mirror of https://github.com/axmolengine/axmol.git
616 lines
18 KiB
C++
616 lines
18 KiB
C++
/****************************************************************************
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Copyright (c) 2010-2012 cocos2d-x.org
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Copyright (c) 2008-2010 Ricardo Quesada
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Copyright (c) 2009 Leonardo Kasperavičius
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Copyright (c) 2011 Zynga Inc.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "CCGL.h"
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#include "CCParticleSystemQuad.h"
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#include "sprite_nodes/CCSpriteFrame.h"
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#include "CCDirector.h"
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#include "CCParticleBatchNode.h"
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#include "textures/CCTextureAtlas.h"
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#include "shaders/CCShaderCache.h"
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#include "shaders/ccGLStateCache.h"
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#include "shaders/CCGLProgram.h"
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#include "support/TransformUtils.h"
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#include "support/CCNotificationCenter.h"
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#include "CCEventType.h"
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// extern
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#include "kazmath/GL/matrix.h"
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NS_CC_BEGIN
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//implementation ParticleSystemQuad
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// overriding the init method
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bool ParticleSystemQuad::initWithTotalParticles(unsigned int numberOfParticles)
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{
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// base initialization
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if( ParticleSystem::initWithTotalParticles(numberOfParticles) )
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{
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// allocating data space
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if( ! this->allocMemory() ) {
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this->release();
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return false;
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}
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initIndices();
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#if CC_TEXTURE_ATLAS_USE_VAO
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setupVBOandVAO();
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#else
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setupVBO();
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#endif
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setShaderProgram(ShaderCache::getInstance()->programForKey(kShader_PositionTextureColor));
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// Need to listen the event only when not use batchnode, because it will use VBO
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NotificationCenter::getInstance()->addObserver(this,
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callfuncO_selector(ParticleSystemQuad::listenBackToForeground),
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EVNET_COME_TO_FOREGROUND,
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NULL);
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return true;
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}
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return false;
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}
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ParticleSystemQuad::ParticleSystemQuad()
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:_quads(NULL)
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,_indices(NULL)
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#if CC_TEXTURE_ATLAS_USE_VAO
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,_VAOname(0)
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#endif
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{
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memset(_buffersVBO, 0, sizeof(_buffersVBO));
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}
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ParticleSystemQuad::~ParticleSystemQuad()
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{
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if (NULL == _batchNode)
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{
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CC_SAFE_FREE(_quads);
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CC_SAFE_FREE(_indices);
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glDeleteBuffers(2, &_buffersVBO[0]);
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#if CC_TEXTURE_ATLAS_USE_VAO
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glDeleteVertexArrays(1, &_VAOname);
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ccGLBindVAO(0);
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#endif
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}
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NotificationCenter::getInstance()->removeObserver(this, EVNET_COME_TO_FOREGROUND);
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}
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// implementation ParticleSystemQuad
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ParticleSystemQuad * ParticleSystemQuad::create(const char *plistFile)
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{
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ParticleSystemQuad *pRet = new ParticleSystemQuad();
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if (pRet && pRet->initWithFile(plistFile))
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{
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pRet->autorelease();
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return pRet;
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}
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CC_SAFE_DELETE(pRet);
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return pRet;
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}
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ParticleSystemQuad * ParticleSystemQuad::createWithTotalParticles(unsigned int numberOfParticles) {
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ParticleSystemQuad *pRet = new ParticleSystemQuad();
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if (pRet && pRet->initWithTotalParticles(numberOfParticles))
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{
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pRet->autorelease();
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return pRet;
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}
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CC_SAFE_DELETE(pRet);
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return pRet;
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}
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// pointRect should be in Texture coordinates, not pixel coordinates
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void ParticleSystemQuad::initTexCoordsWithRect(const Rect& pointRect)
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{
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// convert to Tex coords
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Rect rect = Rect(
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pointRect.origin.x * CC_CONTENT_SCALE_FACTOR(),
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pointRect.origin.y * CC_CONTENT_SCALE_FACTOR(),
