axmol/cocos/2d/CCDrawNode.cpp

911 lines
29 KiB
C++

/* Copyright (c) 2012 Scott Lembcke and Howling Moon Software
* Copyright (c) 2012 cocos2d-x.org
* Copyright (c) 2013-2014 Chukong Technologies Inc.
*
* 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 "2d/CCDrawNode.h"
#include "base/CCEventType.h"
#include "base/CCConfiguration.h"
#include "renderer/CCRenderer.h"
#include "renderer/ccGLStateCache.h"
#include "renderer/CCGLProgramState.h"
#include "renderer/CCGLProgramCache.h"
#include "base/CCDirector.h"
#include "base/CCEventListenerCustom.h"
#include "base/CCEventDispatcher.h"
#include "2d/CCActionCatmullRom.h"
#include "platform/CCGL.h"
NS_CC_BEGIN
// Vec2 == CGPoint in 32-bits, but not in 64-bits (OS X)
// that's why the "v2f" functions are needed
static Vec2 v2fzero(0.0f,0.0f);
static inline Vec2 v2f(float x, float y)
{
Vec2 ret(x, y);
return ret;
}
static inline Vec2 v2fadd(const Vec2 &v0, const Vec2 &v1)
{
return v2f(v0.x+v1.x, v0.y+v1.y);
}
static inline Vec2 v2fsub(const Vec2 &v0, const Vec2 &v1)
{
return v2f(v0.x-v1.x, v0.y-v1.y);
}
static inline Vec2 v2fmult(const Vec2 &v, float s)
{
return v2f(v.x * s, v.y * s);
}
static inline Vec2 v2fperp(const Vec2 &p0)
{
return v2f(-p0.y, p0.x);
}
static inline Vec2 v2fneg(const Vec2 &p0)
{
return v2f(-p0.x, - p0.y);
}
static inline float v2fdot(const Vec2 &p0, const Vec2 &p1)
{
return p0.x * p1.x + p0.y * p1.y;
}
static inline Vec2 v2fforangle(float _a_)
{
return v2f(cosf(_a_), sinf(_a_));
}
static inline Vec2 v2fnormalize(const Vec2 &p)
{
Vec2 r = Vec2(p.x, p.y).getNormalized();
return v2f(r.x, r.y);
}
static inline Vec2 __v2f(const Vec2 &v)
{
//#ifdef __LP64__
return v2f(v.x, v.y);
// #else
// return * ((Vec2*) &v);
// #endif
}
static inline Tex2F __t(const Vec2 &v)
{
return *(Tex2F*)&v;
}
// implementation of DrawNode
DrawNode::DrawNode()
: _vao(0)
, _vbo(0)
, _vaoGLPoint(0)
, _vboGLPoint(0)
, _vaoGLLine(0)
, _vboGLLine(0)
, _bufferCapacity(0)
, _bufferCount(0)
, _buffer(nullptr)
, _bufferCapacityGLPoint(0)
, _bufferCountGLPoint(0)
, _bufferGLPoint(nullptr)
, _bufferCapacityGLLine(0)
, _bufferCountGLLine(0)
, _bufferGLLine(nullptr)
, _dirty(false)
, _dirtyGLPoint(false)
, _dirtyGLLine(false)
{
_blendFunc = BlendFunc::ALPHA_PREMULTIPLIED;
}
DrawNode::~DrawNode()
{
free(_buffer);
_buffer = nullptr;
free(_bufferGLPoint);
_bufferGLPoint = nullptr;
free(_bufferGLLine);
_bufferGLLine = nullptr;
glDeleteBuffers(1, &_vbo);
glDeleteBuffers(1, &_vboGLLine);
glDeleteBuffers(1, &_vboGLPoint);
_vbo = 0;
_vboGLPoint = 0;
_vboGLLine = 0;
if (Configuration::getInstance()->supportsShareableVAO())
{
glDeleteVertexArrays(1, &_vao);
glDeleteVertexArrays(1, &_vaoGLLine);
glDeleteVertexArrays(1, &_vaoGLPoint);
GL::bindVAO(0);
_vao = 0;
}
}
DrawNode* DrawNode::create()
{
DrawNode* ret = new (std::nothrow) DrawNode();
if (ret && ret->init())
{
ret->autorelease();
}
else
{
CC_SAFE_DELETE(ret);
}
return ret;
}
void DrawNode::ensureCapacity(int count)
{
CCASSERT(count>=0, "capacity must be >= 0");
if(_bufferCount + count > _bufferCapacity)
{
_bufferCapacity += MAX(_bufferCapacity, count);
_buffer = (V2F_C4B_T2F*)realloc(_buffer, _bufferCapacity*sizeof(V2F_C4B_T2F));
}
}
void DrawNode::ensureCapacityGLPoint(int count)
{
CCASSERT(count>=0, "capacity must be >= 0");
if(_bufferCountGLPoint + count > _bufferCapacityGLPoint)
{
