mirror of https://github.com/axmolengine/axmol.git
845 lines
30 KiB
C++
845 lines
30 KiB
C++
/****************************************************************************
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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) 2010-2012 cocos2d-x.org
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Copyright (c) 2011 Zynga Inc.
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Copyright (c) 2013-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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https://axmolengine.github.io/
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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 "2d/ParticleSystemQuad.h"
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#include <algorithm>
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#include <stddef.h> // offsetof
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#include "base/Types.h"
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#include "2d/SpriteFrame.h"
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#include "2d/ParticleBatchNode.h"
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#include "renderer/TextureAtlas.h"
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#include "renderer/Renderer.h"
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#include "base/Director.h"
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#include "base/EventType.h"
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#include "base/Configuration.h"
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#include "base/EventListenerCustom.h"
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#include "base/EventDispatcher.h"
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#include "base/UTF8.h"
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#include "renderer/Shaders.h"
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#include "renderer/backend/ProgramState.h"
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#include "2d/TweenFunction.h"
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NS_AX_BEGIN
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ParticleSystemQuad::ParticleSystemQuad()
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{
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auto& pipelinePS = _quadCommand.getPipelineDescriptor().programState;
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auto* program = backend::Program::getBuiltinProgram(backend::ProgramType::POSITION_TEXTURE_COLOR);
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//!!! support etc1 with alpha?
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pipelinePS = (new backend::ProgramState(program));
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_mvpMatrixLocaiton = pipelinePS->getUniformLocation("u_MVPMatrix");
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_textureLocation = pipelinePS->getUniformLocation("u_tex0");
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}
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ParticleSystemQuad::~ParticleSystemQuad()
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{
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if (nullptr == _batchNode)
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{
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AX_SAFE_FREE(_quads);
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AX_SAFE_FREE(_indices);
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}
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AX_SAFE_RELEASE_NULL(_quadCommand.getPipelineDescriptor().programState);
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}
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// implementation ParticleSystemQuad
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ParticleSystemQuad* ParticleSystemQuad::create(std::string_view filename)
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{
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ParticleSystemQuad* ret = new ParticleSystemQuad();
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if (ret->initWithFile(filename))
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{
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ret->autorelease();
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return ret;
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}
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AX_SAFE_DELETE(ret);
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return ret;
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}
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ParticleSystemQuad* ParticleSystemQuad::createWithTotalParticles(int numberOfParticles)
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{
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AXASSERT(numberOfParticles <= 10000,
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"Adding more than 10000 particles will crash the renderer, the mesh generated has an index format of "
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"U_SHORT (uint16_t)");
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ParticleSystemQuad* ret = new ParticleSystemQuad();
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if (ret->initWithTotalParticles(numberOfParticles))
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{
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ret->autorelease();
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return ret;
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}
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AX_SAFE_DELETE(ret);
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return ret;
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}
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ParticleSystemQuad* ParticleSystemQuad::create(ValueMap& dictionary)
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{
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ParticleSystemQuad* ret = new ParticleSystemQuad();
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if (ret->initWithDictionary(dictionary))
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{
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ret->autorelease();
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return ret;
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}
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AX_SAFE_DELETE(ret);
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return ret;
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}
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// implementation ParticleSystemQuad
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// overriding the init method
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bool ParticleSystemQuad::initWithTotalParticles(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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{
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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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// setupVBO();
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#if AX_ENABLE_CACHE_TEXTURE_DATA
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// Need to listen the event only when not use batchnode, because it will use VBO
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auto listener = EventListenerCustom::create(EVENT_RENDERER_RECREATED,
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AX_CALLBACK_1(ParticleSystemQuad::listenRendererRecreated, this));
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_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
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#endif
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return true;
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}
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return false;
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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 =
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Rect(pointRect.origin.x * AX_CONTENT_SCALE_FACTOR(), pointRect.origin.y * AX_CONTENT_SCALE_FACTOR(),
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pointRect.size.width * AX_CONTENT_SCALE_FACTOR(), pointRect.size.height * AX_CONTENT_SCALE_FACTOR());
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float wide = (float)pointRect.size.width;
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float high = (float)pointRect.size.height;
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if (_texture)
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{
