mirror of https://github.com/axmolengine/axmol.git
436 lines
13 KiB
C++
436 lines
13 KiB
C++
/****************************************************************************
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Copyright (c) 2014 Chukong Technologies 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 "3d/CCSprite3D.h"
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#include "3d/CCMesh.h"
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#include "3d/CCObjLoader.h"
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#include "3d/CCMeshSkin.h"
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#include "3d/CCBundle3D.h"
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#include "3d/CCSprite3DMaterial.h"
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#include "3d/CCSubMesh.h"
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#include "3d/CCAttachNode.h"
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#include "3d/CCSubMeshState.h"
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#include "3d/CCSkeleton3D.h"
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#include "base/CCDirector.h"
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#include "base/CCPlatformMacros.h"
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#include "base/ccMacros.h"
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#include "platform/CCFileUtils.h"
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#include "renderer/CCTextureCache.h"
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#include "renderer/CCRenderer.h"
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#include "renderer/CCGLProgramState.h"
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#include "renderer/CCGLProgramCache.h"
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#include "deprecated/CCString.h" // For StringUtils::format
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NS_CC_BEGIN
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std::string s_attributeNames[] = {GLProgram::ATTRIBUTE_NAME_POSITION, GLProgram::ATTRIBUTE_NAME_COLOR, GLProgram::ATTRIBUTE_NAME_TEX_COORD, GLProgram::ATTRIBUTE_NAME_NORMAL, GLProgram::ATTRIBUTE_NAME_BLEND_WEIGHT, GLProgram::ATTRIBUTE_NAME_BLEND_INDEX};
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Sprite3D* Sprite3D::create(const std::string &modelPath)
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{
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if (modelPath.length() < 4)
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CCASSERT(false, "improper name specified when creating Sprite3D");
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auto sprite = new Sprite3D();
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if (sprite && sprite->initWithFile(modelPath))
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{
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sprite->autorelease();
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return sprite;
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}
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CC_SAFE_DELETE(sprite);
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return nullptr;
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}
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Sprite3D* Sprite3D::create(const std::string &modelPath, const std::string &texturePath)
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{
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auto sprite = create(modelPath);
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if (sprite)
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{
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sprite->setTexture(texturePath);
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}
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return sprite;
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}
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bool Sprite3D::loadFromCache(const std::string& path)
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{
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std::string fullPath = FileUtils::getInstance()->fullPathForFilename(path);
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//find from the cache
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std::string key = fullPath + "#";
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auto mesh = MeshCache::getInstance()->getMesh(key);
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if (mesh)
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{
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_mesh = mesh;
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_mesh->retain();
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char str[20];
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for (int i = 0; i < (int)_mesh->getSubMeshCount(); i++) {
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sprintf(str, "submesh%d", i);
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std::string submeshkey = key + std::string(str);
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auto tex = Sprite3DMaterialCache::getInstance()->getSprite3DMaterial(submeshkey);
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auto submeshstate = SubMeshState::create();
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submeshstate->setTexture(tex);
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_subMeshStates.pushBack(submeshstate);
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}
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_skeleton = Skeleton3D::create(fullPath, "");
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CC_SAFE_RETAIN(_skeleton);
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_skin = MeshSkin::create(_skeleton, fullPath, "");
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CC_SAFE_RETAIN(_skin);
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genGLProgramState();
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return true;
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}
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return false;
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}
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//.mtl file should at the same directory with the same name if exist
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bool Sprite3D::loadFromObj(const std::string& path)
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{
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std::string fullPath = FileUtils::getInstance()->fullPathForFilename(path);
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std::string key = fullPath + "#";
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//.mtl file directory
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std::string dir = "";
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auto last = fullPath.rfind("/");
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if (last != -1)
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dir = fullPath.substr(0, last + 1);
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ObjLoader::shapes_t shapes;
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std::string errstr = ObjLoader::LoadObj(shapes, fullPath.c_str(), dir.c_str());
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if (!errstr.empty())
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return false;
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//convert to mesh and material
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std::vector<std::vector<unsigned short> > submeshIndices;
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std::vector<std::string> matnames;
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std::string texname;
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for (auto it = shapes.shapes.begin(); it != shapes.shapes.end(); it++)
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{
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submeshIndices.push_back((*it).mesh.indices);
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texname = (*it).material.diffuse_texname;
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if (!texname.empty())
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texname = dir + (*it).material.diffuse_texname;
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matnames.push_back(texname);
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}
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_mesh = Mesh::create(shapes.positions, shapes.normals, shapes.texcoords, submeshIndices);
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_mesh->retain();
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if (_mesh == nullptr)
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return false;
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//add mesh to cache
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MeshCache::getInstance()->addMesh(key, _mesh);
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genMaterials(key, matnames);
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genGLProgramState();
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return true;
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}
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bool Sprite3D::loadFromC3x(const std::string& path)
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{
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std::string fullPath = FileUtils::getInstance()->fullPathForFilename(path);