_bufferCapacityGLPoint += MAX(_bufferCapacityGLPoint, count);
_bufferGLPoint = (V2F_C4B_PF*)realloc(_bufferGLPoint, _bufferCapacityGLPoint*sizeof(V2F_C4B_PF));
}
}
void DrawNode::ensureCapacityGLLine(int count)
{
CCASSERT(count>=0, "capacity must be >= 0");
if(_bufferCountGLLine + count > _bufferCapacityGLLine)
{
_bufferCapacityGLLine += MAX(_bufferCapacityGLLine, count);
_bufferGLLine = (V2F_C4B_T2F*)realloc(_bufferGLLine, _bufferCapacityGLLine*sizeof(V2F_C4B_T2F));
}
}
bool DrawNode::init()
{
_blendFunc = BlendFunc::ALPHA_PREMULTIPLIED;
setGLProgramState(GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_LENGTH_TEXTURE_COLOR));
ensureCapacity(512);
ensureCapacityGLPoint(64);
ensureCapacityGLLine(256);
if (Configuration::getInstance()->supportsShareableVAO())
{
glGenVertexArrays(1, &_vao);
GL::bindVAO(_vao);
}
glGenBuffers(1, &_vbo);
glBindBuffer(GL_ARRAY_BUFFER, _vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(V2F_C4B_T2F)* _bufferCapacity, _buffer, GL_STREAM_DRAW);
// vertex
glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_POSITION);
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, vertices));
// color
glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_COLOR);
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, colors));
// texcood
glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_TEX_COORD);
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORD, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, texCoords));
if (Configuration::getInstance()->supportsShareableVAO())
{
glGenVertexArrays(1, &_vaoGLLine);
GL::bindVAO(_vaoGLLine);
}
glGenBuffers(1, &_vboGLLine);
glBindBuffer(GL_ARRAY_BUFFER, _vboGLLine);
glBufferData(GL_ARRAY_BUFFER, sizeof(V2F_C4B_T2F)*_bufferCapacityGLLine, _bufferGLLine, GL_STREAM_DRAW);
// vertex
glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_POSITION);
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, vertices));
// color
glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_COLOR);
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, colors));
// texcood
glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_TEX_COORD);
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORD, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, texCoords));
if (Configuration::getInstance()->supportsShareableVAO())
{
glGenVertexArrays(1, &_vaoGLPoint);
GL::bindVAO(_vaoGLPoint);
}
glGenBuffers(1, &_vboGLPoint);
glBindBuffer(GL_ARRAY_BUFFER, _vboGLPoint);
glBufferData(GL_ARRAY_BUFFER, sizeof(V2F_C4B_PF)*_bufferCapacityGLPoint, _bufferGLPoint, GL_STREAM_DRAW);
// vertex
glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_POSITION);
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_PF), (GLvoid *)offsetof(V2F_C4B_PF, vertices));
// color
glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_COLOR);
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(V2F_C4B_PF), (GLvoid *)offsetof(V2F_C4B_PF, colors));
// pointsize
glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_POINTSIZE);
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POINTSIZE, 1, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_PF), (GLvoid *)offsetof(V2F_C4B_PF, pointSize));
glBindBuffer(GL_ARRAY_BUFFER, 0);
if (Configuration::getInstance()->supportsShareableVAO())
{
GL::bindVAO(0);
}
CHECK_GL_ERROR_DEBUG();
_dirty = true;
_dirtyGLLine = true;
