mirror of https://github.com/axmolengine/axmol.git
553 lines
16 KiB
C++
553 lines
16 KiB
C++
/* Copyright (c) 2012 Scott Lembcke and Howling Moon Software
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* Copyright (c) 2012 cocos2d-x.org
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* Copyright (c) 2013-2014 Chukong Technologies Inc.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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#include "CCDrawNode.h"
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#include "CCShaderCache.h"
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#include "CCGL.h"
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#include "CCEventType.h"
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#include "CCConfiguration.h"
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#include "renderer/CCCustomCommand.h"
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#include "renderer/CCRenderer.h"
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#include "CCDirector.h"
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#include "CCEventListenerCustom.h"
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#include "CCEventDispatcher.h"
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NS_CC_BEGIN
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// Vector2 == CGPoint in 32-bits, but not in 64-bits (OS X)
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// that's why the "v2f" functions are needed
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static Vector2 v2fzero(0.0f,0.0f);
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static inline Vector2 v2f(float x, float y)
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{
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Vector2 ret(x, y);
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return ret;
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}
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static inline Vector2 v2fadd(const Vector2 &v0, const Vector2 &v1)
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{
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return v2f(v0.x+v1.x, v0.y+v1.y);
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}
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static inline Vector2 v2fsub(const Vector2 &v0, const Vector2 &v1)
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{
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return v2f(v0.x-v1.x, v0.y-v1.y);
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}
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static inline Vector2 v2fmult(const Vector2 &v, float s)
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{
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return v2f(v.x * s, v.y * s);
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}
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static inline Vector2 v2fperp(const Vector2 &p0)
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{
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return v2f(-p0.y, p0.x);
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}
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static inline Vector2 v2fneg(const Vector2 &p0)
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{
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return v2f(-p0.x, - p0.y);
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}
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static inline float v2fdot(const Vector2 &p0, const Vector2 &p1)
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{
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return p0.x * p1.x + p0.y * p1.y;
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}
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static inline Vector2 v2fforangle(float _a_)
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{
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return v2f(cosf(_a_), sinf(_a_));
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}
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static inline Vector2 v2fnormalize(const Vector2 &p)
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{
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Point r = Point(p.x, p.y).normalize();
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return v2f(r.x, r.y);
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}
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static inline Vector2 __v2f(const Point &v)
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{
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//#ifdef __LP64__
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return v2f(v.x, v.y);
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// #else
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// return * ((Vector2*) &v);
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// #endif
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}
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static inline Tex2F __t(const Vector2 &v)
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{
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return *(Tex2F*)&v;
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}
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// implementation of DrawNode
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DrawNode::DrawNode()
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: _vao(0)
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, _vbo(0)
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, _bufferCapacity(0)
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, _bufferCount(0)
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, _buffer(nullptr)
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, _dirty(false)
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{
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_blendFunc = BlendFunc::ALPHA_PREMULTIPLIED;
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}
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DrawNode::~DrawNode()
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{
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free(_buffer);
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_buffer = nullptr;
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glDeleteBuffers(1, &_vbo);
