axmol/cocos/2d/CCParticleBatchNode.cpp

517 lines
14 KiB
C++

/*
* Copyright (c) 2010-2012 cocos2d-x.org
* Copyright (C) 2009 Matt Oswald
* Copyright (c) 2009-2010 Ricardo Quesada
* Copyright (c) 2011 Zynga Inc.
* Copyright (c) 2011 Marco Tillemans
*
* 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 "CCParticleBatchNode.h"
#include "CCTextureCache.h"
#include "CCTextureAtlas.h"
#include "ccConfig.h"
#include "ccMacros.h"
#include "CCGrid.h"
#include "CCParticleSystem.h"
#include "CCShaderCache.h"
#include "CCGLProgram.h"
#include "ccGLStateCache.h"
#include "base64.h"
#include "ZipUtils.h"
#include "platform/CCFileUtils.h"
#include "kazmath/GL/matrix.h"
#include "CCProfiling.h"
NS_CC_BEGIN
ParticleBatchNode::ParticleBatchNode()
: _textureAtlas(NULL)
{
}
ParticleBatchNode::~ParticleBatchNode()
{
CC_SAFE_RELEASE(_textureAtlas);
}
/*
* creation with Texture2D
*/
ParticleBatchNode* ParticleBatchNode::createWithTexture(Texture2D *tex, unsigned int capacity/* = kParticleDefaultCapacity*/)
{
ParticleBatchNode * p = new ParticleBatchNode();
if( p && p->initWithTexture(tex, capacity))
{
p->autorelease();
return p;
}
CC_SAFE_DELETE(p);
return NULL;
}
/*
* creation with File Image
*/
ParticleBatchNode* ParticleBatchNode::create(const char* imageFile, unsigned int capacity/* = kParticleDefaultCapacity*/)
{
ParticleBatchNode * p = new ParticleBatchNode();
if( p && p->initWithFile(imageFile, capacity))
{
p->autorelease();
return p;
}
CC_SAFE_DELETE(p);
return NULL;
}
/*
* init with Texture2D
*/
bool ParticleBatchNode::initWithTexture(Texture2D *tex, unsigned int capacity)
{
_textureAtlas = new TextureAtlas();
_textureAtlas->initWithTexture(tex, capacity);
// no lazy alloc in this node
_children = new Array();
_children->initWithCapacity(capacity);
_blendFunc = BlendFunc::ALPHA_PREMULTIPLIED;
setShaderProgram(ShaderCache::getInstance()->getProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));
return true;
}
/*
* init with FileImage
*/
bool ParticleBatchNode::initWithFile(const char* fileImage, unsigned int capacity)
{
Texture2D *tex = TextureCache::getInstance()->addImage(fileImage);
return initWithTexture(tex, capacity);
}
// ParticleBatchNode - composition
// override visit.
// Don't call visit on it's children
void ParticleBatchNode::visit()
{
// CAREFUL:
// This visit is almost identical to Node#visit
// with the exception that it doesn't call visit on it's children
//
// The alternative is to have a void Sprite#visit, but
// although this is less maintainable, is faster
//
if (!_visible)
{
return;
}
kmGLPushMatrix();
if ( _grid && _grid->isActive())
{
_grid->beforeDraw();
transformAncestors();
}
transform();
draw();
updateEventPriorityIndex();
if ( _grid && _grid->isActive())
{
_grid->afterDraw(this);
}
kmGLPopMatrix();
}
// override addChild:
void ParticleBatchNode::addChild(Node * child)
{
Node::addChild(child);
}
void ParticleBatchNode::addChild(Node * child, int zOrder)
{
Node::addChild(child, zOrder);
}
void ParticleBatchNode::addChild(Node * aChild, int zOrder, int tag)
{
CCASSERT( aChild != NULL, "Argument must be non-NULL");
CCASSERT( dynamic_cast<ParticleSystem*>(aChild) != NULL, "CCParticleBatchNode only supports QuadParticleSystems as children");
ParticleSystem* child = static_cast<ParticleSystem*>(aChild);
CCASSERT( child->getTexture()->getName() == _textureAtlas->getTexture()->getName(), "CCParticleSystem is not using the same texture id");
// If this is the 1st children, then copy blending function
if( _children->count() == 0 )
{
setBlendFunc(child->getBlendFunc());
}
CCASSERT( _blendFunc.src == child->getBlendFunc().src && _blendFunc.dst == child->getBlendFunc().dst, "Can't add a PaticleSystem that uses a different blending function");
//no lazy sorting, so don't call super addChild, call helper instead
unsigned int pos = addChildHelper(child,zOrder,tag);
//get new atlasIndex
int atlasIndex = 0;
if (pos != 0)
{
ParticleSystem* p = (ParticleSystem*)_children->getObjectAtIndex(pos-1);
atlasIndex = p->getAtlasIndex() + p->getTotalParticles();
