mirror of https://github.com/axmolengine/axmol.git
454 lines
12 KiB
C++
454 lines
12 KiB
C++
/****************************************************************************
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Copyright (c) 2011 ForzeField Studios S.L.
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Copyright (c) 2010-2012 cocos2d-x.org
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Copyright (c) 2013-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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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 false 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 "3d/CCMotionStreak3D.h"
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#include <stddef.h> // offsetof
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#include "base/ccTypes.h"
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#include "math/CCVertex.h"
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#include "base/CCDirector.h"
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#include "base/ccUtils.h"
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#include "renderer/CCTextureCache.h"
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#include "renderer/CCTexture2D.h"
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#include "renderer/CCRenderer.h"
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#include "renderer/CCRenderState.h"
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#include "renderer/ccShaders.h"
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NS_CC_BEGIN
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MotionStreak3D::MotionStreak3D()
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: _startingPositionInitialized(false)
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, _texture(nullptr)
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, _blendFunc(BlendFunc::ALPHA_NON_PREMULTIPLIED)
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, _positionR2D(0.f, 0.f)
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, _sweepAxis(0.f, 1.f, 0.f)
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, _stroke(0.0f)
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, _fadeDelta(0.0f)
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, _minSeg(0.0f)
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, _maxPoints(0)
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, _nuPoints(0)
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, _previousNuPoints(0)
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{
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}
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MotionStreak3D::~MotionStreak3D()
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{
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CC_SAFE_RELEASE(_texture);
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}
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MotionStreak3D* MotionStreak3D::create(float fade, float minSeg, float stroke, const Color3B& color, const std::string& path)
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{
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MotionStreak3D *ret = new (std::nothrow) MotionStreak3D();
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if (ret && ret->initWithFade(fade, minSeg, stroke, color, path))
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{
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ret->autorelease();
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return ret;
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}
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CC_SAFE_DELETE(ret);
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return nullptr;
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}
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MotionStreak3D* MotionStreak3D::create(float fade, float minSeg, float stroke, const Color3B& color, Texture2D* texture)
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{
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MotionStreak3D *ret = new (std::nothrow) MotionStreak3D();
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if (ret && ret->initWithFade(fade, minSeg, stroke, color, texture))
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{
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ret->autorelease();
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return ret;
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}
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CC_SAFE_DELETE(ret);
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return nullptr;
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}
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bool MotionStreak3D::initWithFade(float fade, float minSeg, float stroke, const Color3B& color, const std::string& path)
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{
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CCASSERT(!path.empty(), "Invalid filename");
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Texture2D *texture = Director::getInstance()->getTextureCache()->addImage(path);
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return initWithFade(fade, minSeg, stroke, color, texture);
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}
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bool MotionStreak3D::initWithFade(float fade, float minSeg, float stroke, const Color3B& color, Texture2D* texture)
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{
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Node::setPosition(Vec2::ZERO);
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setAnchorPoint(Vec2::ZERO);
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setIgnoreAnchorPointForPosition(true);
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_startingPositionInitialized = false;
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_positionR.setZero();
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_minSeg = (minSeg == -1.0f) ? stroke/5.0f : minSeg;
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_minSeg *= _minSeg;
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_stroke = stroke;
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_fadeDelta = 1.0f/fade;
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_maxPoints = (int)(fade*60.0f)+2;
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_nuPoints = 0;
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_pointState.resize(_maxPoints);
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_pointVertexes.resize(_maxPoints);
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_vertexData.resize(_maxPoints * 2);
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// Set blend mode
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_blendFunc = BlendFunc::ALPHA_NON_PREMULTIPLIED;
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// shader state
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auto* program = backend::Program::getBuiltinProgram(backend::ProgramType::POSITION_TEXTURE_COLOR);
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_programState = new backend::ProgramState(program);
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_customCommand.getPipelineDescriptor().programState = _programState;
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initCustomCommand();
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setTexture(texture);
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setColor(color);
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scheduleUpdate();
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return true;
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}
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void MotionStreak3D::initCustomCommand()
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{
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_customCommand.setDrawType(CustomCommand::DrawType::ARRAY);
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_customCommand.setPrimitiveType(CustomCommand::PrimitiveType::TRIANGLE_STRIP);
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auto& pipelineDescriptor = _customCommand.getPipelineDescriptor();
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auto layout = _programState->getVertexLayout();
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const auto& attributeInfo = _programState->getProgram()->getActiveAttributes();
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auto iter = attributeInfo.find("a_position");
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if(iter != attributeInfo.end())
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{
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layout->setAttribute("a_position", iter->second.location, backend::VertexFormat::FLOAT3, 0, false);
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}
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iter = attributeInfo.find("a_color");
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if(iter != attributeInfo.end())
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{
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layout->setAttribute("a_color", iter->second.location, backend::VertexFormat::UBYTE4, offsetof(VertexData, color), true);
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}
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iter = attributeInfo.find("a_texCoord");
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if(iter != attributeInfo.end())
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{