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pointRect.size.width * CC_CONTENT_SCALE_FACTOR(),
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pointRect.size.height * CC_CONTENT_SCALE_FACTOR());
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GLfloat wide = (GLfloat) pointRect.size.width;
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GLfloat high = (GLfloat) pointRect.size.height;
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if (_texture)
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{
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wide = (GLfloat)_texture->getPixelsWide();
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high = (GLfloat)_texture->getPixelsHigh();
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}
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#if CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL
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GLfloat left = (rect.origin.x*2+1) / (wide*2);
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GLfloat bottom = (rect.origin.y*2+1) / (high*2);
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GLfloat right = left + (rect.size.width*2-2) / (wide*2);
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GLfloat top = bottom + (rect.size.height*2-2) / (high*2);
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#else
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GLfloat left = rect.origin.x / wide;
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GLfloat bottom = rect.origin.y / high;
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GLfloat right = left + rect.size.width / wide;
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GLfloat top = bottom + rect.size.height / high;
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#endif // ! CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL
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// Important. Texture in cocos2d are inverted, so the Y component should be inverted
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CC_SWAP( top, bottom, float);
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V3F_C4B_T2F_Quad *quads = NULL;
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unsigned int start = 0, end = 0;
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if (_batchNode)
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{
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quads = _batchNode->getTextureAtlas()->getQuads();
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start = _atlasIndex;
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end = _atlasIndex + _totalParticles;
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}
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else
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{
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quads = _quads;
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start = 0;
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end = _totalParticles;
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}
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for(unsigned int i=start; i<end; i++)
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{
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// bottom-left vertex:
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quads[i].bl.texCoords.u = left;
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quads[i].bl.texCoords.v = bottom;
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// bottom-right vertex:
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quads[i].br.texCoords.u = right;
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quads[i].br.texCoords.v = bottom;
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// top-left vertex:
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quads[i].tl.texCoords.u = left;
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quads[i].tl.texCoords.v = top;
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// top-right vertex:
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quads[i].tr.texCoords.u = right;
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quads[i].tr.texCoords.v = top;
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}
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}
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void ParticleSystemQuad::setTextureWithRect(Texture2D *texture, const Rect& 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( !_texture || texture->getName() != _texture->getName() )
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{
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ParticleSystem::setTexture(texture);
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}
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this->initTexCoordsWithRect(rect);
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}
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void ParticleSystemQuad::setTexture(Texture2D* texture)
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{
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const Size& s = texture->getContentSize();
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this->setTextureWithRect(texture, Rect(0, 0, s.width, s.height));
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}
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void ParticleSystemQuad::setDisplayFrame(SpriteFrame *spriteFrame)
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{
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CCAssert(spriteFrame->getOffsetInPixels().equals(Point::ZERO),
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"QuadParticle only supports SpriteFrames with no offsets");
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// update texture before updating texture rect
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if ( !_texture || spriteFrame->getTexture()->getName() != _texture->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 ParticleSystemQuad::initIndices()
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{
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for(unsigned int i = 0; i < _totalParticles; ++i)
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{
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const unsigned int i6 = i*6;
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const unsigned int i4 = i*4;
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_indices[i6+0] = (GLushort) i4+0;
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_indices[i6+1] = (GLushort) i4+1;
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_indices[i6+2] = (GLushort) i4+2;
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_indices[i6+5] = (GLushort) i4+1;
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_indices[i6+4] = (GLushort) i4+2;
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_indices[i6+3] = (GLushort) i4+3;
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}
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}
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void ParticleSystemQuad::updateQuadWithParticle(tParticle* particle, const Point& newPosition)
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{
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V3F_C4B_T2F_Quad *quad;
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if (_batchNode)
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{
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V3F_C4B_T2F_Quad *batchQuads = _batchNode->getTextureAtlas()->getQuads();
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quad = &(batchQuads[_atlasIndex+particle->atlasIndex]);
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}
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else
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{
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quad = &(_quads[_particleIdx]);
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}
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Color4B color = (_opacityModifyRGB)