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wide = (float)_texture->getPixelsWide();
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high = (float)_texture->getPixelsHigh();
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}
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#if AX_FIX_ARTIFACTS_BY_STRECHING_TEXEL
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float left = (rect.origin.x * 2 + 1) / (wide * 2);
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float bottom = (rect.origin.y * 2 + 1) / (high * 2);
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float right = left + (rect.size.width * 2 - 2) / (wide * 2);
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float top = bottom + (rect.size.height * 2 - 2) / (high * 2);
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#else
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float left = rect.origin.x / wide;
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float bottom = rect.origin.y / high;
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float right = left + rect.size.width / wide;
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float top = bottom + rect.size.height / high;
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#endif // ! AX_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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std::swap(top, bottom);
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V3F_C4B_T2F_Quad* quads = nullptr;
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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::updateTexCoords()
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{
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if (_texture)
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{
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const Vec2& s = _texture->getContentSize();
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initTexCoordsWithRect(Rect(0, 0, s.width, s.height));
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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->getBackendTexture() != _texture->getBackendTexture())
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{
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ParticleSystem::setTexture(texture);
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auto programState = _quadCommand.getPipelineDescriptor().programState;
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programState->setTexture(_texture->getBackendTexture());
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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 Vec2& 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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AXASSERT(spriteFrame->getOffsetInPixels().isZero(), "QuadParticle only supports SpriteFrames with no offsets");
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this->setTextureWithRect(spriteFrame->getTexture(), spriteFrame->getRect());
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}
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void ParticleSystemQuad::initIndices()
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{
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for (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] = (unsigned short)i4 + 0;
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_indices[i6 + 1] = (unsigned short)i4 + 1;
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_indices[i6 + 2] = (unsigned short)i4 + 2;
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_indices[i6 + 5] = (unsigned short)i4 + 1;
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_indices[i6 + 4] = (unsigned short)i4 + 2;
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_indices[i6 + 3] = (unsigned short)i4 + 3;
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}
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}
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inline void updatePosWithParticle(V3F_C4B_T2F_Quad* quad,
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const Vec2& newPosition,
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float size,
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float scaleInSize,
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float rotation,
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float staticRotation)
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{
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// vertices
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float size_2 = size / 2;
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float x1 = -size_2 * scaleInSize;
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float y1 = -size_2 * scaleInSize;
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float x2 = size_2 * scaleInSize;
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float y2 = size_2 * scaleInSize;
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float x = newPosition.x;
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float y = newPosition.y;
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float r = (float)-AX_DEGREES_TO_RADIANS(rotation + staticRotation);
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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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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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void ParticleSystemQuad::updateParticleQuads()
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{
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if (_particleCount <= 0)
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{
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return;
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}
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Vec2 currentPosition;
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if (_positionType == PositionType::FREE)
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{
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currentPosition = this->convertToWorldSpace(Vec2::ZERO);
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}
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else if (_positionType == PositionType::RELATIVE)
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{
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currentPosition = _position;
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}
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V3F_C4B_T2F_Quad* startQuad;
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Vec2 pos = Vec2::ZERO;
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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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startQuad = &(batchQuads[_atlasIndex]);
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pos = _position;
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}
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else
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{
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startQuad = &(_quads[0]);
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}
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if (_positionType == PositionType::FREE)
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{
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Vec3 p1(currentPosition.x, currentPosition.y, 0);
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Mat4 worldToNodeTM = getWorldToNodeTransform();
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worldToNodeTM.transformPoint(&p1);
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Vec3 p2;
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Vec2 newPos;
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float* startX = _particleData.startPosX;
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float* startY = _particleData.startPosY;
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float* x = _particleData.posx;
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float* y = _particleData.posy;
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float* s = _particleData.size;
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float* r = _particleData.rotation;
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float* sr = _particleData.staticRotation;
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float* sid = _particleData.scaleInDelta;
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float* sil = _particleData.scaleInLength;
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V3F_C4B_T2F_Quad* quadStart = startQuad;