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_vbo = 0;
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if (Configuration::getInstance()->supportsShareableVAO())
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{
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glDeleteVertexArrays(1, &_vao);
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GL::bindVAO(0);
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_vao = 0;
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}
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}
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DrawNode* DrawNode::create()
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{
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DrawNode* ret = new DrawNode();
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if (ret && ret->init())
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{
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ret->autorelease();
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}
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else
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{
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CC_SAFE_DELETE(ret);
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}
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return ret;
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}
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void DrawNode::ensureCapacity(int count)
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{
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CCASSERT(count>=0, "capacity must be >= 0");
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if(_bufferCount + count > _bufferCapacity)
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{
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_bufferCapacity += MAX(_bufferCapacity, count);
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_buffer = (V2F_C4B_T2F*)realloc(_buffer, _bufferCapacity*sizeof(V2F_C4B_T2F));
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}
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}
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bool DrawNode::init()
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{
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_blendFunc = BlendFunc::ALPHA_PREMULTIPLIED;
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setShaderProgram(ShaderCache::getInstance()->getProgram(GLProgram::SHADER_NAME_POSITION_LENGTH_TEXTURE_COLOR));
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ensureCapacity(512);
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if (Configuration::getInstance()->supportsShareableVAO())
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{
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glGenVertexArrays(1, &_vao);
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GL::bindVAO(_vao);
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}
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glGenBuffers(1, &_vbo);
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glBindBuffer(GL_ARRAY_BUFFER, _vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(V2F_C4B_T2F)* _bufferCapacity, _buffer, GL_STREAM_DRAW);
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glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_POSITION);
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, vertices));
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glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_COLOR);
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, colors));
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glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_TEX_COORDS);
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORDS, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, texCoords));
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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if (Configuration::getInstance()->supportsShareableVAO())
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{
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GL::bindVAO(0);
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}
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CHECK_GL_ERROR_DEBUG();
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_dirty = true;
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#if CC_ENABLE_CACHE_TEXTURE_DATA
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// Need to listen the event only when not use batchnode, because it will use VBO
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auto listener = EventListenerCustom::create(EVENT_COME_TO_FOREGROUND, [this](EventCustom* event){
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/** listen the event that coming to foreground on Android */
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this->init();
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});
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_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
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#endif
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return true;
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}
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void DrawNode::draw(Renderer *renderer, const kmMat4 &transform, bool transformUpdated)
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{
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_customCommand.init(_globalZOrder);
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_customCommand.func = CC_CALLBACK_0(DrawNode::onDraw, this, transform, transformUpdated);
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renderer->addCommand(&_customCommand);
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}
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void DrawNode::onDraw(const kmMat4 &transform, bool transformUpdated)
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{
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getShaderProgram()->use();
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getShaderProgram()->setUniformsForBuiltins(transform);
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GL::blendFunc(_blendFunc.src, _blendFunc.dst);
