mirror of https://github.com/axmolengine/axmol.git
281 lines
8.8 KiB
C++
281 lines
8.8 KiB
C++
/****************************************************************************
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Copyright (c) 2010 cocos2d-x.org
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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 "CCQuadParticleSystem.h"
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#include "CCSpriteFrame.h"
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namespace cocos2d {
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//implementation CCQuadParticleSystem
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// overriding the init method
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bool CCQuadParticleSystem::initWithTotalParticles(int numberOfParticles)
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{
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// base initialization
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if( __super::initWithTotalParticles(numberOfParticles) )
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{
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// allocating data space
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m_pQuads = new ccV2F_C4F_T2F_Quad[m_nTotalParticles];
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m_pIndices = new GLushort[m_nTotalParticles * 6];
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if( !m_pQuads || !m_pIndices)
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{
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CCLOG("cocos2d: Particle system: not enough memory");
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if( m_pQuads )
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delete [] m_pQuads;
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if(m_pIndices)
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delete [] m_pIndices;
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this->release();
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return NULL;
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}
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// initialize only once the texCoords and the indices
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this->initTexCoordsWithRect(CGRectMake(0, 0, 1, 1));
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this->initIndices();
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// create the VBO buffer
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glGenBuffers(1, &m_uQuadsID);
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// initial binding
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glBindBuffer(GL_ARRAY_BUFFER, m_uQuadsID);
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glBufferData(GL_ARRAY_BUFFER, sizeof(m_pQuads[0])*m_nTotalParticles, m_pQuads, GL_DYNAMIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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return true;
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}
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return false;
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}
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CCQuadParticleSystem::~CCQuadParticleSystem()
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{
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delete [] m_pQuads;
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delete [] m_pIndices;
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glDeleteBuffers(1, &m_uQuadsID);
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}
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// rect should be in Texture coordinates, not pixel coordinates
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void CCQuadParticleSystem::initTexCoordsWithRect(CGRect rect)
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{
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float bottomLeftX = rect.origin.x;
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float bottomLeftY = rect.origin.y;
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float bottomRightX = bottomLeftX + rect.size.width;
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float bottomRightY = bottomLeftY;
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float topLeftX = bottomLeftX;
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float topLeftY = bottomLeftY + rect.size.height;
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float topRightX = bottomRightX;
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float topRightY = topLeftY;
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// Important. Texture in cocos2d are inverted, so the Y component should be inverted
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CC_SWAP( topRightY, bottomRightY, float);
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CC_SWAP( topLeftY, bottomLeftY, float);
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for(int i=0; i<m_nTotalParticles; i++)
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{
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// bottom-left vertex:
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m_pQuads[i].bl.texCoords.u = bottomLeftX;
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m_pQuads[i].bl.texCoords.v = bottomLeftY;
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// bottom-right vertex:
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m_pQuads[i].br.texCoords.u = bottomRightX;
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m_pQuads[i].br.texCoords.v = bottomRightY;
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// top-left vertex:
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m_pQuads[i].tl.texCoords.u = topLeftX;
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m_pQuads[i].tl.texCoords.v = topLeftY;
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// top-right vertex:
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m_pQuads[i].tr.texCoords.u = topRightX;
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m_pQuads[i].tr.texCoords.v = topRightY;
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}
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}
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void CCQuadParticleSystem::setTextureWithRect(CCTexture2D *texture, CGRect rect)
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{
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// Only update the texture if is different from the current one
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if( !m_pTexture || texture->getName() != m_pTexture->getName() )
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{
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__super::setTexture(texture);
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}
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// convert to Tex coords
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float wide = (float)texture->getPixelsWide();
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float high = (float)texture->getPixelsHigh();
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rect.origin.x = rect.origin.x / wide;
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rect.origin.y = rect.origin.y / high;
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rect.size.width = rect.size.width / wide;
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rect.size.height = rect.size.height / high;
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this->initTexCoordsWithRect(rect);
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}
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void CCQuadParticleSystem::setTexture(CCTexture2D* var)
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{
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this->setTextureWithRect(var, CGRectMake(0, 0, (float)var->getPixelsWide(), (float)var->getPixelsHigh()));
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}
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void CCQuadParticleSystem::setDisplayFrame(CCSpriteFrame *spriteFrame)
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{
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NSAssert( CGPoint::CGPointEqualToPoint( spriteFrame->getOffset() , CGPointZero ), "QuadParticle only supports SpriteFrames with no offsets");
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// update texture before updating texture rect
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if ( !m_pTexture || spriteFrame->getTexture()->getName() != m_pTexture->getName())
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{
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this->setTexture(spriteFrame->getTexture());
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}
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}
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void CCQuadParticleSystem::initIndices()
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{
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for( int i = 0; i < m_nTotalParticles; ++i)
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{
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m_pIndices[i*6+0] = i*4+0;
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m_pIndices[i*6+1] = i*4+1;