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std::string key = fullPath + "#";
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//load from .c3b or .c3t
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auto bundle = Bundle3D::getInstance();
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if (!bundle->load(fullPath))
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return false;
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MeshData meshdata;
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bool ret = bundle->loadMeshData("", &meshdata);
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if (!ret)
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{
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return false;
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}
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_mesh = Mesh::create(meshdata.vertex, meshdata.vertexSizeInFloat, meshdata.subMeshIndices, meshdata.attribs);
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CC_SAFE_RETAIN(_mesh);
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//add mesh to cache
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MeshCache::getInstance()->addMesh(key, _mesh);
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_skeleton = Skeleton3D::create(fullPath, "");
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CC_SAFE_RETAIN(_skeleton);
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_skin = MeshSkin::create(_skeleton, fullPath, "");
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CC_SAFE_RETAIN(_skin);
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MaterialData materialdata;
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ret = bundle->loadMaterialData("", &materialdata);
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if (ret)
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{
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std::vector<std::string> texpaths;
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texpaths.resize(_mesh->getSubMeshCount(), "");
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for (auto& it : materialdata.texturePaths)
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{
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texpaths[it.first] = it.second;
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}
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genMaterials(key, texpaths);
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}
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genGLProgramState();
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return true;
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}
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Sprite3D::Sprite3D()
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: _mesh(nullptr)
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, _skin(nullptr)
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, _skeleton(nullptr)
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, _blend(BlendFunc::ALPHA_NON_PREMULTIPLIED)
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{
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}
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Sprite3D::~Sprite3D()
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{
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_subMeshStates.clear();
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CC_SAFE_RELEASE_NULL(_mesh);
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CC_SAFE_RELEASE_NULL(_skin);
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CC_SAFE_RELEASE_NULL(_skeleton);
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removeAllAttachNode();
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}
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bool Sprite3D::initWithFile(const std::string &path)
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{
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_subMeshStates.clear();
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CC_SAFE_RELEASE_NULL(_mesh);
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CC_SAFE_RELEASE_NULL(_skin);
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CC_SAFE_RELEASE_NULL(_skeleton);
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if (loadFromCache(path))
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return true;
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//load from file
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std::string ext = path.substr(path.length() - 4, 4);
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std::transform(ext.begin(), ext.end(), ext.begin(), tolower);
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if (ext == ".obj")
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{
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return loadFromObj(path);
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}
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else if (ext == ".c3b" || ext == ".c3t")
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{
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return loadFromC3x(path);
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}
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return false;
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}
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void Sprite3D::genGLProgramState()
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{
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auto programstate = GLProgramState::getOrCreateWithGLProgram(getDefaultGLProgram(_mesh->hasVertexAttrib(GLProgram::VERTEX_ATTRIB_TEX_COORD)));
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long offset = 0;
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auto attributeCount = _mesh->getMeshVertexAttribCount();
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for (auto k = 0; k < attributeCount; k++) {
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auto meshattribute = _mesh->getMeshVertexAttribute(k);
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programstate->setVertexAttribPointer(s_attributeNames[meshattribute.vertexAttrib],
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meshattribute.size,
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meshattribute.type,
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GL_FALSE,
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_mesh->getVertexSizeInBytes(),
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(GLvoid*)offset);
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offset += meshattribute.attribSizeBytes;
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}
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setGLProgramState(programstate);
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auto count = _mesh->getSubMeshCount();
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_meshCommands.resize(count);
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for (int i = 0; i < count; i++) {
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auto tex = _subMeshStates.at(i)->getTexture();
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GLuint texID = tex ? tex->getName() : 0;
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_meshCommands[i].genMaterialID(texID, programstate, _mesh, _blend);
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}
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}
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GLProgram* Sprite3D::getDefaultGLProgram(bool textured)
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{
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bool hasSkin = _skin && _mesh->hasVertexAttrib(GLProgram::VERTEX_ATTRIB_BLEND_INDEX)
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&& _mesh->hasVertexAttrib(GLProgram::VERTEX_ATTRIB_BLEND_WEIGHT);
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if(textured)
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{
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if (hasSkin)
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return GLProgramCache::getInstance()->getGLProgram(GLProgram::SHADER_3D_SKINPOSITION_TEXTURE);
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return GLProgramCache::getInstance()->getGLProgram(GLProgram::SHADER_3D_POSITION_TEXTURE);
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}
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else
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{
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return GLProgramCache::getInstance()->getGLProgram(GLProgram::SHADER_3D_POSITION);
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}
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}
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void Sprite3D::genMaterials(const std::string& keyprefix, const std::vector<std::string>& texpaths)
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{
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_subMeshStates.clear();
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char str[20];
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auto cache = Director::getInstance()->getTextureCache();
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int index = 0;
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for (auto& it : texpaths) {
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auto tex = cache->addImage(it);