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? Color4B( particle->color.r*particle->color.a*255, particle->color.g*particle->color.a*255, particle->color.b*particle->color.a*255, particle->color.a*255)
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: Color4B( particle->color.r*255, particle->color.g*255, particle->color.b*255, particle->color.a*255);
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quad->bl.colors = color;
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quad->br.colors = color;
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quad->tl.colors = color;
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quad->tr.colors = color;
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// vertices
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GLfloat size_2 = particle->size/2;
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if (particle->rotation)
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{
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GLfloat x1 = -size_2;
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GLfloat y1 = -size_2;
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GLfloat x2 = size_2;
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GLfloat y2 = size_2;
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GLfloat x = newPosition.x;
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GLfloat y = newPosition.y;
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GLfloat r = (GLfloat)-CC_DEGREES_TO_RADIANS(particle->rotation);
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GLfloat cr = cosf(r);
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GLfloat sr = sinf(r);
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GLfloat ax = x1 * cr - y1 * sr + x;
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GLfloat ay = x1 * sr + y1 * cr + y;
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GLfloat bx = x2 * cr - y1 * sr + x;
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GLfloat by = x2 * sr + y1 * cr + y;
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GLfloat cx = x2 * cr - y2 * sr + x;
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GLfloat cy = x2 * sr + y2 * cr + y;
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GLfloat dx = x1 * cr - y2 * sr + x;
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GLfloat dy = x1 * sr + y2 * cr + y;
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// bottom-left
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quad->bl.vertices.x = ax;
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quad->bl.vertices.y = ay;
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// bottom-right vertex:
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quad->br.vertices.x = bx;
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quad->br.vertices.y = by;
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// top-left vertex:
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quad->tl.vertices.x = dx;
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quad->tl.vertices.y = dy;
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// top-right vertex:
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quad->tr.vertices.x = cx;
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quad->tr.vertices.y = cy;
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}
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else
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{
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// bottom-left vertex:
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quad->bl.vertices.x = newPosition.x - size_2;
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quad->bl.vertices.y = newPosition.y - size_2;
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// bottom-right vertex:
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quad->br.vertices.x = newPosition.x + size_2;
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quad->br.vertices.y = newPosition.y - size_2;
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// top-left vertex:
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quad->tl.vertices.x = newPosition.x - size_2;
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quad->tl.vertices.y = newPosition.y + size_2;
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// top-right vertex:
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quad->tr.vertices.x = newPosition.x + size_2;
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quad->tr.vertices.y = newPosition.y + size_2;
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}
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}
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void ParticleSystemQuad::postStep()
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{
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glBindBuffer(GL_ARRAY_BUFFER, _buffersVBO[0]);
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// Option 1: Sub Data
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(_quads[0])*_totalParticles, _quads);
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// Option 2: Data
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// glBufferData(GL_ARRAY_BUFFER, sizeof(quads_[0]) * particleCount, quads_, GL_DYNAMIC_DRAW);
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// Option 3: Orphaning + glMapBuffer
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// glBufferData(GL_ARRAY_BUFFER, sizeof(_quads[0])*_totalParticles, NULL, GL_STREAM_DRAW);
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// void *buf = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
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// memcpy(buf, _quads, sizeof(_quads[0])*_totalParticles);
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// glUnmapBuffer(GL_ARRAY_BUFFER);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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CHECK_GL_ERROR_DEBUG();
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}
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// overriding draw method
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void ParticleSystemQuad::draw()
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{
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CCAssert(!_batchNode,"draw should not be called when added to a particleBatchNode");
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CC_NODE_DRAW_SETUP();
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ccGLBindTexture2D( _texture->getName() );
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ccGLBlendFunc( _blendFunc.src, _blendFunc.dst );
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CCAssert( _particleIdx == _particleCount, "Abnormal error in particle quad");
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#if CC_TEXTURE_ATLAS_USE_VAO
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//
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// Using VBO and VAO
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//
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ccGLBindVAO(_VAOname);
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#if CC_REBIND_INDICES_BUFFER
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _buffersVBO[1]);
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#endif
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glDrawElements(GL_TRIANGLES, (GLsizei) _particleIdx*6, GL_UNSIGNED_SHORT, 0);
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#if CC_REBIND_INDICES_BUFFER
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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#endif
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#else
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//
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// Using VBO without VAO
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//
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#define kQuadSize sizeof(_quads[0].bl)
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ccGLEnableVertexAttribs( kVertexAttribFlag_PosColorTex );