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if (_isScaleInAllocated)
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{
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for (int i = 0; i < _particleCount;
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++i, ++startX, ++startY, ++x, ++y, ++quadStart, ++s, ++r, ++sr, ++sid, ++sil)
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{
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p2.set(*startX, *startY, 0);
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worldToNodeTM.transformPoint(&p2);
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newPos.set(*x, *y);
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p2 = p1 - p2;
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newPos.x -= p2.x - pos.x;
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newPos.y -= p2.y - pos.y;
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updatePosWithParticle(quadStart, newPos, *s, tweenfunc::expoEaseOut(*sid / *sil), *r, *sr);
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}
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}
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else
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{
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for (int i = 0; i < _particleCount; ++i, ++startX, ++startY, ++x, ++y, ++quadStart, ++s, ++r, ++sr)
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{
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p2.set(*startX, *startY, 0);
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worldToNodeTM.transformPoint(&p2);
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newPos.set(*x, *y);
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p2 = p1 - p2;
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newPos.x -= p2.x - pos.x;
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newPos.y -= p2.y - pos.y;
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updatePosWithParticle(quadStart, newPos, *s, 1.0F, *r, *sr);
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}
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}
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}
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else if (_positionType == PositionType::RELATIVE)
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{
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Vec2 newPos;
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float* startX = _particleData.startPosX;
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float* startY = _particleData.startPosY;
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float* x = _particleData.posx;
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float* y = _particleData.posy;
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float* s = _particleData.size;
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float* r = _particleData.rotation;
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float* sr = _particleData.staticRotation;
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float* sid = _particleData.scaleInDelta;
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float* sil = _particleData.scaleInLength;
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V3F_C4B_T2F_Quad* quadStart = startQuad;
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if (_isScaleInAllocated)
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{
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for (int i = 0; i < _particleCount;
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++i, ++startX, ++startY, ++x, ++y, ++quadStart, ++s, ++r, ++sr, ++sid, ++sil)
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{
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newPos.set(*x, *y);
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newPos.x = *x - (currentPosition.x - *startX);
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newPos.y = *y - (currentPosition.y - *startY);
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newPos += pos;
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updatePosWithParticle(quadStart, newPos, *s, tweenfunc::expoEaseOut(*sid / *sil), *r, *sr);
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}
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}
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else
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{
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for (int i = 0; i < _particleCount; ++i, ++startX, ++startY, ++x, ++y, ++quadStart, ++s, ++r, ++sr)
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{
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newPos.set(*x, *y);
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newPos.x = *x - (currentPosition.x - *startX);
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newPos.y = *y - (currentPosition.y - *startY);
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newPos += pos;
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updatePosWithParticle(quadStart, newPos, *s, 1.0F, *r, *sr);
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}
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}
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}
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else
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{
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Vec2 newPos;
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float* startX = _particleData.startPosX;
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float* startY = _particleData.startPosY;
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float* x = _particleData.posx;
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float* y = _particleData.posy;
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float* s = _particleData.size;
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float* r = _particleData.rotation;
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float* sr = _particleData.staticRotation;
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float* sid = _particleData.scaleInDelta;
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float* sil = _particleData.scaleInLength;
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V3F_C4B_T2F_Quad* quadStart = startQuad;
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if (_isScaleInAllocated)
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{
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for (int i = 0; i < _particleCount;
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++i, ++startX, ++startY, ++x, ++y, ++quadStart, ++s, ++r, ++sr, ++sid, ++sil)
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{
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newPos.set(*x + pos.x, *y + pos.y);
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updatePosWithParticle(quadStart, newPos, *s, tweenfunc::expoEaseOut(*sid / *sil), *r, *sr);
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}
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}
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else
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{
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for (int i = 0; i < _particleCount; ++i, ++startX, ++startY, ++x, ++y, ++quadStart, ++s, ++r, ++sr)
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{
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newPos.set(*x + pos.x, *y + pos.y);
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updatePosWithParticle(quadStart, newPos, *s, 1.0F, *r, *sr);
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}
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}
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}
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V3F_C4B_T2F_Quad* quad = startQuad;
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float* r = _particleData.colorR;
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float* g = _particleData.colorG;
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float* b = _particleData.colorB;
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float* a = _particleData.colorA;
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if (_isOpacityFadeInAllocated)
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{
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float* fadeDt = _particleData.opacityFadeInDelta;
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float* fadeLn = _particleData.opacityFadeInLength;
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// HSV calculation is expensive, so we should skip it if it's not enabled.
