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_sprite = NULL;
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ReleaseAllModel();
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CubismFramework::Dispose();
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}
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void LAppLive2DManager::ReleaseAllModel()
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{
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for (csmUint32 i = 0; i < _models.GetSize(); i++)
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{
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delete _models[i];
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}
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_models.Clear();
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}
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LAppModel* LAppLive2DManager::GetModel(csmUint32 no) const
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{
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if(no < _models.GetSize())
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{
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return _models[no];
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}
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return NULL;
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}
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csmUint32 LAppLive2DManager::GetModelCount() const
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{
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return _models.GetSize();
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}
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void LAppLive2DManager::RecreateRenderer() const
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{
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Rendering::CubismRenderer::StaticRelease();
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for (csmUint32 i = 0; i < _models.GetSize(); i++)
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{
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LAppModel* model = GetModel(i);
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model->ReloadRnederer();
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}
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}
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void LAppLive2DManager::SetViewMatrix(Csm::CubismMatrix44* matrix)
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{
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_viewMatrix = matrix;
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}
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void LAppLive2DManager::OnDrag(csmFloat32 x, csmFloat32 y) const
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{
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for (csmUint32 i = 0; i < _models.GetSize(); i++)
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{
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LAppModel* model = GetModel(i);
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model->SetDragging(x, y);
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}
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}
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void LAppLive2DManager::OnTap(csmFloat32 x, csmFloat32 y)
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{
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if (DebugLogEnable) LAppPal::PrintLog("[APP]tap point: {x:%.2f y:%.2f}", x, y);
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for (csmUint32 i = 0; i < _models.GetSize(); i++)
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{
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if (_models[i]->HitTest(HitAreaNameHead, x, y))
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{
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if (DebugLogEnable) LAppPal::PrintLog("[APP]hit area: [%s]", HitAreaNameHead);
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_models[i]->SetRandomExpression();
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}
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else if (_models[i]->HitTest(HitAreaNameBody, x, y))
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{
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if (DebugLogEnable) LAppPal::PrintLog("[APP]hit area: [%s]", HitAreaNameBody);
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_models[i]->StartRandomMotion(MotionGroupTapBody, PriorityNormal, FinishedMotion);
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}
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}
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}
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void LAppLive2DManager::OnUpdate(Csm::Rendering::CubismCommandBuffer_Cocos2dx* commandBuffer) const
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{
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Director* director = Director::getInstance();
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Size window = director->getWinSize();
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Csm::Rendering::CubismRenderer_Cocos2dx::StartFrame(commandBuffer);
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for (csmUint32 i = 0; i < _models.GetSize(); ++i)
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{
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CubismMatrix44 projection;
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LAppModel* model = GetModel(i);
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if (model->GetModel()->GetCanvasWidth() > 1.0f && window.width < window.height)
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{
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// 横に長いモデルを縦長ウィンドウに表示する際モデルの横サイズでscaleを算出する
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model->GetModelMatrix()->SetWidth(2.0f);
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projection.Scale(1.0f, static_cast<float>(window.width) / static_cast<float>(window.height));
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}
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else
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{
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projection.Scale(static_cast<float>(window.height) / static_cast<float>(window.width), 1.0f);
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}
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// 必要があればここで乗算
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if (_viewMatrix != NULL)
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{
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projection.MultiplyByMatrix(_viewMatrix);
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}
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if (_renderTarget == SelectTarget_ViewFrameBuffer && _renderBuffer && _sprite)
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{// レンダリングターゲット使いまわしの場合
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// レンダリング開始
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_renderBuffer->BeginDraw(commandBuffer, NULL);
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_renderBuffer->Clear(commandBuffer, _clearColor[0], _clearColor[1], _clearColor[2], _clearColor[3]); // 背景クリアカラー
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model->Update();
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model->Draw(commandBuffer, projection);///< 参照渡しなのでprojectionは変質する
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_renderBuffer->EndDraw(commandBuffer);
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float uvVertex[] =
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{
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1.0f, 1.0f,
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0.0f, 1.0f,
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0.0f, 0.0f,
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1.0f, 0.0f,
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};
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// program退避
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Csm::Rendering::CubismCommandBuffer_Cocos2dx* lastCommandBuffer = commandBuffer;
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_sprite->SetColor(1.0f, 1.0f, 1.0f, 0.25f + (float)i * 0.5f);
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_sprite->RenderImmidiate(commandBuffer, _renderBuffer->GetColorBuffer()->getBackendTexture(), uvVertex);
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// 元に戻す
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commandBuffer = lastCommandBuffer;
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}
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else {
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model->Update();
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model->Draw(commandBuffer, projection);///< 参照渡しなのでprojectionは変質する
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}
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}
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}
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void LAppLive2DManager::NextScene()
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{
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csmInt32 no = (_sceneIndex + 1) % ModelDirSize;
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ChangeScene(no);
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}
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void LAppLive2DManager::ChangeScene(Csm::csmInt32 index)
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{
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_sceneIndex = index;
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if (DebugLogEnable) LAppPal::PrintLog("[APP]model index: %d", _sceneIndex);
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// ModelDir[]に保持したディレクトリ名から
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// model3.jsonのパスを決定する.
