mirror of https://github.com/axmolengine/axmol.git
695 lines
19 KiB
C++
695 lines
19 KiB
C++
/****************************************************************************
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Copyright (c) 2008-2010 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) 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 "renderer/CCTextureAtlas.h"
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#include <stdlib.h>
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#include "base/ccMacros.h"
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#include "base/ccUTF8.h"
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#include "base/CCEventType.h"
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#include "base/CCDirector.h"
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#include "base/CCConfiguration.h"
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#include "base/CCEventDispatcher.h"
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#include "base/CCEventListenerCustom.h"
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#include "renderer/CCTextureCache.h"
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#include "renderer/CCGLProgram.h"
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#include "renderer/ccGLStateCache.h"
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#include "renderer/CCRenderer.h"
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#include "renderer/CCTexture2D.h"
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#include "platform/CCGL.h"
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//According to some tests GL_TRIANGLE_STRIP is slower, MUCH slower. Probably I'm doing something very wrong
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// implementation TextureAtlas
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NS_CC_BEGIN
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TextureAtlas::TextureAtlas()
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:_indices(nullptr)
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,_dirty(false)
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,_texture(nullptr)
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,_quads(nullptr)
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#if CC_ENABLE_CACHE_TEXTURE_DATA
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,_rendererRecreatedListener(nullptr)
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#endif
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{}
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TextureAtlas::~TextureAtlas()
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{
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CCLOGINFO("deallocing TextureAtlas: %p", this);
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CC_SAFE_FREE(_quads);
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CC_SAFE_FREE(_indices);
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glDeleteBuffers(2, _buffersVBO);
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if (Configuration::getInstance()->supportsShareableVAO())
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{
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glDeleteVertexArrays(1, &_VAOname);
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GL::bindVAO(0);
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}
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CC_SAFE_RELEASE(_texture);
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#if CC_ENABLE_CACHE_TEXTURE_DATA
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Director::getInstance()->getEventDispatcher()->removeEventListener(_rendererRecreatedListener);
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#endif
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}
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ssize_t TextureAtlas::getTotalQuads() const
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{
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return _totalQuads;
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}
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ssize_t TextureAtlas::getCapacity() const
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{
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return _capacity;
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}
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Texture2D* TextureAtlas::getTexture() const
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{
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return _texture;
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}
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void TextureAtlas::setTexture(Texture2D * var)
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{
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CC_SAFE_RETAIN(var);
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CC_SAFE_RELEASE(_texture);
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_texture = var;
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}
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V3F_C4B_T2F_Quad* TextureAtlas::getQuads()
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{
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//if someone accesses the quads directly, presume that changes will be made
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_dirty = true;
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return _quads;
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}
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void TextureAtlas::setQuads(V3F_C4B_T2F_Quad* quads)
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{
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_quads = quads;
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}
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// TextureAtlas - alloc & init
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TextureAtlas * TextureAtlas::create(const std::string& file, ssize_t capacity)
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{
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TextureAtlas * textureAtlas = new (std::nothrow) TextureAtlas();
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if(textureAtlas && textureAtlas->initWithFile(file, capacity))
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{
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textureAtlas->autorelease();
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return textureAtlas;
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}
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CC_SAFE_DELETE(textureAtlas);
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return nullptr;
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}
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TextureAtlas * TextureAtlas::createWithTexture(Texture2D *texture, ssize_t capacity)
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{
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TextureAtlas * textureAtlas = new (std::nothrow) TextureAtlas();
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if (textureAtlas && textureAtlas->initWithTexture(texture, capacity))
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{
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textureAtlas->autorelease();
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return textureAtlas;
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}
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CC_SAFE_DELETE(textureAtlas);
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return nullptr;
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}
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bool TextureAtlas::initWithFile(const std::string& file, ssize_t capacity)
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{
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// retained in property
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Texture2D *texture = Director::getInstance()->getTextureCache()->addImage(file);
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if (texture)
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{
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return initWithTexture(texture, capacity);
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}
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else
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{
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CCLOG("cocos2d: Could not open file: %s", file.c_str());
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return false;
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}
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}
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bool TextureAtlas::initWithTexture(Texture2D *texture, ssize_t capacity)
