axmol/cocos2dx/particle_nodes/CCParticleSystemQuad.cpp

319 lines
9.6 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 "platform/CCGL.h"
#include "CCParticleSystemQuad.h"
#include "CCSpriteFrame.h"
namespace cocos2d {
//implementation CCParticleSystemQuad
// overriding the init method
bool CCParticleSystemQuad::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
if (m_pTexture)
{
this->initTexCoordsWithRect(CGRectMake((float)0, (float)0, (float)m_pTexture->getPixelsWide(), (float)m_pTexture->getPixelsHigh()));
}
else
{
this->initTexCoordsWithRect(CGRectMake((float)0, (float)0, (float)1, (float)1));
}
this->initIndices();
#if CC_USES_VBO
// 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);
#endif
return true;
}
return false;
}
CCParticleSystemQuad::~CCParticleSystemQuad()
{
CCX_SAFE_DELETE_ARRAY(m_pQuads);
CCX_SAFE_DELETE_ARRAY(m_pIndices);
#if CC_USES_VBO
glDeleteBuffers(1, &m_uQuadsID);
#endif
}
// rect should be in Texture coordinates, not pixel coordinates
void CCParticleSystemQuad::initTexCoordsWithRect(CGRect pointRect)
{
// convert to Tex coords
CGRect rect = CGRectMake(
pointRect.origin.x * CC_CONTENT_SCALE_FACTOR(),
pointRect.origin.y * CC_CONTENT_SCALE_FACTOR(),
pointRect.size.width * CC_CONTENT_SCALE_FACTOR(),
pointRect.size.height * CC_CONTENT_SCALE_FACTOR());
GLfloat wide = (GLfloat) pointRect.size.width;
GLfloat high = (GLfloat) pointRect.size.height;
if (m_pTexture)
{
wide = (GLfloat)m_pTexture->getPixelsWide();
high = (GLfloat)m_pTexture->getPixelsHigh();
}
#if CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL
GLfloat left = (rect.origin.x*2+1) / (wide*2);
GLfloat bottom = (rect.origin.y*2+1) / (high*2);
GLfloat right = left + (rect.size.width*2-2) / (wide*2);
GLfloat top = bottom + (rect.size.height*2-2) / (high*2);
#else
GLfloat left = rect.origin.x / wide;
GLfloat bottom = rect.origin.y / high;
GLfloat right = left + rect.size.width / wide;
GLfloat top = bottom + rect.size.height / high;
#endif // ! CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL
// Important. Texture in cocos2d are inverted, so the Y component should be inverted
CC_SWAP( top, bottom, float);
for(int i=0; i<m_nTotalParticles; i++)
{
// bottom-left vertex:
m_pQuads[i].bl.texCoords.u = left;
m_pQuads[i].bl.texCoords.v = bottom;
// bottom-right vertex:
m_pQuads[i].br.texCoords.u = right;
m_pQuads[i].br.texCoords.v = bottom;
// top-left vertex:
m_pQuads[i].tl.texCoords.u = left;
m_pQuads[i].tl.texCoords.v = top;
// top-right vertex:
m_pQuads[i].tr.texCoords.u = right;
m_pQuads[i].tr.texCoords.v = top;
}
}
void CCParticleSystemQuad::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);
}
this->initTexCoordsWithRect(rect);
}
void CCParticleSystemQuad::setTexture(CCTexture2D* var)
{
this->setTextureWithRect(var, CGRectMake(0, 0,
(float)(var->getPixelsWide() / CC_CONTENT_SCALE_FACTOR()),
(float)(var->getPixelsHigh() / CC_CONTENT_SCALE_FACTOR())));
}
void CCParticleSystemQuad::setDisplayFrame(CCSpriteFrame *spriteFrame)
{
NSAssert( CGPoint::CGPointEqualToPoint( spriteFrame->getOffsetInPixels() , 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 CCParticleSystemQuad::initIndices()
{
for( int i = 0; i < m_nTotalParticles; ++i)
{
const int i6 = i*6;
const int i4 = i*4;
m_pIndices[i6+0] = (GLushort) i4+0;
m_pIndices[i6+1] = (GLushort) i4+1;
m_pIndices[i6+2] = (GLushort) i4+2;
m_pIndices[i6+5] = (GLushort) i4+1;
m_pIndices[i6+4] = (GLushort) i4+2;
m_pIndices[i6+3] = (GLushort) i4+3;