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glBindBuffer(GL_ARRAY_BUFFER, _buffersVBO[0]);
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// vertices
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glVertexAttribPointer(kVertexAttrib_Position, 3, GL_FLOAT, GL_FALSE, kQuadSize, (GLvoid*) offsetof( V3F_C4B_T2F, vertices));
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// colors
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glVertexAttribPointer(kVertexAttrib_Color, 4, GL_UNSIGNED_BYTE, GL_TRUE, kQuadSize, (GLvoid*) offsetof( V3F_C4B_T2F, colors));
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// tex coords
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glVertexAttribPointer(kVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, kQuadSize, (GLvoid*) offsetof( V3F_C4B_T2F, texCoords));
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _buffersVBO[1]);
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glDrawElements(GL_TRIANGLES, (GLsizei) _particleIdx*6, GL_UNSIGNED_SHORT, 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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#endif
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CC_INCREMENT_GL_DRAWS(1);
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CHECK_GL_ERROR_DEBUG();
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}
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void ParticleSystemQuad::setTotalParticles(unsigned int tp)
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{
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// If we are setting the total number of particles to a number higher
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// than what is allocated, we need to allocate new arrays
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if( tp > _allocatedParticles )
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{
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// Allocate new memory
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size_t particlesSize = tp * sizeof(tParticle);
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size_t quadsSize = sizeof(_quads[0]) * tp * 1;
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size_t indicesSize = sizeof(_indices[0]) * tp * 6 * 1;
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tParticle* particlesNew = (tParticle*)realloc(_particles, particlesSize);
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V3F_C4B_T2F_Quad* quadsNew = (V3F_C4B_T2F_Quad*)realloc(_quads, quadsSize);
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GLushort* indicesNew = (GLushort*)realloc(_indices, indicesSize);
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if (particlesNew && quadsNew && indicesNew)
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{
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// Assign pointers
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_particles = particlesNew;
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_quads = quadsNew;
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_indices = indicesNew;
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// Clear the memory
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// XXX: Bug? If the quads are cleared, then drawing doesn't work... WHY??? XXX
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memset(_particles, 0, particlesSize);
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memset(_quads, 0, quadsSize);
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memset(_indices, 0, indicesSize);
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_allocatedParticles = tp;
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}
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else
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{
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// Out of memory, failed to resize some array
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if (particlesNew) _particles = particlesNew;
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if (quadsNew) _quads = quadsNew;
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if (indicesNew) _indices = indicesNew;
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CCLOG("Particle system: out of memory");
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return;
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}
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_totalParticles = tp;
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// Init particles
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if (_batchNode)
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{
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for (unsigned int i = 0; i < _totalParticles; i++)
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{
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_particles[i].atlasIndex=i;
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}
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}
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initIndices();
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#if CC_TEXTURE_ATLAS_USE_VAO
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setupVBOandVAO();
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#else
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setupVBO();
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#endif
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}
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else
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{
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_totalParticles = tp;
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}
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resetSystem();
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}
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#if CC_TEXTURE_ATLAS_USE_VAO
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void ParticleSystemQuad::setupVBOandVAO()
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{
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// clean VAO
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glDeleteBuffers(2, &_buffersVBO[0]);
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glDeleteVertexArrays(1, &_VAOname);
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ccGLBindVAO(0);
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glGenVertexArrays(1, &_VAOname);
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ccGLBindVAO(_VAOname);
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#define kQuadSize sizeof(_quads[0].bl)
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glGenBuffers(2, &_buffersVBO[0]);
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glBindBuffer(GL_ARRAY_BUFFER, _buffersVBO[0]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(_quads[0]) * _totalParticles, _quads, GL_DYNAMIC_DRAW);
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// vertices
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glEnableVertexAttribArray(kVertexAttrib_Position);
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glVertexAttribPointer(kVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, kQuadSize, (GLvoid*) offsetof( V3F_C4B_T2F, vertices));
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// colors
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glEnableVertexAttribArray(kVertexAttrib_Color);
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glVertexAttribPointer(kVertexAttrib_Color, 4, GL_UNSIGNED_BYTE, GL_TRUE, kQuadSize, (GLvoid*) offsetof( V3F_C4B_T2F, colors));
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|
// tex coords
|
|
glEnableVertexAttribArray(kVertexAttrib_TexCoords);
|
|
glVertexAttribPointer(kVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, kQuadSize, (GLvoid*) offsetof( V3F_C4B_T2F, texCoords));
|
|
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _buffersVBO[1]);
|
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(_indices[0]) * _totalParticles * 6, _indices, GL_STATIC_DRAW);
|
|
|
|
// Must unbind the VAO before changing the element buffer.
