axmol/cocos2dx/particle_nodes/CCQuadParticleSystem.cpp

281 lines
8.8 KiB
C++

/****************************************************************************
Copyright (c) 2010 cocos2d-x.org
http://www.cocos2d-x.org
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#include "CCQuadParticleSystem.h"
#include "CCSpriteFrame.h"
namespace cocos2d {
//implementation CCQuadParticleSystem
// overriding the init method
bool CCQuadParticleSystem::initWithTotalParticles(int numberOfParticles)
{
// base initialization
if( CCParticleSystem::initWithTotalParticles(numberOfParticles) )
{
// allocating data space
m_pQuads = new ccV2F_C4F_T2F_Quad[m_nTotalParticles];
m_pIndices = new GLushort[m_nTotalParticles * 6];
if( !m_pQuads || !m_pIndices)
{
CCLOG("cocos2d: Particle system: not enough memory");
if( m_pQuads )
delete [] m_pQuads;
if(m_pIndices)
delete [] m_pIndices;
this->release();
return NULL;
}
// initialize only once the texCoords and the indices
this->initTexCoordsWithRect(CGRectMake(0, 0, 1, 1));
this->initIndices();
// create the VBO buffer
glGenBuffers(1, &m_uQuadsID);
// initial binding
glBindBuffer(GL_ARRAY_BUFFER, m_uQuadsID);
glBufferData(GL_ARRAY_BUFFER, sizeof(m_pQuads[0])*m_nTotalParticles, m_pQuads, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
return true;
}
return false;
}
CCQuadParticleSystem::~CCQuadParticleSystem()
{
delete [] m_pQuads;
delete [] m_pIndices;
glDeleteBuffers(1, &m_uQuadsID);
}
// rect should be in Texture coordinates, not pixel coordinates
void CCQuadParticleSystem::initTexCoordsWithRect(CGRect rect)
{
float bottomLeftX = rect.origin.x;
float bottomLeftY = rect.origin.y;
float bottomRightX = bottomLeftX + rect.size.width;
float bottomRightY = bottomLeftY;
float topLeftX = bottomLeftX;
float topLeftY = bottomLeftY + rect.size.height;
float topRightX = bottomRightX;
float topRightY = topLeftY;
// Important. Texture in cocos2d are inverted, so the Y component should be inverted
CC_SWAP( topRightY, bottomRightY, float);
CC_SWAP( topLeftY, bottomLeftY, float);
for(int i=0; i<m_nTotalParticles; i++)
{
// bottom-left vertex:
m_pQuads[i].bl.texCoords.u = bottomLeftX;
m_pQuads[i].bl.texCoords.v = bottomLeftY;
// bottom-right vertex:
m_pQuads[i].br.texCoords.u = bottomRightX;
m_pQuads[i].br.texCoords.v = bottomRightY;
// top-left vertex:
m_pQuads[i].tl.texCoords.u = topLeftX;
m_pQuads[i].tl.texCoords.v = topLeftY;
// top-right vertex:
m_pQuads[i].tr.texCoords.u = topRightX;
m_pQuads[i].tr.texCoords.v = topRightY;
}
}
void CCQuadParticleSystem::setTextureWithRect(CCTexture2D *texture, CGRect rect)
{
// Only update the texture if is different from the current one
if( !m_pTexture || texture->getName() != m_pTexture->getName() )
{
CCParticleSystem::setTexture(texture);
}
// convert to Tex coords
float wide = (float)texture->getPixelsWide();
float high = (float)texture->getPixelsHigh();
rect.origin.x = rect.origin.x / wide;
rect.origin.y = rect.origin.y / high;
rect.size.width = rect.size.width / wide;
rect.size.height = rect.size.height / high;
this->initTexCoordsWithRect(rect);
}
void CCQuadParticleSystem::setTexture(CCTexture2D* var)
{
this->setTextureWithRect(var, CGRectMake(0, 0, (float)var->getPixelsWide(), (float)var->getPixelsHigh()));
}
void CCQuadParticleSystem::setDisplayFrame(CCSpriteFrame *spriteFrame)
{
NSAssert( CGPoint::CGPointEqualToPoint( spriteFrame->getOffset() , CGPointZero ), "QuadParticle only supports SpriteFrames with no offsets");
// update texture before updating texture rect
if ( !m_pTexture || spriteFrame->getTexture()->getName() != m_pTexture->getName())
{
this->setTexture(spriteFrame->getTexture());
}
}
void CCQuadParticleSystem::initIndices()
{
for( int i = 0; i < m_nTotalParticles; ++i)
{
m_pIndices[i*6+0] = i*4+0;
m_pIndices[i*6+1] = i*4+1;