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if (_isHSVAllocated)
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{
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float* hue = _particleData.hue;
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float* sat = _particleData.sat;
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float* val = _particleData.val;
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if (_opacityModifyRGB)
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{
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auto hsv = HSV();
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for (int i = 0; i < _particleCount;
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++i, ++quad, ++r, ++g, ++b, ++a, ++hue, ++sat, ++val, ++fadeDt, ++fadeLn)
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{
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hsv.fromRgba({*r, *g, *b, *a * (*fadeDt / *fadeLn)});
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hsv.h += *hue;
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hsv.s = abs(*sat);
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hsv.v = abs(*val);
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auto colF = hsv.toColor4F();
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quad->bl.colors.set(colF.r * colF.a * 255.0F, colF.g * colF.a * 255.0F, colF.b * colF.a * 255.0F,
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colF.a * 255.0F);
|
|
quad->br.colors.set(colF.r * colF.a * 255.0F, colF.g * colF.a * 255.0F, colF.b * colF.a * 255.0F,
|
|
colF.a * 255.0F);
|
|
quad->tl.colors.set(colF.r * colF.a * 255.0F, colF.g * colF.a * 255.0F, colF.b * colF.a * 255.0F,
|
|
colF.a * 255.0F);
|
|
quad->tr.colors.set(colF.r * colF.a * 255.0F, colF.g * colF.a * 255.0F, colF.b * colF.a * 255.0F,
|
|
colF.a * 255.0F);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
auto hsv = HSV();
|
|
for (int i = 0; i < _particleCount;
|
|
++i, ++quad, ++r, ++g, ++b, ++a, ++hue, ++sat, ++val, ++fadeDt, ++fadeLn)
|
|
{
|
|
hsv.fromRgba({*r, *g, *b, *a * (*fadeDt / *fadeLn)});
|
|
hsv.h += *hue;
|
|
hsv.s = abs(*sat);
|
|
hsv.v = abs(*val);
|
|
auto col = hsv.toColor4B();
|
|
quad->bl.colors.set(col.r, col.g, col.b, col.a);
|
|
quad->br.colors.set(col.r, col.g, col.b, col.a);
|
|
quad->tl.colors.set(col.r, col.g, col.b, col.a);
|
|
quad->tr.colors.set(col.r, col.g, col.b, col.a);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// set color
|
|
if (_opacityModifyRGB)
|
|
{
|
|
for (int i = 0; i < _particleCount; ++i, ++quad, ++r, ++g, ++b, ++a, ++fadeDt, ++fadeLn)
|
|
{
|
|
uint8_t colorR = *r * *a * 255;
|
|
uint8_t colorG = *g * *a * 255;
|
|
uint8_t colorB = *b * *a * 255;
|
|
uint8_t colorA = *a * (*fadeDt / *fadeLn) * 255;
|
|
quad->bl.colors.set(colorR, colorG, colorB, colorA);
|
|
quad->br.colors.set(colorR, colorG, colorB, colorA);
|
|
quad->tl.colors.set(colorR, colorG, colorB, colorA);
|
|
quad->tr.colors.set(colorR, colorG, colorB, colorA);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (int i = 0; i < _particleCount; ++i, ++quad, ++r, ++g, ++b, ++a, ++fadeDt, ++fadeLn)
|
|
{
|
|
uint8_t colorR = *r * 255;
|
|
uint8_t colorG = *g * 255;
|
|
uint8_t colorB = *b * 255;
|
|
uint8_t colorA = *a * (*fadeDt / *fadeLn) * 255;
|
|
quad->bl.colors.set(colorR, colorG, colorB, colorA);
|
|
quad->br.colors.set(colorR, colorG, colorB, colorA);
|
|
quad->tl.colors.set(colorR, colorG, colorB, colorA);
|
|
quad->tr.colors.set(colorR, colorG, colorB, colorA);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// HSV calculation is expensive, so we should skip it if it's not enabled.