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{
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CCASSERT(capacity>=0, "Capacity must be >= 0");
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// CCASSERT(texture != nullptr, "texture should not be null");
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_capacity = capacity;
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_totalQuads = 0;
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// retained in property
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this->_texture = texture;
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CC_SAFE_RETAIN(_texture);
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// Re-initialization is not allowed
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CCASSERT(_quads == nullptr && _indices == nullptr, "_quads and _indices should be nullptr.");
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_quads = (V3F_C4B_T2F_Quad*)malloc( _capacity * sizeof(V3F_C4B_T2F_Quad) );
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_indices = (GLushort *)malloc( _capacity * 6 * sizeof(GLushort) );
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if( ! ( _quads && _indices) && _capacity > 0)
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{
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//CCLOG("cocos2d: TextureAtlas: not enough memory");
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CC_SAFE_FREE(_quads);
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CC_SAFE_FREE(_indices);
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// release texture, should set it to null, because the destruction will
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// release it too. see cocos2d-x issue #484
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CC_SAFE_RELEASE_NULL(_texture);
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return false;
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}
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memset( _quads, 0, _capacity * sizeof(V3F_C4B_T2F_Quad) );
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memset( _indices, 0, _capacity * 6 * sizeof(GLushort) );
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#if CC_ENABLE_CACHE_TEXTURE_DATA
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/** listen the event that renderer was recreated on Android/WP8 */
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_rendererRecreatedListener = EventListenerCustom::create(EVENT_RENDERER_RECREATED, CC_CALLBACK_1(TextureAtlas::listenRendererRecreated, this));
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Director::getInstance()->getEventDispatcher()->addEventListenerWithFixedPriority(_rendererRecreatedListener, -1);
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#endif
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this->setupIndices();
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if (Configuration::getInstance()->supportsShareableVAO())
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{
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setupVBOandVAO();
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}
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else
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{
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setupVBO();
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}
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_dirty = true;
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return true;
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}
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void TextureAtlas::listenRendererRecreated(EventCustom* event)
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{
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if (Configuration::getInstance()->supportsShareableVAO())
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{
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setupVBOandVAO();
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}
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else
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{
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setupVBO();
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}
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// set _dirty to true to force it rebinding buffer
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_dirty = true;
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}
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std::string TextureAtlas::getDescription() const
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{
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return StringUtils::format("<TextureAtlas | totalQuads = %d>", static_cast<int>(_totalQuads));
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}
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void TextureAtlas::setupIndices()
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{
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if (_capacity == 0)
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return;
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for( int i=0; i < _capacity; i++)
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{
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_indices[i*6+0] = i*4+0;
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_indices[i*6+1] = i*4+1;
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_indices[i*6+2] = i*4+2;
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// inverted index. issue #179
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_indices[i*6+3] = i*4+3;
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_indices[i*6+4] = i*4+2;
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_indices[i*6+5] = i*4+1;
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}
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}
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//TextureAtlas - VAO / VBO specific
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void TextureAtlas::setupVBOandVAO()
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{
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glGenVertexArrays(1, &_VAOname);
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GL::bindVAO(_VAOname);
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#define kQuadSize sizeof(_quads[0].bl)
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glGenBuffers(2, &_buffersVBO[0]);
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glBindBuffer(GL_ARRAY_BUFFER, _buffersVBO[0]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(_quads[0]) * _capacity, _quads, GL_DYNAMIC_DRAW);
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// vertices
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glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_POSITION);
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, kQuadSize, (GLvoid*) offsetof( V3F_C4B_T2F, vertices));
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// colors
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glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_COLOR);
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, kQuadSize, (GLvoid*) offsetof( V3F_C4B_T2F, colors));
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// tex coords
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glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_TEX_COORD);
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORD, 2, GL_FLOAT, GL_FALSE, kQuadSize, (GLvoid*) offsetof( V3F_C4B_T2F, texCoords));
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _buffersVBO[1]);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(_indices[0]) * _capacity * 6, _indices, GL_STATIC_DRAW);
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// Must unbind the VAO before changing the element buffer.
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GL::bindVAO(0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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CHECK_GL_ERROR_DEBUG();
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}
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void TextureAtlas::setupVBO()
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{
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glGenBuffers(2, &_buffersVBO[0]);
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mapBuffers();
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}
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void TextureAtlas::mapBuffers()
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{
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// Avoid changing the element buffer for whatever VAO might be bound.