|
|
ccGLBindVAO(0);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
|
CHECK_GL_ERROR_DEBUG();
|
|
}
|
|
#else
|
|
|
|
void ParticleSystemQuad::setupVBO()
|
|
{
|
|
glDeleteBuffers(2, &_buffersVBO[0]);
|
|
|
|
glGenBuffers(2, &_buffersVBO[0]);
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, _buffersVBO[0]);
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(_quads[0]) * _totalParticles, _quads, GL_DYNAMIC_DRAW);
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _buffersVBO[1]);
|
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(_indices[0]) * _totalParticles * 6, _indices, GL_STATIC_DRAW);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
|
|
CHECK_GL_ERROR_DEBUG();
|
|
}
|
|
|
|
#endif
|
|
|
|
void ParticleSystemQuad::listenBackToForeground(Object *obj)
|
|
{
|
|
#if CC_TEXTURE_ATLAS_USE_VAO
|
|
setupVBOandVAO();
|
|
#else
|
|
setupVBO();
|
|
#endif
|
|
}
|
|
|
|
bool ParticleSystemQuad::allocMemory()
|
|
{
|
|
CCAssert( ( !_quads && !_indices), "Memory already alloced");
|
|
CCAssert( !_batchNode, "Memory should not be alloced when not using batchNode");
|
|
|
|
CC_SAFE_FREE(_quads);
|
|
CC_SAFE_FREE(_indices);
|
|
|
|
_quads = (V3F_C4B_T2F_Quad*)malloc(_totalParticles * sizeof(V3F_C4B_T2F_Quad));
|
|
_indices = (GLushort*)malloc(_totalParticles * 6 * sizeof(GLushort));
|
|
|
|
if( !_quads || !_indices)
|
|
{
|
|
CCLOG("cocos2d: Particle system: not enough memory");
|
|
CC_SAFE_FREE(_quads);
|
|
CC_SAFE_FREE(_indices);
|
|
|
|
return false;
|
|
}
|
|
|
|
memset(_quads, 0, _totalParticles * sizeof(V3F_C4B_T2F_Quad));
|
|
memset(_indices, 0, _totalParticles * 6 * sizeof(GLushort));
|
|
|
|
return true;
|
|
}
|
|
|
|
void ParticleSystemQuad::setBatchNode(ParticleBatchNode * batchNode)
|
|
{
|
|
if( _batchNode != batchNode )
|
|
{
|
|
ParticleBatchNode* oldBatch = _batchNode;
|
|
|
|
ParticleSystem::setBatchNode(batchNode);
|
|
|
|
// NEW: is self render ?
|
|
if( ! batchNode )
|
|
{
|
|
allocMemory();
|
|
initIndices();
|
|
setTexture(oldBatch->getTexture());
|
|
#if CC_TEXTURE_ATLAS_USE_VAO
|
|
setupVBOandVAO();
|
|
#else
|
|
setupVBO();
|
|
#endif
|
|
}
|
|
// OLD: was it self render ? cleanup
|
|
else if( !oldBatch )
|
|
{
|
|
// copy current state to batch
|
|
V3F_C4B_T2F_Quad *batchQuads = _batchNode->getTextureAtlas()->getQuads();
|
|
V3F_C4B_T2F_Quad *quad = &(batchQuads[_atlasIndex] );
|
|
memcpy( quad, _quads, _totalParticles * sizeof(_quads[0]) );
|
|
|
|
CC_SAFE_FREE(_quads);
|
|
CC_SAFE_FREE(_indices);
|
|
|
|
glDeleteBuffers(2, &_buffersVBO[0]);
|
|
#if CC_TEXTURE_ATLAS_USE_VAO
|
|
glDeleteVertexArrays(1, &_VAOname);
|
|
ccGLBindVAO(0);
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
|
|
ParticleSystemQuad * ParticleSystemQuad::create() {
|
|
ParticleSystemQuad *pParticleSystemQuad = new ParticleSystemQuad();
|
|
if (pParticleSystemQuad && pParticleSystemQuad->init())
|
|
{
|
|
pParticleSystemQuad->autorelease();
|
|
return pParticleSystemQuad;
|
|
}
|
|
CC_SAFE_DELETE(pParticleSystemQuad);
|
|
return NULL;
|
|
}
|
|
|
|
NS_CC_END
|