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layout->setAttribute("a_texCoord", iter->second.location, backend::VertexFormat::FLOAT2, offsetof(VertexData, texPos), false);
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}
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layout->setLayout(sizeof(VertexData));
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auto &blend = pipelineDescriptor.blendDescriptor;
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blend.blendEnabled = true;
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blend.sourceAlphaBlendFactor = blend.sourceRGBBlendFactor = _blendFunc.src;
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blend.destinationAlphaBlendFactor = blend.destinationRGBBlendFactor = _blendFunc.dst;
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_locMVP = _programState->getUniformLocation("u_MVPMatrix");
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_locTexture = _programState->getUniformLocation("u_texture");
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_customCommand.createVertexBuffer(sizeof(VertexData), _vertexData.size(), CustomCommand::BufferUsage::DYNAMIC);
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}
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void MotionStreak3D::setPosition(const Vec2& position)
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{
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if (!_startingPositionInitialized) {
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_startingPositionInitialized = true;
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}
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_positionR = Vec3(position.x, position.y, 0);
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}
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void MotionStreak3D::setPosition(float x, float y)
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{
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if (!_startingPositionInitialized) {
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_startingPositionInitialized = true;
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}
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_positionR.x = x;
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_positionR.y = y;
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}
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void MotionStreak3D::setPosition3D(const Vec3& position)
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{
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if (!_startingPositionInitialized) {
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_startingPositionInitialized = true;
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}
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_positionR = position;
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}
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void MotionStreak3D::setRotation3D(const Vec3& /*rotation*/)
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{}
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void MotionStreak3D::setRotationQuat(const Quaternion& /*quat*/)
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{}
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const Vec2& MotionStreak3D::getPosition() const
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{
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_positionR2D.x = _positionR.x;
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_positionR2D.y = _positionR.y;
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return _positionR2D;
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}
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void MotionStreak3D::getPosition(float* x, float* y) const
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{
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*x = _positionR.x;
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*y = _positionR.y;
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}
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float MotionStreak3D::getPositionX() const
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{
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return _positionR.x;
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}
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Vec3 MotionStreak3D::getPosition3D() const
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{
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return Vec3(_positionR.x, _positionR.y, getPositionZ());
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}
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void MotionStreak3D::setPositionX(float x)
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{
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if (!_startingPositionInitialized) {
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_startingPositionInitialized = true;
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}
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_positionR.x = x;
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}
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float MotionStreak3D::getPositionY() const
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{
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return _positionR.y;
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}
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void MotionStreak3D::setPositionY(float y)
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{
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if (!_startingPositionInitialized) {
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_startingPositionInitialized = true;
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}
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_positionR.y = y;
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}
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void MotionStreak3D::tintWithColor(const Color3B& colors)
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{
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setColor(colors);
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// Fast assignation
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for(unsigned int i = 0; i<_nuPoints*2; i++)
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{
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auto &color = _vertexData[i].color;
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color.set(colors.r, colors.g, colors.b, color.a);
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}
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}
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Texture2D* MotionStreak3D::getTexture() const
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{
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return _texture;
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}
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void MotionStreak3D::setTexture(Texture2D *texture)
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{
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if (_texture != texture)
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{
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CC_SAFE_RETAIN(texture);
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CC_SAFE_RELEASE(_texture);
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_texture = texture;
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_programState->setTexture(_locTexture, 0, _texture->getBackendTexture());
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}
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}
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void MotionStreak3D::setBlendFunc(const BlendFunc &blendFunc)
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{
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_blendFunc = blendFunc;
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}
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const BlendFunc& MotionStreak3D::getBlendFunc() const
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{
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return _blendFunc;
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}
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void MotionStreak3D::setOpacity(uint8_t /*opacity*/)
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{
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CCASSERT(false, "Set opacity no supported");
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}
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uint8_t MotionStreak3D::getOpacity() const
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{
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CCASSERT(false, "Opacity no supported");
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return 0;
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}
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void MotionStreak3D::setOpacityModifyRGB(bool /*bValue*/)
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{
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}
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bool MotionStreak3D::isOpacityModifyRGB() const
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{
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return false;
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}
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void MotionStreak3D::update(float delta)
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{