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if (_dirty)
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{
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glBindBuffer(GL_ARRAY_BUFFER, _vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(V2F_C4B_T2F)*_bufferCapacity, _buffer, GL_STREAM_DRAW);
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_dirty = false;
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}
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if (Configuration::getInstance()->supportsShareableVAO())
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{
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GL::bindVAO(_vao);
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}
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else
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{
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GL::enableVertexAttribs(GL::VERTEX_ATTRIB_FLAG_POS_COLOR_TEX);
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glBindBuffer(GL_ARRAY_BUFFER, _vbo);
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// vertex
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, vertices));
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// color
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, colors));
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// texcood
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORDS, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, texCoords));
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}
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glDrawArrays(GL_TRIANGLES, 0, _bufferCount);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,_bufferCount);
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CHECK_GL_ERROR_DEBUG();
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}
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void DrawNode::drawDot(const Point &pos, float radius, const Color4F &color)
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{
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unsigned int vertex_count = 2*3;
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ensureCapacity(vertex_count);
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V2F_C4B_T2F a = {Vector2(pos.x - radius, pos.y - radius), Color4B(color), Tex2F(-1.0, -1.0) };
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V2F_C4B_T2F b = {Vector2(pos.x - radius, pos.y + radius), Color4B(color), Tex2F(-1.0, 1.0) };
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V2F_C4B_T2F c = {Vector2(pos.x + radius, pos.y + radius), Color4B(color), Tex2F( 1.0, 1.0) };
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V2F_C4B_T2F d = {Vector2(pos.x + radius, pos.y - radius), Color4B(color), Tex2F( 1.0, -1.0) };
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V2F_C4B_T2F_Triangle *triangles = (V2F_C4B_T2F_Triangle *)(_buffer + _bufferCount);
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V2F_C4B_T2F_Triangle triangle0 = {a, b, c};
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V2F_C4B_T2F_Triangle triangle1 = {a, c, d};
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triangles[0] = triangle0;
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triangles[1] = triangle1;
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_bufferCount += vertex_count;
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_dirty = true;
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}
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void DrawNode::drawSegment(const Point &from, const Point &to, float radius, const Color4F &color)
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{
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unsigned int vertex_count = 6*3;
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ensureCapacity(vertex_count);
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Vector2 a = __v2f(from);
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Vector2 b = __v2f(to);
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Vector2 n = v2fnormalize(v2fperp(v2fsub(b, a)));
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Vector2 t = v2fperp(n);
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Vector2 nw = v2fmult(n, radius);
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Vector2 tw = v2fmult(t, radius);
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Vector2 v0 = v2fsub(b, v2fadd(nw, tw));
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Vector2 v1 = v2fadd(b, v2fsub(nw, tw));
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Vector2 v2 = v2fsub(b, nw);
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Vector2 v3 = v2fadd(b, nw);
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Vector2 v4 = v2fsub(a, nw);
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Vector2 v5 = v2fadd(a, nw);
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Vector2 v6 = v2fsub(a, v2fsub(nw, tw));
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Vector2 v7 = v2fadd(a, v2fadd(nw, tw));
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V2F_C4B_T2F_Triangle *triangles = (V2F_C4B_T2F_Triangle *)(_buffer + _bufferCount);
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V2F_C4B_T2F_Triangle triangles0 = {
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{v0, Color4B(color), __t(v2fneg(v2fadd(n, t)))},
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{v1, Color4B(color), __t(v2fsub(n, t))},
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{v2, Color4B(color), __t(v2fneg(n))},
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};
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triangles[0] = triangles0;
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V2F_C4B_T2F_Triangle triangles1 = {
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{v3, Color4B(color), __t(n)},
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{v1, Color4B(color), __t(v2fsub(n, t))},
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{v2, Color4B(color), __t(v2fneg(n))},
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};
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triangles[1] = triangles1;
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V2F_C4B_T2F_Triangle triangles2 = {
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{v3, Color4B(color), __t(n)},