|
|
if (_isHSVAllocated)
|
|
{
|
|
float* hue = _particleData.hue;
|
|
float* sat = _particleData.sat;
|
|
float* val = _particleData.val;
|
|
|
|
if (_opacityModifyRGB)
|
|
{
|
|
auto hsv = HSV();
|
|
for (int i = 0; i < _particleCount; ++i, ++quad, ++r, ++g, ++b, ++a, ++hue, ++sat, ++val)
|
|
{
|
|
hsv.fromRgba({*r, *g, *b, *a});
|
|
hsv.h += *hue;
|
|
hsv.s = abs(*sat);
|
|
hsv.v = abs(*val);
|
|
auto colF = hsv.toColor4F();
|
|
quad->bl.colors.set(colF.r * colF.a * 255.0F, colF.g * colF.a * 255.0F, colF.b * colF.a * 255.0F,
|
|
colF.a * 255.0F);
|
|
quad->br.colors.set(colF.r * colF.a * 255.0F, colF.g * colF.a * 255.0F, colF.b * colF.a * 255.0F,
|
|
colF.a * 255.0F);
|
|
quad->tl.colors.set(colF.r * colF.a * 255.0F, colF.g * colF.a * 255.0F, colF.b * colF.a * 255.0F,
|
|
colF.a * 255.0F);
|
|
quad->tr.colors.set(colF.r * colF.a * 255.0F, colF.g * colF.a * 255.0F, colF.b * colF.a * 255.0F,
|
|
colF.a * 255.0F);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
auto hsv = HSV();
|
|
for (int i = 0; i < _particleCount; ++i, ++quad, ++r, ++g, ++b, ++a, ++hue, ++sat, ++val)
|
|
{
|
|
hsv.fromRgba({*r, *g, *b, *a});
|
|
hsv.h += *hue;
|
|
hsv.s = abs(*sat);
|
|
hsv.v = abs(*val);
|
|
auto col = hsv.toColor4B();
|
|
quad->bl.colors.set(col.r, col.g, col.b, col.a);
|
|
quad->br.colors.set(col.r, col.g, col.b, col.a);
|
|
quad->tl.colors.set(col.r, col.g, col.b, col.a);
|
|
quad->tr.colors.set(col.r, col.g, col.b, col.a);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// set color
|
|
if (_opacityModifyRGB)
|
|
{
|
|
for (int i = 0; i < _particleCount; ++i, ++quad, ++r, ++g, ++b, ++a)
|
|
{
|
|
uint8_t colorR = *r * *a * 255;
|
|
uint8_t colorG = *g * *a * 255;
|
|
uint8_t colorB = *b * *a * 255;
|
|
uint8_t colorA = *a * 255;
|
|
quad->bl.colors.set(colorR, colorG, colorB, colorA);
|
|
quad->br.colors.set(colorR, colorG, colorB, colorA);
|
|
quad->tl.colors.set(colorR, colorG, colorB, colorA);
|
|
quad->tr.colors.set(colorR, colorG, colorB, colorA);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (int i = 0; i < _particleCount; ++i, ++quad, ++r, ++g, ++b, ++a)
|
|
{
|
|
uint8_t colorR = *r * 255;
|
|
uint8_t colorG = *g * 255;
|
|
uint8_t colorB = *b * 255;
|
|
uint8_t colorA = *a * 255;
|
|
quad->bl.colors.set(colorR, colorG, colorB, colorA);
|
|
quad->br.colors.set(colorR, colorG, colorB, colorA);
|
|
quad->tl.colors.set(colorR, colorG, colorB, colorA);
|
|
quad->tr.colors.set(colorR, colorG, colorB, colorA);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// The reason for using for-loops separately for every property is because
|
|
// When the processor needs to read from or write to a location in memory,
|
|
// it first checks whether a copy of that data is in the cpu's cache.