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if (!_startingPositionInitialized)
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{
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return;
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}
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delta *= _fadeDelta;
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unsigned int newIdx, newIdx2, i, i2;
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unsigned int mov = 0;
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// Update current points
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for(i = 0; i<_nuPoints; i++)
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{
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_pointState[i]-=delta;
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if(_pointState[i] <= 0)
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mov++;
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else
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{
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newIdx = i-mov;
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if(mov>0)
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{
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// Move data
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_pointState[newIdx] = _pointState[i];
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// Move point
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_pointVertexes[newIdx] = _pointVertexes[i];
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// Move vertices
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i2 = i*2;
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newIdx2 = newIdx*2;
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_vertexData[newIdx2].pos = _vertexData[i2].pos;
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_vertexData[newIdx2+1].pos = _vertexData[i2+1].pos;
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// Move color
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_vertexData[newIdx2].color = _vertexData[i2].color;
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_vertexData[newIdx2 + 1].color = _vertexData[i2 + 1].color;
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}else
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newIdx2 = newIdx*2;
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const uint8_t op = (uint8_t)(_pointState[newIdx] * 255.0f);
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_vertexData[newIdx2].color.a = op;
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_vertexData[newIdx2+1].color.a = op;
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}
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}
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_nuPoints-=mov;
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// Append new point
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bool appendNewPoint = true;
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if(_nuPoints >= _maxPoints)
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{
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appendNewPoint = false;
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}
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else if(_nuPoints>0)
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{
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bool a1 = (_pointVertexes[_nuPoints-1] - _positionR).lengthSquared() < _minSeg;
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bool a2 = (_nuPoints == 1) ? false : ((_pointVertexes[_nuPoints-2] - _positionR).lengthSquared() < (_minSeg * 2.0f));
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if(a1 || a2)
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{
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appendNewPoint = false;
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}
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}
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if(appendNewPoint)
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{
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_pointVertexes[_nuPoints] = _positionR;
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_pointState[_nuPoints] = 1.0f;
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// Color assignment
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_vertexData[_nuPoints * 2].color = Color4B(_displayedColor, 255);
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_vertexData[_nuPoints * 2 + 1].color = Color4B(_displayedColor, 255);
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// Generate polygon
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{
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float stroke = _stroke * 0.5f;
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_vertexData[_nuPoints * 2].pos = _pointVertexes[_nuPoints] + (_sweepAxis * stroke);
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_vertexData[_nuPoints * 2 + 1].pos = _pointVertexes[_nuPoints] - (_sweepAxis * stroke);
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}
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_nuPoints ++;
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}
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// Updated Tex Coords only if they are different than previous step
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if( _nuPoints && _previousNuPoints != _nuPoints ) {
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float texDelta = 1.0f / _nuPoints;
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for( i=0; i < _nuPoints; i++ ) {
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_vertexData[i*2].texPos = Tex2F(0, texDelta*i);
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_vertexData[i*2+1].texPos = Tex2F(1, texDelta*i);
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}
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_previousNuPoints = _nuPoints;
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}
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}
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void MotionStreak3D::reset()
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{
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_nuPoints = 0;
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}
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void MotionStreak3D::draw(Renderer *renderer, const Mat4 &transform, uint32_t flags)
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{
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if(_nuPoints <= 1)
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return;
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_beforeCommand.init(_globalZOrder);
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_afterCommand.init(_globalZOrder);
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_customCommand.init(_globalZOrder, transform, flags);
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auto pmatrix = Director::getInstance()->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
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auto mvpMatrix = pmatrix * transform;
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_programState->setUniform(_locMVP, mvpMatrix.m, sizeof(mvpMatrix.m));
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_beforeCommand.func = CC_CALLBACK_0(MotionStreak3D::onBeforeDraw, this);
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_afterCommand.func = CC_CALLBACK_0(MotionStreak3D::onAfterDraw, this);
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_customCommand.updateVertexBuffer(_vertexData.data(), sizeof(_vertexData[0]) * _nuPoints * 2);
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_customCommand.setVertexDrawInfo(0, _nuPoints * 2);
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renderer->addCommand(&_beforeCommand);
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renderer->addCommand(&_customCommand);
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renderer->addCommand(&_afterCommand);
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CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1, _nuPoints*2);
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}
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void MotionStreak3D::onBeforeDraw()
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{
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auto *renderer = Director::getInstance()->getRenderer();
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_rendererDepthTest = renderer->getDepthTest();
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_rendererCullface = renderer->getCullMode();
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renderer->setCullMode(CullMode::NONE);
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renderer->setDepthTest(true);
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}
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void MotionStreak3D::onAfterDraw()
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{
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auto *renderer = Director::getInstance()->getRenderer();
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renderer->setDepthTest(_rendererDepthTest);
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renderer->setCullMode(_rendererCullface);
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}
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NS_CC_END
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