}
else
{
atlasIndex = 0;
}
insertChild(child, atlasIndex);
// update quad info
child->setBatchNode(this);
}
// don't use lazy sorting, reordering the particle systems quads afterwards would be too complex
// XXX research whether lazy sorting + freeing current quads and calloc a new block with size of capacity would be faster
// XXX or possibly using vertexZ for reordering, that would be fastest
// this helper is almost equivalent to Node's addChild, but doesn't make use of the lazy sorting
unsigned int ParticleBatchNode::addChildHelper(ParticleSystem* child, int z, int aTag)
{
CCASSERT( child != NULL, "Argument must be non-nil");
CCASSERT( child->getParent() == NULL, "child already added. It can't be added again");
if( ! _children )
{
_children = new Array();
_children->initWithCapacity(4);
}
//don't use a lazy insert
unsigned int pos = searchNewPositionInChildrenForZ(z);
_children->insertObject(child, pos);
child->setTag(aTag);
child->_setZOrder(z);
child->setParent(this);
if( _running )
{
child->onEnter();
child->onEnterTransitionDidFinish();
}
return pos;
}
// Reorder will be done in this function, no "lazy" reorder to particles
void ParticleBatchNode::reorderChild(Node * aChild, int zOrder)
{
CCASSERT( aChild != NULL, "Child must be non-NULL");
CCASSERT( dynamic_cast<ParticleSystem*>(aChild) != NULL, "CCParticleBatchNode only supports QuadParticleSystems as children");
CCASSERT( _children->containsObject(aChild), "Child doesn't belong to batch" );
ParticleSystem* child = static_cast<ParticleSystem*>(aChild);
if( zOrder == child->getZOrder() )
{
return;
}
// no reordering if only 1 child
if( _children->count() > 1)
{
unsigned int newIndex = 0, oldIndex = 0;
getCurrentIndex(&oldIndex, &newIndex, child, zOrder);
if( oldIndex != newIndex )
{
// reorder _children->array
child->retain();
_children->removeObjectAtIndex(oldIndex);
_children->insertObject(child, newIndex);
child->release();
// save old altasIndex
int oldAtlasIndex = child->getAtlasIndex();
// update atlas index
updateAllAtlasIndexes();
// Find new AtlasIndex
int newAtlasIndex = 0;
for( int i=0;i < _children->count();i++)
{
ParticleSystem* pNode = (ParticleSystem*)_children->getObjectAtIndex(i);
if( pNode == child )
{
newAtlasIndex = child->getAtlasIndex();
break;
}
}
// reorder textureAtlas quads
_textureAtlas->moveQuadsFromIndex(oldAtlasIndex, child->getTotalParticles(), newAtlasIndex);
child->updateWithNoTime();
}
}
child->_setZOrder(zOrder);
}
void ParticleBatchNode::getCurrentIndex(unsigned int* oldIndex, unsigned int* newIndex, Node* child, int z)
{
bool foundCurrentIdx = false;
bool foundNewIdx = false;
int minusOne = 0;
unsigned int count = _children->count();
for( unsigned int i=0; i < count; i++ )
{
Node* pNode = (Node *)_children->getObjectAtIndex(i);
// new index
if( pNode->getZOrder() > z && ! foundNewIdx )
{
*newIndex = i;
foundNewIdx = true;
if( foundCurrentIdx && foundNewIdx )
{
break;
}
}
// current index
if( child == pNode )
{
*oldIndex = i;
foundCurrentIdx = true;
if( ! foundNewIdx )
{
minusOne = -1;
}
if( foundCurrentIdx && foundNewIdx )
{
break;
}
}
}
if( ! foundNewIdx )
{
*newIndex = count;
}
*newIndex += minusOne;
}
unsigned int ParticleBatchNode::searchNewPositionInChildrenForZ(int z)
{
unsigned int count = _children->count();
for( unsigned int i=0; i < count; i++ )
{
Node *child = (Node *)_children->getObjectAtIndex(i);
if (child->getZOrder() > z)
{
return i;
}
}
return count;
}
// override removeChild:
void ParticleBatchNode::removeChild(Node* aChild, bool cleanup)
{
// explicit nil handling
if (aChild == NULL)
return;
CCASSERT( dynamic_cast<ParticleSystem*>(aChild) != NULL, "CCParticleBatchNode only supports QuadParticleSystems as children");
CCASSERT(_children->containsObject(aChild), "CCParticleBatchNode doesn't contain the sprite. Can't remove it");
ParticleSystem* child = static_cast<ParticleSystem*>(aChild);
Node::removeChild(child, cleanup);
// remove child helper
_textureAtlas->removeQuadsAtIndex(child->getAtlasIndex(), child->getTotalParticles());