|
|
// And wether if every property's memory of the particle system is continuous,
|
|
// for the purpose of improving cache hit rate, we should process only one property in one for-loop.
|
|
// It was proved to be effective especially for low-end devices.
|
|
if ((_isLifeAnimated || _isEmitterAnimated || _isLoopAnimated) && _isAnimAllocated)
|
|
{
|
|
V3F_C4B_T2F_Quad* quad = startQuad;
|
|
unsigned short* cellIndex = _particleData.animCellIndex;
|
|
|
|
ParticleFrameDescriptor index;
|
|
for (int i = 0; i < _particleCount; ++i, ++quad, ++cellIndex)
|
|
{
|
|
float left = 0.0F, bottom = 0.0F, top = 1.0F, right = 1.0F;
|
|
|
|
// TODO: index.isRotated should be treated accordingly
|
|
|
|
auto iter = _animationIndices.find(*cellIndex);
|
|
if (iter == _animationIndices.end())
|
|
index.rect = {0, 0, float(_texture->getPixelsWide()), float(_texture->getPixelsHigh())};
|
|
else
|
|
index = iter->second;
|
|
|
|
auto texWidth = _texture->getPixelsWide();
|
|
auto texHeight = _texture->getPixelsHigh();
|
|
|
|
left = index.rect.origin.x / texWidth;
|
|
right = (index.rect.origin.x + index.rect.size.x) / texWidth;
|
|
|
|
top = index.rect.origin.y / texHeight;
|
|
bottom = (index.rect.origin.y + index.rect.size.y) / texHeight;
|
|
|
|
quad->bl.texCoords.u = left;
|
|
quad->bl.texCoords.v = bottom;
|
|
|
|
quad->br.texCoords.u = right;
|
|
quad->br.texCoords.v = bottom;
|
|
|
|
quad->tl.texCoords.u = left;
|
|
quad->tl.texCoords.v = top;
|
|
|
|
quad->tr.texCoords.u = right;
|
|
quad->tr.texCoords.v = top;
|
|
}
|
|
}
|
|
}
|
|
|
|
// overriding draw method
|
|
void ParticleSystemQuad::draw(Renderer* renderer, const Mat4& transform, uint32_t flags)
|
|
{
|
|
// quad command
|
|
if (_particleCount > 0)
|
|
{
|
|
auto programState = _quadCommand.getPipelineDescriptor().programState;
|
|
|
|
ax::Mat4 projectionMat = _director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
|
|
programState->setUniform(_mvpMatrixLocaiton, projectionMat.m, sizeof(projectionMat.m));
|
|
|
|
_quadCommand.init(_globalZOrder, _texture, _blendFunc, _quads, _particleCount, transform, flags);
|
|
renderer->addCommand(&_quadCommand);
|
|
}
|
|
}
|
|
|
|
void ParticleSystemQuad::setTotalParticles(int tp)
|
|
{
|
|
// If we are setting the total number of particles to a number higher
|
|
// than what is allocated, we need to allocate new arrays
|
|
if (tp > _allocatedParticles)
|
|
{
|
|
// Allocate new memory
|
|
size_t quadsSize = sizeof(_quads[0]) * tp * 1;
|
|
size_t indicesSize = sizeof(_indices[0]) * tp * 6 * 1;
|
|
|
|
_particleData.release();
|
|
if (!_particleData.init(tp))
|
|
{
|
|
AXLOG("Particle system: not enough memory");
|
|
return;
|
|
}
|
|
V3F_C4B_T2F_Quad* quadsNew = (V3F_C4B_T2F_Quad*)realloc(_quads, quadsSize);
|
|
unsigned short* indicesNew = (unsigned short*)realloc(_indices, indicesSize);
|
|
|
|
if (quadsNew && indicesNew)
|
|
{
|
|
// Assign pointers
|
|
_quads = quadsNew;
|
|
_indices = indicesNew;
|
|
|
|
// Clear the memory
|
|
memset(_quads, 0, quadsSize);
|
|
memset(_indices, 0, indicesSize);
|
|
|
|
_allocatedParticles = tp;
|
|
}
|
|
else
|
|
{
|
|
// Out of memory, failed to resize some array
|
|
if (quadsNew)
|
|
_quads = quadsNew;
|
|
if (indicesNew)
|
|
_indices = indicesNew;
|
|
|
|
AXLOG("Particle system: out of memory");
|
|
return;
|
|
}
|
|
|
|
_totalParticles = tp;
|
|
|
|
// Init particles
|
|
if (_batchNode)
|
|
{
|
|
for (int i = 0; i < _totalParticles; i++)
|
|
{
|
|
_particleData.atlasIndex[i] = i;
|
|
}
|
|
}
|
|
|
|
initIndices();
|
|
// setupVBO();
|
|
|
|
// fixed https://axmolengine.github.io//issues/3990
|
|
// Updates texture coords.