}
}
void CCParticleSystemQuad::updateQuadWithParticle(tCCParticle* particle, CGPoint newPosition)
{
// colors
ccV2F_C4F_T2F_Quad *quad = &(m_pQuads[m_nParticleIdx]);
quad->bl.colors = particle->color;
quad->br.colors = particle->color;
quad->tl.colors = particle->color;
quad->tr.colors = particle->color;
// vertices
GLfloat size_2 = particle->size/2;
if( particle->rotation )
{
GLfloat x1 = -size_2;
GLfloat y1 = -size_2;
GLfloat x2 = size_2;
GLfloat y2 = size_2;
GLfloat x = newPosition.x;
GLfloat y = newPosition.y;
GLfloat r = (GLfloat)-CC_DEGREES_TO_RADIANS(particle->rotation);
GLfloat cr = cosf(r);
GLfloat sr = sinf(r);
GLfloat ax = x1 * cr - y1 * sr + x;
GLfloat ay = x1 * sr + y1 * cr + y;
GLfloat bx = x2 * cr - y1 * sr + x;
GLfloat by = x2 * sr + y1 * cr + y;
GLfloat cx = x2 * cr - y2 * sr + x;
GLfloat cy = x2 * sr + y2 * cr + y;
GLfloat dx = x1 * cr - y2 * sr + x;
GLfloat dy = x1 * sr + y2 * cr + y;
// bottom-left
quad->bl.vertices.x = ax;
quad->bl.vertices.y = ay;
// bottom-right vertex:
quad->br.vertices.x = bx;
quad->br.vertices.y = by;
// top-left vertex:
quad->tl.vertices.x = dx;
quad->tl.vertices.y = dy;
// top-right vertex:
quad->tr.vertices.x = cx;
quad->tr.vertices.y = cy;
} else {
// bottom-left vertex:
quad->bl.vertices.x = newPosition.x - size_2;
quad->bl.vertices.y = newPosition.y - size_2;
// bottom-right vertex:
quad->br.vertices.x = newPosition.x + size_2;
quad->br.vertices.y = newPosition.y - size_2;
// top-left vertex:
quad->tl.vertices.x = newPosition.x - size_2;
quad->tl.vertices.y = newPosition.y + size_2;
// top-right vertex:
quad->tr.vertices.x = newPosition.x + size_2;
quad->tr.vertices.y = newPosition.y + size_2;
}
}
void CCParticleSystemQuad::postStep()
{
#if CC_USES_VBO
glBindBuffer(GL_ARRAY_BUFFER, m_uQuadsID);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(m_pQuads[0])*m_nParticleCount, m_pQuads);
glBindBuffer(GL_ARRAY_BUFFER, 0);
#endif
}
// overriding draw method
void CCParticleSystemQuad::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());
#define kQuadSize sizeof(m_pQuads[0].bl)
#if CC_USES_VBO
glBindBuffer(GL_ARRAY_BUFFER, m_uQuadsID);
#if CC_ENABLE_CACHE_TEXTTURE_DATA
glBufferData(GL_ARRAY_BUFFER, sizeof(m_pQuads[0])*m_nTotalParticles, m_pQuads, GL_DYNAMIC_DRAW);
#endif
glVertexPointer(2,GL_FLOAT, kQuadSize, 0);
glColorPointer(4, GL_FLOAT, kQuadSize, (GLvoid*) offsetof(ccV2F_C4F_T2F,colors) );
glTexCoordPointer(2, GL_FLOAT, kQuadSize, (GLvoid*) offsetof(ccV2F_C4F_T2F,texCoords) );
#else // vertex array list
int offset = (int) m_pQuads;
// vertex
int diff = offsetof( ccV2F_C4F_T2F, vertices);
glVertexPointer(2,GL_FLOAT, kQuadSize, (GLvoid*) (offset+diff) );
// color
diff = offsetof( ccV2F_C4F_T2F, colors);
glColorPointer(4, GL_FLOAT, kQuadSize, (GLvoid*)(offset + diff));
// tex coords
diff = offsetof( ccV2F_C4F_T2F, texCoords);
glTexCoordPointer(2, GL_FLOAT, kQuadSize, (GLvoid*)(offset + diff));
#endif // ! CC_USES_VBO
bool newBlend = (m_tBlendFunc.src != CC_BLEND_SRC || m_tBlendFunc.dst != CC_BLEND_DST) ? true : false;
if( newBlend )
{
glBlendFunc( m_tBlendFunc.src, m_tBlendFunc.dst );
}
NSAssert( m_nParticleIdx == m_nParticleCount, "Abnormal error in particle quad");
glDrawElements(GL_TRIANGLES, m_nParticleIdx*6, GL_UNSIGNED_SHORT, m_pIndices);
// restore blend state
if( newBlend )
glBlendFunc( CC_BLEND_SRC, CC_BLEND_DST );
#if CC_USES_VBO
glBindBuffer(GL_ARRAY_BUFFER, 0);
#endif
// restore GL default state
// -
}
}// namespace cocos2d