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{v4, Color4B(color), __t(v2fneg(n))},
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{v2, Color4B(color), __t(v2fneg(n))},
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};
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triangles[2] = triangles2;
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V2F_C4B_T2F_Triangle triangles3 = {
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{v3, Color4B(color), __t(n)},
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{v4, Color4B(color), __t(v2fneg(n))},
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{v5, Color4B(color), __t(n) },
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};
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triangles[3] = triangles3;
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V2F_C4B_T2F_Triangle triangles4 = {
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{v6, Color4B(color), __t(v2fsub(t, n))},
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{v4, Color4B(color), __t(v2fneg(n)) },
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{v5, Color4B(color), __t(n)},
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};
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triangles[4] = triangles4;
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V2F_C4B_T2F_Triangle triangles5 = {
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{v6, Color4B(color), __t(v2fsub(t, n))},
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{v7, Color4B(color), __t(v2fadd(n, t))},
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{v5, Color4B(color), __t(n)},
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};
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triangles[5] = triangles5;
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_bufferCount += vertex_count;
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_dirty = true;
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}
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void DrawNode::drawPolygon(Point *verts, int count, const Color4F &fillColor, float borderWidth, const Color4F &borderColor)
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{
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CCASSERT(count >= 0, "invalid count value");
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struct ExtrudeVerts {Vector2 offset, n;};
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struct ExtrudeVerts* extrude = (struct ExtrudeVerts*)malloc(sizeof(struct ExtrudeVerts)*count);
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memset(extrude, 0, sizeof(struct ExtrudeVerts)*count);
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for (int i = 0; i < count; i++)
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{
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Vector2 v0 = __v2f(verts[(i-1+count)%count]);
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Vector2 v1 = __v2f(verts[i]);
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Vector2 v2 = __v2f(verts[(i+1)%count]);
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Vector2 n1 = v2fnormalize(v2fperp(v2fsub(v1, v0)));
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Vector2 n2 = v2fnormalize(v2fperp(v2fsub(v2, v1)));
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Vector2 offset = v2fmult(v2fadd(n1, n2), 1.0/(v2fdot(n1, n2) + 1.0));
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struct ExtrudeVerts tmp = {offset, n2};
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extrude[i] = tmp;
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}
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bool outline = (borderColor.a > 0.0 && borderWidth > 0.0);
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auto triangle_count = 3*count - 2;
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auto vertex_count = 3*triangle_count;
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ensureCapacity(vertex_count);
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V2F_C4B_T2F_Triangle *triangles = (V2F_C4B_T2F_Triangle *)(_buffer + _bufferCount);
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V2F_C4B_T2F_Triangle *cursor = triangles;
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float inset = (outline == false ? 0.5 : 0.0);
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for (int i = 0; i < count-2; i++)
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{
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Vector2 v0 = v2fsub(__v2f(verts[0 ]), v2fmult(extrude[0 ].offset, inset));
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Vector2 v1 = v2fsub(__v2f(verts[i+1]), v2fmult(extrude[i+1].offset, inset));
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Vector2 v2 = v2fsub(__v2f(verts[i+2]), v2fmult(extrude[i+2].offset, inset));
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V2F_C4B_T2F_Triangle tmp = {
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{v0, Color4B(fillColor), __t(v2fzero)},
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{v1, Color4B(fillColor), __t(v2fzero)},
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{v2, Color4B(fillColor), __t(v2fzero)},
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};
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*cursor++ = tmp;
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}
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for(int i = 0; i < count; i++)
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{
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int j = (i+1)%count;
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Vector2 v0 = __v2f(verts[i]);
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Vector2 v1 = __v2f(verts[j]);
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Vector2 n0 = extrude[i].n;
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Vector2 offset0 = extrude[i].offset;
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Vector2 offset1 = extrude[j].offset;
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if(outline)
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{
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Vector2 inner0 = v2fsub(v0, v2fmult(offset0, borderWidth));
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Vector2 inner1 = v2fsub(v1, v2fmult(offset1, borderWidth));