// after memmove of data, empty the quads at the end of array
_textureAtlas->fillWithEmptyQuadsFromIndex(_textureAtlas->getTotalQuads(), child->getTotalParticles());
// particle could be reused for self rendering
child->setBatchNode(NULL);
updateAllAtlasIndexes();
}
void ParticleBatchNode::removeChildAtIndex(unsigned int index, bool doCleanup)
{
removeChild((ParticleSystem *)_children->getObjectAtIndex(index),doCleanup);
}
void ParticleBatchNode::removeAllChildrenWithCleanup(bool doCleanup)
{
arrayMakeObjectsPerformSelectorWithObject(_children, setBatchNode, NULL, ParticleSystem*);
Node::removeAllChildrenWithCleanup(doCleanup);
_textureAtlas->removeAllQuads();
}
void ParticleBatchNode::draw(void)
{
CC_PROFILER_START("CCParticleBatchNode - draw");
if( _textureAtlas->getTotalQuads() == 0 )
{
return;
}
CC_NODE_DRAW_SETUP();
GL::blendFunc( _blendFunc.src, _blendFunc.dst );
_textureAtlas->drawQuads();
CC_PROFILER_STOP("CCParticleBatchNode - draw");
}
void ParticleBatchNode::increaseAtlasCapacityTo(unsigned int quantity)
{
CCLOG("cocos2d: ParticleBatchNode: resizing TextureAtlas capacity from [%lu] to [%lu].",
(long)_textureAtlas->getCapacity(),
(long)quantity);
if( ! _textureAtlas->resizeCapacity(quantity) ) {
// serious problems
CCLOGWARN("cocos2d: WARNING: Not enough memory to resize the atlas");
CCASSERT(false,"XXX: ParticleBatchNode #increaseAtlasCapacity SHALL handle this assert");
}
}
//sets a 0'd quad into the quads array
void ParticleBatchNode::disableParticle(unsigned int particleIndex)
{
V3F_C4B_T2F_Quad* quad = &((_textureAtlas->getQuads())[particleIndex]);
quad->br.vertices.x = quad->br.vertices.y = quad->tr.vertices.x = quad->tr.vertices.y = quad->tl.vertices.x = quad->tl.vertices.y = quad->bl.vertices.x = quad->bl.vertices.y = 0.0f;
}
// ParticleBatchNode - add / remove / reorder helper methods
// add child helper
void ParticleBatchNode::insertChild(ParticleSystem* system, int index)
{
system->setAtlasIndex(index);
if(_textureAtlas->getTotalQuads() + system->getTotalParticles() > _textureAtlas->getCapacity())
{
increaseAtlasCapacityTo(_textureAtlas->getTotalQuads() + system->getTotalParticles());
// after a realloc empty quads of textureAtlas can be filled with gibberish (realloc doesn't perform calloc), insert empty quads to prevent it
_textureAtlas->fillWithEmptyQuadsFromIndex(_textureAtlas->getCapacity() - system->getTotalParticles(), system->getTotalParticles());
}
// make room for quads, not necessary for last child
if (system->getAtlasIndex() + system->getTotalParticles() != _textureAtlas->getTotalQuads())
{
_textureAtlas->moveQuadsFromIndex(index, index+system->getTotalParticles());
}
// increase totalParticles here for new particles, update method of particle-system will fill the quads
_textureAtlas->increaseTotalQuadsWith(system->getTotalParticles());
updateAllAtlasIndexes();
}
//rebuild atlas indexes
void ParticleBatchNode::updateAllAtlasIndexes()
{
Object *pObj = NULL;
unsigned int index = 0;
CCARRAY_FOREACH(_children,pObj)
{
ParticleSystem* child = static_cast<ParticleSystem*>(pObj);
child->setAtlasIndex(index);
index += child->getTotalParticles();
}
}
// ParticleBatchNode - CocosNodeTexture protocol
void ParticleBatchNode::updateBlendFunc(void)
{
if( ! _textureAtlas->getTexture()->hasPremultipliedAlpha())
_blendFunc = BlendFunc::ALPHA_NON_PREMULTIPLIED;
}
void ParticleBatchNode::setTexture(Texture2D* texture)
{
_textureAtlas->setTexture(texture);
// If the new texture has No premultiplied alpha, AND the blendFunc hasn't been changed, then update it
if( texture && ! texture->hasPremultipliedAlpha() && ( _blendFunc.src == CC_BLEND_SRC && _blendFunc.dst == CC_BLEND_DST ) )
{
_blendFunc = BlendFunc::ALPHA_NON_PREMULTIPLIED;
}
}
Texture2D* ParticleBatchNode::getTexture(void) const
{
return _textureAtlas->getTexture();
}
void ParticleBatchNode::setBlendFunc(const BlendFunc &blendFunc)
{
_blendFunc = blendFunc;
}
// returns the blending function used for the texture
const BlendFunc& ParticleBatchNode::getBlendFunc(void) const
{
return _blendFunc;
}
NS_CC_END