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GL::bindVAO(0);
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glBindBuffer(GL_ARRAY_BUFFER, _buffersVBO[0]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(_quads[0]) * _capacity, _quads, GL_DYNAMIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _buffersVBO[1]);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(_indices[0]) * _capacity * 6, _indices, GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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CHECK_GL_ERROR_DEBUG();
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}
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// TextureAtlas - Update, Insert, Move & Remove
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void TextureAtlas::updateQuad(V3F_C4B_T2F_Quad *quad, ssize_t index)
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{
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CCASSERT( index >= 0 && index < _capacity, "updateQuadWithTexture: Invalid index");
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_totalQuads = MAX( index+1, _totalQuads);
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_quads[index] = *quad;
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_dirty = true;
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}
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void TextureAtlas::insertQuad(V3F_C4B_T2F_Quad *quad, ssize_t index)
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{
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CCASSERT( index>=0 && index<_capacity, "insertQuadWithTexture: Invalid index");
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_totalQuads++;
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CCASSERT( _totalQuads <= _capacity, "invalid totalQuads");
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// issue #575. index can be > totalQuads
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auto remaining = (_totalQuads-1) - index;
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// last object doesn't need to be moved
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if( remaining > 0)
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{
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// texture coordinates
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memmove( &_quads[index+1],&_quads[index], sizeof(_quads[0]) * remaining );
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}
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_quads[index] = *quad;
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_dirty = true;
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}
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void TextureAtlas::insertQuads(V3F_C4B_T2F_Quad* quads, ssize_t index, ssize_t amount)
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{
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CCASSERT(index>=0 && amount>=0 && index+amount<=_capacity, "insertQuadWithTexture: Invalid index + amount");
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_totalQuads += amount;
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CCASSERT( _totalQuads <= _capacity, "invalid totalQuads");
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// issue #575. index can be > totalQuads
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auto remaining = (_totalQuads-1) - index - amount;
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// last object doesn't need to be moved
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if( remaining > 0)
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{
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// tex coordinates
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memmove( &_quads[index+amount],&_quads[index], sizeof(_quads[0]) * remaining );
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}
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auto max = index + amount;
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int j = 0;
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for (ssize_t i = index; i < max ; i++)
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{
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_quads[index] = quads[j];
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index++;
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j++;
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}
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_dirty = true;
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}
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void TextureAtlas::insertQuadFromIndex(ssize_t oldIndex, ssize_t newIndex)
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{
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CCASSERT( newIndex >= 0 && newIndex < _totalQuads, "insertQuadFromIndex:atIndex: Invalid index");
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CCASSERT( oldIndex >= 0 && oldIndex < _totalQuads, "insertQuadFromIndex:atIndex: Invalid index");
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if( oldIndex == newIndex )
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{
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return;
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}
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// because it is ambiguous in iphone, so we implement abs ourselves
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// unsigned int howMany = std::abs( oldIndex - newIndex);
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auto howMany = (oldIndex - newIndex) > 0 ? (oldIndex - newIndex) : (newIndex - oldIndex);
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auto dst = oldIndex;
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auto src = oldIndex + 1;
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if( oldIndex > newIndex)
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{
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dst = newIndex+1;
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src = newIndex;
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}
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// texture coordinates
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V3F_C4B_T2F_Quad quadsBackup = _quads[oldIndex];
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memmove( &_quads[dst],&_quads[src], sizeof(_quads[0]) * howMany );
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_quads[newIndex] = quadsBackup;
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_dirty = true;
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}
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void TextureAtlas::removeQuadAtIndex(ssize_t index)
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{
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CCASSERT( index>=0 && index<_totalQuads, "removeQuadAtIndex: Invalid index");
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auto remaining = (_totalQuads-1) - index;
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// last object doesn't need to be moved
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if( remaining )
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{
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// texture coordinates
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memmove( &_quads[index],&_quads[index+1], sizeof(_quads[0]) * remaining );
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}
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_totalQuads--;
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_dirty = true;
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}
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void TextureAtlas::removeQuadsAtIndex(ssize_t index, ssize_t amount)
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{
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CCASSERT(index>=0 && amount>=0 && index+amount<=_totalQuads, "removeQuadAtIndex: index + amount out of bounds");
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auto remaining = (_totalQuads) - (index + amount);
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_totalQuads -= amount;
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if ( remaining )
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{
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memmove( &_quads[index], &_quads[index+amount], sizeof(_quads[0]) * remaining );
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}
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_dirty = true;
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}
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void TextureAtlas::removeAllQuads()
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{
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_totalQuads = 0;
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}
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// TextureAtlas - Resize
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bool TextureAtlas::resizeCapacity(ssize_t newCapacity)
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{
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CCASSERT(newCapacity>=0, "capacity >= 0");
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if( newCapacity == _capacity )
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{
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return true;
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}
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auto oldCapactiy = _capacity;
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// update capacity and totolQuads
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_totalQuads = MIN(_totalQuads, newCapacity);
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_capacity = newCapacity;
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V3F_C4B_T2F_Quad* tmpQuads = nullptr;
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GLushort* tmpIndices = nullptr;
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// when calling initWithTexture(fileName, 0) on bada device, calloc(0, 1) will fail and return nullptr,
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// so here must judge whether _quads and _indices is nullptr.
