axmol/core/2d/ParticleBatchNode.h

194 lines
6.9 KiB
C++

/*
* Copyright (C) 2009 Matt Oswald
* Copyright (c) 2009-2010 Ricardo Quesada
* Copyright (c) 2010-2012 cocos2d-x.org
* Copyright (c) 2011 Zynga Inc.
* Copyright (c) 2011 Marco Tillemans
* Copyright (c) 2013-2016 Chukong Technologies Inc.
* Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
*
* https://axmolengine.github.io/
*
* 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.
*
*/
#pragma once
#include "2d/Node.h"
#include "base/Protocols.h"
#include "renderer/CustomCommand.h"
NS_AX_BEGIN
class Texture2D;
class TextureAtlas;
class ParticleSystem;
/**
* @addtogroup _2d
* @{
*/
#define kParticleDefaultCapacity 500
/** @class ParticleBatchNode
* @brief ParticleBatchNode is like a batch node: if it contains children, it will draw them in 1 single OpenGL call
* (often known as "batch draw").
*
* A ParticleBatchNode can reference one and only one texture (one image file, one texture atlas).
* Only the ParticleSystems that are contained in that texture can be added to the SpriteBatchNode.
* All ParticleSystems added to a SpriteBatchNode are drawn in one OpenGL ES draw call.
* If the ParticleSystems are not added to a ParticleBatchNode then an OpenGL ES draw call will be needed for each one,
* which is less efficient.
*
*
* Limitations:
* - At the moment only ParticleSystemQuad is supported
* - All systems need to be drawn with the same parameters, blend function, aliasing, texture
*
* Most efficient usage
* - Initialize the ParticleBatchNode with the texture and enough capacity for all the particle systems
* - Initialize all particle systems and add them as child to the batch node
* @since v1.1
*/
class AX_DLL ParticleBatchNode : public Node, public TextureProtocol
{
public:
/** Create the particle system with Texture2D, a capacity of particles, which particle system to use.
*
* @param tex A given texture.
* @param capacity A capacity of particles.
* @return An autoreleased ParticleBatchNode object.
* @js NA
*/
static ParticleBatchNode* createWithTexture(Texture2D* tex, int capacity = kParticleDefaultCapacity);
/** Create the particle system with the name of a file on disk (for a list of supported formats look at the
* Texture2D class), a capacity of particles.
*
* @param fileImage A given file name.
* @param capacity A capacity of particles.
* @return An autoreleased ParticleBatchNode object.
*/
static ParticleBatchNode* create(std::string_view fileImage, int capacity = kParticleDefaultCapacity);
/** Inserts a child into the ParticleBatchNode.
*
* @param system A given particle system.
* @param index The insert index.
*/
void insertChild(ParticleSystem* system, int index);
/** Remove a child of the ParticleBatchNode.
*
* @param index The index of the child.
* @param doCleanup True if all actions and callbacks on this node should be removed, false otherwise.
*/
void removeChildAtIndex(int index, bool doCleanup);
void removeAllChildrenWithCleanup(bool doCleanup) override;
/** Disables a particle by inserting a 0'd quad into the texture atlas.
*
* @param particleIndex The index of the particle.
*/
void disableParticle(int particleIndex);
/** Gets the texture atlas used for drawing the quads.
*
* @return The texture atlas used for drawing the quads.
*/
TextureAtlas* getTextureAtlas() const { return _textureAtlas; }
/** Sets the texture atlas used for drawing the quads.
*
* @param atlas The texture atlas used for drawing the quads.
*/
void setTextureAtlas(TextureAtlas* atlas) { _textureAtlas = atlas; }
// Overrides
virtual void visit(Renderer* renderer, const Mat4& parentTransform, uint32_t parentFlags) override;
using Node::addChild;
virtual void addChild(Node* child, int zOrder, int tag) override;
virtual void addChild(Node* child, int zOrder, std::string_view name) override;
virtual void removeChild(Node* child, bool cleanup) override;
virtual void reorderChild(Node* child, int zOrder) override;
virtual void draw(Renderer* renderer, const Mat4& transform, uint32_t flags) override;
virtual Texture2D* getTexture() const override;
virtual void setTexture(Texture2D* texture) override;
/**
* @code
* When this function bound into js or lua,the parameter will be changed
* In js: var setBlendFunc(var src, var dst)
* @endcode
* @lua NA
*/
virtual void setBlendFunc(const BlendFunc& blendFunc) override;
/**
* @js NA
* @lua NA
*/
virtual const BlendFunc& getBlendFunc() const override;
/**
* @js ctor
*/
ParticleBatchNode();
/**
* @js NA
* @lua NA
*/
virtual ~ParticleBatchNode();
/** initializes the particle system with Texture2D, a capacity of particles */
bool initWithTexture(Texture2D* tex, int capacity);
/** initializes the particle system with the name of a file on disk (for a list of supported formats look at the
* Texture2D class), a capacity of particles */
bool initWithFile(std::string_view fileImage, int capacity);
private:
void updateAllAtlasIndexes();
void increaseAtlasCapacityTo(ssize_t quantity);
int searchNewPositionInChildrenForZ(int z);
void getCurrentIndex(int* oldIndex, int* newIndex, Node* child, int z);
int addChildHelper(ParticleSystem* child, int z, int aTag, std::string_view name, bool setTag);
void addChildByTagOrName(ParticleSystem* child, int z, int tag, std::string_view name, bool setTag);
void updateBlendFunc();
void updateProgramStateTexture();
/** the texture atlas used for drawing the quads */
TextureAtlas* _textureAtlas = nullptr;
/** the blend function used for drawing the quads */
BlendFunc _blendFunc;
CustomCommand _customCommand;
backend::UniformLocation _mvpMatrixLocaiton;
backend::UniformLocation _textureLocation;
};
// end of _2d group
/// @}
NS_AX_END