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// ディレクトリ名とmodel3.jsonの名前を一致させておくこと.
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std::string dir = ModelDir[index];
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dir += "/";
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std::string modelJsonName = ModelDir[index];
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modelJsonName += ".model3.json";
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ReleaseAllModel();
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_models.PushBack(new LAppModel());
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_models[0]->LoadAssets(dir.c_str(), modelJsonName.c_str());
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/*
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* モデル半透明表示を行うサンプルを提示する。
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* ここでUSE_RENDER_TARGET、USE_MODEL_RENDER_TARGETが定義されている場合
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* 別のレンダリングターゲットにモデルを描画し、描画結果をテクスチャとして別のスプライトに張り付ける。
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*/
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{
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#if defined(USE_RENDER_TARGET)
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// Live2DManagerの持つターゲットに描画を行う場合、こちらを選択
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_renderTarget = SelectTarget_ViewFrameBuffer;
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#elif defined(USE_MODEL_RENDER_TARGET)
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// 各LAppModelの持つターゲットに描画を行う場合、こちらを選択
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_renderTarget = SelectTarget_ModelFrameBuffer;
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#else
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// デフォルトのメインフレームバッファへレンダリングする(通常)
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_renderTarget = SelectTarget_None;
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#endif
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#if defined(USE_RENDER_TARGET) || defined(USE_MODEL_RENDER_TARGET)
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// モデル個別にαを付けるサンプルとして、もう1体モデルを作成し、少し位置をずらす
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_models.PushBack(new LAppModel());
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_models[1]->LoadAssets(dir.c_str(), modelJsonName.c_str());
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_models[1]->GetModelMatrix()->TranslateX(0.2f);
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#endif
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if(_renderTarget == SelectTarget_ModelFrameBuffer)
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{
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for(Csm::csmUint32 i=0;i<_models.GetSize(); i++)
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{
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// レンダリング先とスプライトを作成
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_models[i]->MakeRenderingTarget();
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// 適当なαを付ける
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_models[i]->SetSpriteColor(1.0f, 1.0f, 1.0f, 0.25f + 0.5f*(float)i);
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}
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}
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}
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}
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void LAppLive2DManager::CreateShader()
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{
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const char* vertexShader =
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"attribute vec3 position;"
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"attribute vec2 uv;"
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"varying vec2 vuv;"
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"void main(void){"
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#if defined(AX_USE_METAL)
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" gl_Position = vec4(position.x, -position.y, position.z, 1.0);"
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#else
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" gl_Position = vec4(position, 1.0);"
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#endif
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" vuv = uv;"
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"}";
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const char* fragmentShader =
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#if (AX_TARGET_PLATFORM == AX_PLATFORM_ANDROID)
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"precision mediump float;"
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#endif
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"varying vec2 vuv;"
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"uniform sampler2D texture;"
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"uniform vec4 baseColor;"
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"void main(void){"
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" gl_FragColor = texture2D(texture, vuv) * baseColor;"
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" gl_FragColor = vec4(gl_FragColor.rgb * gl_FragColor.a, gl_FragColor.a);"
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"}";
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auto program = ax::backend::Device::getInstance()->newProgram(vertexShader, fragmentShader);
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_program = program;
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}
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void LAppLive2DManager::SetRenderTargetClearColor(float r, float g, float b)
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{
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_clearColor[0] = r;
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_clearColor[1] = g;
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_clearColor[2] = b;
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}
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