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if (_quads == nullptr)
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{
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tmpQuads = (V3F_C4B_T2F_Quad*)malloc( _capacity * sizeof(_quads[0]) );
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if (tmpQuads != nullptr)
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{
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memset(tmpQuads, 0, _capacity * sizeof(_quads[0]) );
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}
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}
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else
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{
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tmpQuads = (V3F_C4B_T2F_Quad*)realloc( _quads, sizeof(_quads[0]) * _capacity );
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if (tmpQuads != nullptr && _capacity > oldCapactiy)
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{
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memset(tmpQuads+oldCapactiy, 0, (_capacity - oldCapactiy)*sizeof(_quads[0]) );
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}
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_quads = nullptr;
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}
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if (_indices == nullptr)
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{
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tmpIndices = (GLushort*)malloc( _capacity * 6 * sizeof(_indices[0]) );
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if (tmpIndices != nullptr)
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{
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memset( tmpIndices, 0, _capacity * 6 * sizeof(_indices[0]) );
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}
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}
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else
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{
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tmpIndices = (GLushort*)realloc( _indices, sizeof(_indices[0]) * _capacity * 6 );
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if (tmpIndices != nullptr && _capacity > oldCapactiy)
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{
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memset( tmpIndices+oldCapactiy, 0, (_capacity-oldCapactiy) * 6 * sizeof(_indices[0]) );
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}
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_indices = nullptr;
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}
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if( ! ( tmpQuads && tmpIndices) ) {
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CCLOG("cocos2d: TextureAtlas: not enough memory");
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CC_SAFE_FREE(tmpQuads);
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CC_SAFE_FREE(tmpIndices);
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CC_SAFE_FREE(_quads);
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CC_SAFE_FREE(_indices);
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_capacity = _totalQuads = 0;
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return false;
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}
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_quads = tmpQuads;
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_indices = tmpIndices;
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setupIndices();
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mapBuffers();
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_dirty = true;
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return true;
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}
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|
void TextureAtlas::increaseTotalQuadsWith(ssize_t amount)
|
|
{
|
|
CCASSERT(amount>=0, "amount >= 0");
|
|
_totalQuads += amount;
|
|
}
|
|
|
|
void TextureAtlas::moveQuadsFromIndex(ssize_t oldIndex, ssize_t amount, ssize_t newIndex)
|
|
{
|
|
CCASSERT(oldIndex>=0 && amount>=0 && newIndex>=0, "values must be >= 0");
|
|
CCASSERT(newIndex + amount <= _totalQuads, "insertQuadFromIndex:atIndex: Invalid index");
|
|
CCASSERT(oldIndex < _totalQuads, "insertQuadFromIndex:atIndex: Invalid index");
|
|
|
|
if( oldIndex == newIndex )
|
|
{
|
|
return;
|
|
}
|
|
//create buffer
|
|
size_t quadSize = sizeof(V3F_C4B_T2F_Quad);