m_pIndices[i*6+2] = i*4+2;
m_pIndices[i*6+5] = i*4+1;
m_pIndices[i*6+4] = i*4+2;
m_pIndices[i*6+3] = i*4+3;
}
}
void CCQuadParticleSystem::updateQuadWithParticle(tCCParticle* particle, CGPoint newPosition)
{
// colors
m_pQuads[m_nParticleIdx].bl.colors = particle->color;
m_pQuads[m_nParticleIdx].br.colors = particle->color;
m_pQuads[m_nParticleIdx].tl.colors = particle->color;
m_pQuads[m_nParticleIdx].tr.colors = particle->color;
// vertices
float size_2 = particle->size/2;
if( particle->rotation )
{
float x1 = -size_2;
float y1 = -size_2;
float x2 = size_2;
float y2 = size_2;
float x = newPosition.x;
float y = newPosition.y;
float r = (float)-CC_DEGREES_TO_RADIANS(particle->rotation);
float cr = cosf(r);
float sr = sinf(r);
float ax = x1 * cr - y1 * sr + x;
float ay = x1 * sr + y1 * cr + y;
float bx = x2 * cr - y1 * sr + x;
float by = x2 * sr + y1 * cr + y;
float cx = x2 * cr - y2 * sr + x;
float cy = x2 * sr + y2 * cr + y;
float dx = x1 * cr - y2 * sr + x;
float dy = x1 * sr + y2 * cr + y;
// bottom-left
m_pQuads[m_nParticleIdx].bl.vertices.x = ax;
m_pQuads[m_nParticleIdx].bl.vertices.y = ay;
// bottom-right vertex:
m_pQuads[m_nParticleIdx].br.vertices.x = bx;
m_pQuads[m_nParticleIdx].br.vertices.y = by;
// top-left vertex:
m_pQuads[m_nParticleIdx].tl.vertices.x = dx;
m_pQuads[m_nParticleIdx].tl.vertices.y = dy;
// top-right vertex:
m_pQuads[m_nParticleIdx].tr.vertices.x = cx;
m_pQuads[m_nParticleIdx].tr.vertices.y = cy;
} else {
// bottom-left vertex:
m_pQuads[m_nParticleIdx].bl.vertices.x = newPosition.x - size_2;
m_pQuads[m_nParticleIdx].bl.vertices.y = newPosition.y - size_2;
// bottom-right vertex:
m_pQuads[m_nParticleIdx].br.vertices.x = newPosition.x + size_2;
m_pQuads[m_nParticleIdx].br.vertices.y = newPosition.y - size_2;
// top-left vertex:
m_pQuads[m_nParticleIdx].tl.vertices.x = newPosition.x - size_2;
m_pQuads[m_nParticleIdx].tl.vertices.y = newPosition.y + size_2;
// top-right vertex:
m_pQuads[m_nParticleIdx].tr.vertices.x = newPosition.x + size_2;
m_pQuads[m_nParticleIdx].tr.vertices.y = newPosition.y + size_2;
}
}
void CCQuadParticleSystem::postStep()
{
glBindBuffer(GL_ARRAY_BUFFER, m_uQuadsID);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(m_pQuads[0])*m_nParticleCount, m_pQuads);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
// overriding draw method
void CCQuadParticleSystem::draw()
{
// Default GL states: GL_TEXTURE_2D, GL_VERTEX_ARRAY, GL_COLOR_ARRAY, GL_TEXTURE_COORD_ARRAY
// Needed states: GL_TEXTURE_2D, GL_VERTEX_ARRAY, GL_COLOR_ARRAY, GL_TEXTURE_COORD_ARRAY
// Unneeded states: -
glBindTexture(GL_TEXTURE_2D, m_pTexture->getName());
glBindBuffer(GL_ARRAY_BUFFER, m_uQuadsID);
#define kPointSize sizeof(m_pQuads[0].bl)
glVertexPointer(2,GL_FLOAT, kPointSize, 0);
glColorPointer(4, GL_FLOAT, kPointSize, (GLvoid*) offsetof(ccV2F_C4F_T2F,colors) );
glTexCoordPointer(2, GL_FLOAT, kPointSize, (GLvoid*) offsetof(ccV2F_C4F_T2F,texCoords) );
bool newBlend = false;
if( m_tBlendFunc.src != CC_BLEND_SRC || m_tBlendFunc.dst != CC_BLEND_DST )
{
newBlend = true;
glBlendFunc( m_tBlendFunc.src, m_tBlendFunc.dst );
}
// save color mode
#if 0
glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &colorMode);
if( colorModulate )
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
else
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
#endif
if( m_nParticleIdx != m_nParticleCount )
{
CCLOG("pd:%d, pc:%d", m_nParticleIdx, m_nParticleCount);
}
glDrawElements(GL_TRIANGLES, m_nParticleIdx*6, GL_UNSIGNED_SHORT, m_pIndices);
// restore blend state
if( newBlend )
glBlendFunc( CC_BLEND_SRC, CC_BLEND_DST );
#if 0
// restore color mode
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, colorMode);
#endif
glBindBuffer(GL_ARRAY_BUFFER, 0);
// restore GL default state
// -
}
}// namespace cocos2d