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Vector2 outer0 = v2fadd(v0, v2fmult(offset0, borderWidth));
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Vector2 outer1 = v2fadd(v1, v2fmult(offset1, borderWidth));
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V2F_C4B_T2F_Triangle tmp1 = {
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{inner0, Color4B(borderColor), __t(v2fneg(n0))},
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{inner1, Color4B(borderColor), __t(v2fneg(n0))},
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{outer1, Color4B(borderColor), __t(n0)}
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};
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*cursor++ = tmp1;
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V2F_C4B_T2F_Triangle tmp2 = {
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{inner0, Color4B(borderColor), __t(v2fneg(n0))},
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{outer0, Color4B(borderColor), __t(n0)},
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{outer1, Color4B(borderColor), __t(n0)}
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};
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*cursor++ = tmp2;
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}
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else {
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Vector2 inner0 = v2fsub(v0, v2fmult(offset0, 0.5));
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Vector2 inner1 = v2fsub(v1, v2fmult(offset1, 0.5));
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Vector2 outer0 = v2fadd(v0, v2fmult(offset0, 0.5));
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Vector2 outer1 = v2fadd(v1, v2fmult(offset1, 0.5));
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V2F_C4B_T2F_Triangle tmp1 = {
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{inner0, Color4B(fillColor), __t(v2fzero)},
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{inner1, Color4B(fillColor), __t(v2fzero)},
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{outer1, Color4B(fillColor), __t(n0)}
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};
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*cursor++ = tmp1;
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V2F_C4B_T2F_Triangle tmp2 = {
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{inner0, Color4B(fillColor), __t(v2fzero)},
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{outer0, Color4B(fillColor), __t(n0)},
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{outer1, Color4B(fillColor), __t(n0)}
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};
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*cursor++ = tmp2;
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}
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}
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_bufferCount += vertex_count;
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_dirty = true;
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|
free(extrude);
|
|
}
|
|
|
|
void DrawNode::drawTriangle(const Point &p1, const Point &p2, const Point &p3, const Color4F &color)
|
|
{
|
|
unsigned int vertex_count = 2*3;
|
|
ensureCapacity(vertex_count);
|
|
|
|
Color4B col = Color4B(color);
|
|
V2F_C4B_T2F a = {Vector2(p1.x, p1.y), col, Tex2F(0.0, 0.0) };
|
|
V2F_C4B_T2F b = {Vector2(p2.x, p2.y), col, Tex2F(0.0, 0.0) };
|
|
V2F_C4B_T2F c = {Vector2(p3.x, p3.y), col, Tex2F(0.0, 0.0) };
|
|
|
|
V2F_C4B_T2F_Triangle *triangles = (V2F_C4B_T2F_Triangle *)(_buffer + _bufferCount);
|
|
V2F_C4B_T2F_Triangle triangle = {a, b, c};
|
|
triangles[0] = triangle;
|
|
|
|
_bufferCount += vertex_count;
|
|
_dirty = true;
|
|
}
|
|
|
|
void DrawNode::drawCubicBezier(const Point& from, const Point& control1, const Point& control2, const Point& to, unsigned int segments, const Color4F &color)
|
|
{
|
|
unsigned int vertex_count = (segments + 1) * 3;
|
|
ensureCapacity(vertex_count);
|
|
|
|
Tex2F texCoord = Tex2F(0.0, 0.0);
|
|
Color4B col = Color4B(color);
|
|
Vector2 vertex;
|
|
Vector2 firstVertex = Vector2(from.x, from.y);
|
|
Vector2 lastVertex = Vector2(to.x, to.y);
|
|
|
|
float t = 0;
|
|
for(unsigned int i = segments + 1; i > 0; i--)
|
|
{
|
|
float x = powf(1 - t, 3) * from.x + 3.0f * powf(1 - t, 2) * t * control1.x + 3.0f * (1 - t) * t * t * control2.x + t * t * t * to.x;
|
|
float y = powf(1 - t, 3) * from.y + 3.0f * powf(1 - t, 2) * t * control1.y + 3.0f * (1 - t) * t * t * control2.y + t * t * t * to.y;
|
|
vertex = Vector2(x, y);
|
|
|
|
V2F_C4B_T2F a = {firstVertex, col, texCoord };
|
|
V2F_C4B_T2F b = {lastVertex, col, texCoord };
|
|
V2F_C4B_T2F c = {vertex, col, texCoord };
|
|
V2F_C4B_T2F_Triangle triangle = {a, b, c};
|
|
((V2F_C4B_T2F_Triangle *)(_buffer + _bufferCount))[0] = triangle;
|
|
|
|
lastVertex = vertex;
|
|
t += 1.0f / segments;
|
|
_bufferCount += 3;
|
|
}
|
|
_dirty = true;
|
|
}
|
|
|
|
void DrawNode::drawQuadraticBezier(const Point& from, const Point& control, const Point& to, unsigned int segments, const Color4F &color)
|
|
{
|
|
unsigned int vertex_count = (segments + 1) * 3;
|
|
ensureCapacity(vertex_count);
|
|
|
|
Tex2F texCoord = Tex2F(0.0, 0.0);
|
|
Color4B col = Color4B(color);
|
|
Vector2 vertex;
|
|
Vector2 firstVertex = Vector2(from.x, from.y);
|
|
Vector2 lastVertex = Vector2(to.x, to.y);
|
|
|
|
float t = 0;
|
|
for(unsigned int i = segments + 1; i > 0; i--)
|
|
{
|
|
float x = powf(1 - t, 2) * from.x + 2.0f * (1 - t) * t * control.x + t * t * to.x;
|
|
float y = powf(1 - t, 2) * from.y + 2.0f * (1 - t) * t * control.y + t * t * to.y;
|
|
vertex = Vector2(x, y);
|
|
|
|
V2F_C4B_T2F a = {firstVertex, col, texCoord };
|
|
V2F_C4B_T2F b = {lastVertex, col, texCoord };
|
|
V2F_C4B_T2F c = {vertex, col, texCoord };
|
|
V2F_C4B_T2F_Triangle triangle = {a, b, c};
|
|
((V2F_C4B_T2F_Triangle *)(_buffer + _bufferCount))[0] = triangle;
|
|
|
|
lastVertex = vertex;
|
|
t += 1.0f / segments;
|
|
_bufferCount += 3;
|
|
}
|
|
_dirty = true;
|
|
}
|
|
|
|
void DrawNode::clear()
|
|
{
|
|
_bufferCount = 0;
|
|
_dirty = true;
|
|
}
|
|
|
|
const BlendFunc& DrawNode::getBlendFunc() const
|
|
{
|
|
return _blendFunc;
|
|
}
|
|
|
|
void DrawNode::setBlendFunc(const BlendFunc &blendFunc)
|
|
{
|
|
_blendFunc = blendFunc;
|
|
}
|
|
|
|
NS_CC_END
|