|
|
V3F_C4B_T2F_Quad* tempQuads = (V3F_C4B_T2F_Quad*)malloc( quadSize * amount);
|
|
memcpy( tempQuads, &_quads[oldIndex], quadSize * amount );
|
|
|
|
if (newIndex < oldIndex)
|
|
{
|
|
// move quads from newIndex to newIndex + amount to make room for buffer
|
|
memmove( &_quads[newIndex], &_quads[newIndex+amount], (oldIndex-newIndex)*quadSize);
|
|
}
|
|
else
|
|
{
|
|
// move quads above back
|
|
memmove( &_quads[oldIndex], &_quads[oldIndex+amount], (newIndex-oldIndex)*quadSize);
|
|
}
|
|
memcpy( &_quads[newIndex], tempQuads, amount*quadSize);
|
|
|
|
free(tempQuads);
|
|
|
|
_dirty = true;
|
|
}
|
|
|
|
void TextureAtlas::moveQuadsFromIndex(ssize_t index, ssize_t newIndex)
|
|
{
|
|
CCASSERT(index>=0 && newIndex>=0, "values must be >= 0");
|
|
CCASSERT(newIndex + (_totalQuads - index) <= _capacity, "moveQuadsFromIndex move is out of bounds");
|
|
|
|
memmove(_quads + newIndex,_quads + index, (_totalQuads - index) * sizeof(_quads[0]));
|
|
}
|
|
|
|
void TextureAtlas::fillWithEmptyQuadsFromIndex(ssize_t index, ssize_t amount)
|
|
{
|
|
CCASSERT(index>=0 && amount>=0, "values must be >= 0");
|
|
V3F_C4B_T2F_Quad quad;
|
|
memset(&quad, 0, sizeof(quad));
|
|
|
|
auto to = index + amount;
|
|
for (ssize_t i = index ; i < to ; i++)
|
|
{
|
|
_quads[i] = quad;
|
|
}
|
|
}
|
|
|
|
// TextureAtlas - Drawing
|
|
|
|
void TextureAtlas::drawQuads()
|
|
{
|
|
this->drawNumberOfQuads(_totalQuads, 0);
|
|
}
|
|
|
|
void TextureAtlas::drawNumberOfQuads(ssize_t numberOfQuads)
|
|
{
|
|
CCASSERT(numberOfQuads>=0, "numberOfQuads must be >= 0");
|
|
this->drawNumberOfQuads(numberOfQuads, 0);
|
|
}
|
|
|
|
void TextureAtlas::drawNumberOfQuads(ssize_t numberOfQuads, ssize_t start)
|
|
{
|
|
CCASSERT(numberOfQuads>=0 && start>=0, "numberOfQuads and start must be >= 0");
|
|
|
|
if(!numberOfQuads)
|
|
return;
|
|
|
|
GL::bindTexture2D(_texture->getName());
|
|
|
|
if (Configuration::getInstance()->supportsShareableVAO())
|
|
{
|
|
//
|
|
// Using VBO and VAO
|
|
//
|
|
|
|
// FIXME:: update is done in draw... perhaps it should be done in a timer
|
|
if (_dirty)
|
|
{
|
|
glBindBuffer(GL_ARRAY_BUFFER, _buffersVBO[0]);
|
|
// option 1: subdata
|
|
// glBufferSubData(GL_ARRAY_BUFFER, sizeof(_quads[0])*start, sizeof(_quads[0]) * n , &_quads[start] );
|
|
|
|
// option 2: data
|
|
// glBufferData(GL_ARRAY_BUFFER, sizeof(quads_[0]) * (n-start), &quads_[start], GL_DYNAMIC_DRAW);
|
|
|
|
// option 3: orphaning + glMapBuffer
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(_quads[0]) * _capacity, nullptr, GL_DYNAMIC_DRAW);
|
|
void *buf = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
|
|
memcpy(buf, _quads, sizeof(_quads[0])* _totalQuads);
|
|
glUnmapBuffer(GL_ARRAY_BUFFER);
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
|
_dirty = false;
|
|
}
|
|
|
|
GL::bindVAO(_VAOname);
|
|
|
|
#if CC_REBIND_INDICES_BUFFER
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _buffersVBO[1]);
|
|
#endif
|
|
|
|
glDrawElements(GL_TRIANGLES, (GLsizei) numberOfQuads*6, GL_UNSIGNED_SHORT, (GLvoid*) (start*6*sizeof(_indices[0])) );
|
|
|
|
GL::bindVAO(0);
|
|
|
|
#if CC_REBIND_INDICES_BUFFER
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
#endif
|
|
|
|
// glBindVertexArray(0);
|
|
}
|
|
else
|
|
{
|
|
//
|
|
// Using VBO without VAO
|
|
//
|
|
|
|
#define kQuadSize sizeof(_quads[0].bl)
|
|
glBindBuffer(GL_ARRAY_BUFFER, _buffersVBO[0]);
|
|
|
|
// FIXME:: update is done in draw... perhaps it should be done in a timer
|
|
if (_dirty)
|
|
{
|
|
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(_quads[0]) * _totalQuads , &_quads[0] );
|
|
_dirty = false;
|
|
}
|
|
|
|
GL::enableVertexAttribs(GL::VERTEX_ATTRIB_FLAG_POS_COLOR_TEX);
|
|
|
|
// vertices
|
|
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, kQuadSize, (GLvoid*) offsetof(V3F_C4B_T2F, vertices));
|
|
|
|
// colors
|
|
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, kQuadSize, (GLvoid*) offsetof(V3F_C4B_T2F, colors));
|
|
|
|
// tex coords
|
|
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORD, 2, GL_FLOAT, GL_FALSE, kQuadSize, (GLvoid*) offsetof(V3F_C4B_T2F, texCoords));
|
|
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _buffersVBO[1]);
|
|
|
|
glDrawElements(GL_TRIANGLES, (GLsizei)numberOfQuads*6, GL_UNSIGNED_SHORT, (GLvoid*) (start*6*sizeof(_indices[0])));
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
}
|
|
|
|
CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,numberOfQuads*6);
|
|
|
|
CHECK_GL_ERROR_DEBUG();
|
|
}
|
|
|
|
|
|
NS_CC_END
|
|
|