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auto subMeshState = SubMeshState::create();
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subMeshState->setTexture(tex);
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_subMeshStates.pushBack(subMeshState);
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//add to cache
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sprintf(str, "submesh%d", index);
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std::string submeshkey = keyprefix + std::string(str);
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Sprite3DMaterialCache::getInstance()->addSprite3DMaterial(submeshkey, tex);
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index++;
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}
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}
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void Sprite3D::setTexture(const std::string& texFile)
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{
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auto tex = Director::getInstance()->getTextureCache()->addImage(texFile);
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setTexture(tex);
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}
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void Sprite3D::setTexture(Texture2D* texture)
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{
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_subMeshStates.at(0)->setTexture(texture);
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}
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AttachNode* Sprite3D::getAttachNode(const std::string& boneName)
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{
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auto it = _attachments.find(boneName);
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if (it != _attachments.end())
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return it->second;
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if (_skin)
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{
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auto bone = _skin->getBoneByName(boneName);
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auto attachNode = AttachNode::create(bone);
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addChild(attachNode);
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_attachments[boneName] = attachNode;
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return attachNode;
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}
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return nullptr;
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}
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void Sprite3D::removeAttachNode(const std::string& boneName)
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{
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auto it = _attachments.find(boneName);
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if (it != _attachments.end())
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{
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removeChild(it->second);
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_attachments.erase(it);
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}
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}
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void Sprite3D::removeAllAttachNode()
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{
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for (auto& it : _attachments) {
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removeChild(it.second);
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}
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_attachments.clear();
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}
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void Sprite3D::draw(Renderer *renderer, const Mat4 &transform, uint32_t flags)
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{
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// if (_skeleton)
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// _skeleton->updateBoneMatrix();
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GLProgramState* programstate = getGLProgramState();
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Color4F color(getDisplayedColor());
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color.a = getDisplayedOpacity() / 255.0f;
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for (ssize_t i = 0; i < _mesh->getSubMeshCount(); i++) {
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auto submeshstate = _subMeshStates.at(i);
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if (!submeshstate->isVisible())
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continue;
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auto submesh = _mesh->getSubMesh((int)i);
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auto& meshCommand = _meshCommands[i];
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GLuint textureID = submeshstate->getTexture() ? submeshstate->getTexture()->getName() : 0;
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meshCommand.init(_globalZOrder, textureID, programstate, _blend, _mesh->getVertexBuffer(), submesh->getIndexBuffer(), (GLenum)submesh->getPrimitiveType(), (GLenum)submesh->getIndexFormat(), submesh->getIndexCount(), transform);
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meshCommand.setCullFaceEnabled(true);
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meshCommand.setDepthTestEnabled(true);
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if (_skin)
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{
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meshCommand.setMatrixPaletteSize((int)_skin->getMatrixPaletteSize());
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meshCommand.setMatrixPalette(_skin->getMatrixPalette());
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}
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//support tint and fade
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meshCommand.setDisplayColor(Vec4(color.r, color.g, color.b, color.a));
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Director::getInstance()->getRenderer()->addCommand(&meshCommand);
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}
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}
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void Sprite3D::setBlendFunc(const BlendFunc &blendFunc)
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{
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if(_blend.src != blendFunc.src || _blend.dst != blendFunc.dst)
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{
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_blend = blendFunc;
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}
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}
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const BlendFunc& Sprite3D::getBlendFunc() const
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{
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return _blend;
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}
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AABB Sprite3D::getAABB() const
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{
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Mat4 nodeToWorldTransform(getNodeToWorldTransform());
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// If nodeToWorldTransform matrix isn't changed, we don't need to transform aabb.
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if (memcmp(_nodeToWorldTransform.m, nodeToWorldTransform.m, sizeof(Mat4)) == 0)
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{
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return _aabb;
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}
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else
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{
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Mat4 transform(nodeToWorldTransform);
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_aabb = _mesh->getOriginAABB();
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if (getSkin() && getSkin()->getRootBone())
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{
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transform = nodeToWorldTransform * getSkin()->getRootBone()->getWorldMat();
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}
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_aabb.transform(transform);
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_nodeToWorldTransform = nodeToWorldTransform;
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}
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return _aabb;
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}
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Rect Sprite3D::getBoundingBox() const
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{
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AABB aabb = getAABB();
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Rect ret(aabb._min.x, aabb._min.y, (aabb._max.x - aabb._min.x), (aabb._max.y - aabb._min.y));
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return ret;
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}
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NS_CC_END
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