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m_pIndices[i*6+2] = i*4+2;
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m_pIndices[i*6+5] = i*4+1;
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m_pIndices[i*6+4] = i*4+2;
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m_pIndices[i*6+3] = i*4+3;
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}
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}
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void CCQuadParticleSystem::updateQuadWithParticle(tCCParticle* particle, CGPoint newPosition)
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{
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// colors
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m_pQuads[m_nParticleIdx].bl.colors = particle->color;
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m_pQuads[m_nParticleIdx].br.colors = particle->color;
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m_pQuads[m_nParticleIdx].tl.colors = particle->color;
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m_pQuads[m_nParticleIdx].tr.colors = particle->color;
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// vertices
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float size_2 = particle->size/2;
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if( particle->rotation )
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{
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float x1 = -size_2;
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float y1 = -size_2;
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float x2 = size_2;
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float y2 = size_2;
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float x = newPosition.x;
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float y = newPosition.y;
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float r = (float)-CC_DEGREES_TO_RADIANS(particle->rotation);
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float cr = cosf(r);
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float sr = sinf(r);
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float ax = x1 * cr - y1 * sr + x;
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float ay = x1 * sr + y1 * cr + y;
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float bx = x2 * cr - y1 * sr + x;
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float by = x2 * sr + y1 * cr + y;
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float cx = x2 * cr - y2 * sr + x;
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float cy = x2 * sr + y2 * cr + y;
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float dx = x1 * cr - y2 * sr + x;
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float dy = x1 * sr + y2 * cr + y;
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// bottom-left
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m_pQuads[m_nParticleIdx].bl.vertices.x = ax;
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m_pQuads[m_nParticleIdx].bl.vertices.y = ay;
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// bottom-right vertex:
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m_pQuads[m_nParticleIdx].br.vertices.x = bx;
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m_pQuads[m_nParticleIdx].br.vertices.y = by;
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// top-left vertex:
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m_pQuads[m_nParticleIdx].tl.vertices.x = dx;
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m_pQuads[m_nParticleIdx].tl.vertices.y = dy;
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// top-right vertex:
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m_pQuads[m_nParticleIdx].tr.vertices.x = cx;
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m_pQuads[m_nParticleIdx].tr.vertices.y = cy;
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} else {
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// bottom-left vertex:
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m_pQuads[m_nParticleIdx].bl.vertices.x = newPosition.x - size_2;
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m_pQuads[m_nParticleIdx].bl.vertices.y = newPosition.y - size_2;
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// bottom-right vertex:
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m_pQuads[m_nParticleIdx].br.vertices.x = newPosition.x + size_2;
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m_pQuads[m_nParticleIdx].br.vertices.y = newPosition.y - size_2;
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// top-left vertex:
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m_pQuads[m_nParticleIdx].tl.vertices.x = newPosition.x - size_2;
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m_pQuads[m_nParticleIdx].tl.vertices.y = newPosition.y + size_2;
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// top-right vertex:
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m_pQuads[m_nParticleIdx].tr.vertices.x = newPosition.x + size_2;
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m_pQuads[m_nParticleIdx].tr.vertices.y = newPosition.y + size_2;
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}
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}
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void CCQuadParticleSystem::postStep()
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{
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glBindBuffer(GL_ARRAY_BUFFER, m_uQuadsID);
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(m_pQuads[0])*m_nParticleCount, m_pQuads);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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// overriding draw method
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void CCQuadParticleSystem::draw()
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{
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// Default GL states: GL_TEXTURE_2D, GL_VERTEX_ARRAY, GL_COLOR_ARRAY, GL_TEXTURE_COORD_ARRAY
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// Needed states: GL_TEXTURE_2D, GL_VERTEX_ARRAY, GL_COLOR_ARRAY, GL_TEXTURE_COORD_ARRAY
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// Unneeded states: -
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glBindTexture(GL_TEXTURE_2D, m_pTexture->getName());
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glBindBuffer(GL_ARRAY_BUFFER, m_uQuadsID);
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#define kPointSize sizeof(m_pQuads[0].bl)
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glVertexPointer(2,GL_FLOAT, kPointSize, 0);
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glColorPointer(4, GL_FLOAT, kPointSize, (GLvoid*) offsetof(ccV2F_C4F_T2F,colors) );
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glTexCoordPointer(2, GL_FLOAT, kPointSize, (GLvoid*) offsetof(ccV2F_C4F_T2F,texCoords) );
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bool newBlend = false;
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if( m_tBlendFunc.src != CC_BLEND_SRC || m_tBlendFunc.dst != CC_BLEND_DST )
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{
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newBlend = true;
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glBlendFunc( m_tBlendFunc.src, m_tBlendFunc.dst );
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}
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// save color mode
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#if 0
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glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &colorMode);
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if( colorModulate )
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glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
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else
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glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
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#endif
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if( m_nParticleIdx != m_nParticleCount )
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{
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CCLOG("pd:%d, pc:%d", m_nParticleIdx, m_nParticleCount);
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}
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glDrawElements(GL_TRIANGLES, m_nParticleIdx*6, GL_UNSIGNED_SHORT, m_pIndices);
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// restore blend state
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if( newBlend )
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glBlendFunc( CC_BLEND_SRC, CC_BLEND_DST );
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#if 0
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// restore color mode
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glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, colorMode);
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#endif
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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// restore GL default state
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// -
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}
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}// namespace cocos2d
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