|
|
updateTexCoords();
|
|
}
|
|
else
|
|
{
|
|
_totalParticles = tp;
|
|
}
|
|
|
|
// fixed issue #5762
|
|
// reset the emission rate
|
|
setEmissionRate(_totalParticles / _life);
|
|
|
|
resetSystem();
|
|
}
|
|
|
|
void ParticleSystemQuad::listenRendererRecreated(EventCustom* /*event*/)
|
|
{
|
|
// when comes to foreground in android, _buffersVBO and _VAOname is a wild handle
|
|
// before recreating, we need to reset them to 0
|
|
// memset(_buffersVBO, 0, sizeof(_buffersVBO));
|
|
// if (Configuration::getInstance()->supportsShareableVAO())
|
|
// {
|
|
// _VAOname = 0;
|
|
// setupVBOandVAO();
|
|
// }
|
|
// else
|
|
// {
|
|
// setupVBO();
|
|
// }
|
|
}
|
|
|
|
bool ParticleSystemQuad::allocMemory()
|
|
{
|
|
AXASSERT(!_batchNode, "Memory should not be alloced when not using batchNode");
|
|
|
|
AX_SAFE_FREE(_quads);
|
|
AX_SAFE_FREE(_indices);
|
|
|
|
_quads = (V3F_C4B_T2F_Quad*)malloc(_totalParticles * sizeof(V3F_C4B_T2F_Quad));
|
|
_indices = (unsigned short*)malloc(_totalParticles * 6 * sizeof(unsigned short));
|
|
|
|
if (!_quads || !_indices)
|
|
{
|
|
AXLOG("axmol: Particle system: not enough memory");
|
|
AX_SAFE_FREE(_quads);
|
|
AX_SAFE_FREE(_indices);
|
|
|
|
return false;
|
|
}
|
|
|
|
memset(_quads, 0, _totalParticles * sizeof(V3F_C4B_T2F_Quad));
|
|
memset(_indices, 0, _totalParticles * 6 * sizeof(unsigned short));
|
|
|
|
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());
|
|
// setupVBO();
|
|
}
|
|
// 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]));
|
|
|
|
AX_SAFE_FREE(_quads);
|
|
AX_SAFE_FREE(_indices);
|
|
}
|
|
}
|
|
}
|
|
|
|
ParticleSystemQuad* ParticleSystemQuad::create()
|
|
{
|
|
ParticleSystemQuad* particleSystemQuad = new ParticleSystemQuad();
|
|
if (particleSystemQuad->init())
|
|
{
|
|
particleSystemQuad->autorelease();
|
|
return particleSystemQuad;
|
|
}
|
|
AX_SAFE_DELETE(particleSystemQuad);
|
|
return nullptr;
|
|
}
|
|
|
|
std::string ParticleSystemQuad::getDescription() const
|
|
{
|
|
return StringUtils::format("<ParticleSystemQuad | Tag = %d, Total Particles = %d>", _tag, _totalParticles);
|
|
}
|
|
NS_AX_END
|