_dirtyGLPoint = true;
#if CC_ENABLE_CACHE_TEXTURE_DATA
// Need to listen the event only when not use batchnode, because it will use VBO
auto listener = EventListenerCustom::create(EVENT_RENDERER_RECREATED, [this](EventCustom* event){
/** listen the event that renderer was recreated on Android/WP8 */
this->init();
});
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
#endif
return true;
}
void DrawNode::draw(Renderer *renderer, const Mat4 &transform, uint32_t flags)
{
if(_bufferCount)
{
_customCommand.init(_globalZOrder, transform, flags);
_customCommand.func = CC_CALLBACK_0(DrawNode::onDraw, this, transform, flags);
renderer->addCommand(&_customCommand);
}
if(_bufferCountGLPoint)
{
_customCommandGLPoint.init(_globalZOrder, transform, flags);
_customCommandGLPoint.func = CC_CALLBACK_0(DrawNode::onDrawGLPoint, this, transform, flags);
renderer->addCommand(&_customCommandGLPoint);
}
if(_bufferCountGLLine)
{
_customCommandGLLine.init(_globalZOrder, transform, flags);
_customCommandGLLine.func = CC_CALLBACK_0(DrawNode::onDrawGLLine, this, transform, flags);
renderer->addCommand(&_customCommandGLLine);
}
}
void DrawNode::onDraw(const Mat4 &transform, uint32_t flags)
{
auto glProgram = getGLProgram();
glProgram->use();
glProgram->setUniformsForBuiltins(transform);
GL::blendFunc(_blendFunc.src, _blendFunc.dst);
if (_dirty)
{
glBindBuffer(GL_ARRAY_BUFFER, _vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(V2F_C4B_T2F)*_bufferCapacity, _buffer, GL_STREAM_DRAW);
_dirty = false;
}
if (Configuration::getInstance()->supportsShareableVAO())
{
GL::bindVAO(_vao);
}
else
{
GL::enableVertexAttribs(GL::VERTEX_ATTRIB_FLAG_POS_COLOR_TEX);
glBindBuffer(GL_ARRAY_BUFFER, _vbo);
// vertex
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, vertices));
// color
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, colors));
// texcood
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORD, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, texCoords));
}
glDrawArrays(GL_TRIANGLES, 0, _bufferCount);
glBindBuffer(GL_ARRAY_BUFFER, 0);
CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1, _bufferCount);
CHECK_GL_ERROR_DEBUG();
}
void DrawNode::onDrawGLLine(const Mat4 &transform, uint32_t flags)
{
auto glProgram = GLProgramCache::getInstance()->getGLProgram(GLProgram::SHADER_NAME_POSITION_LENGTH_TEXTURE_COLOR);
glProgram->use();
glProgram->setUniformsForBuiltins(transform);
if (_dirtyGLLine)
{
glBindBuffer(GL_ARRAY_BUFFER, _vboGLLine);
glBufferData(GL_ARRAY_BUFFER, sizeof(V2F_C4B_T2F)*_bufferCapacityGLLine, _bufferGLLine, GL_STREAM_DRAW);
_dirtyGLLine = false;
}
if (Configuration::getInstance()->supportsShareableVAO())
{
GL::bindVAO(_vaoGLLine);
}
else
{
glBindBuffer(GL_ARRAY_BUFFER, _vboGLLine);
GL::enableVertexAttribs(GL::VERTEX_ATTRIB_FLAG_POS_COLOR_TEX);
// vertex
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, vertices));
// color
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, colors));
// texcood
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORD, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, texCoords));
}
glLineWidth(2);
glDrawArrays(GL_LINES, 0, _bufferCountGLLine);
glBindBuffer(GL_ARRAY_BUFFER, 0);
CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,_bufferCountGLLine);
CHECK_GL_ERROR_DEBUG();
}
void DrawNode::onDrawGLPoint(const Mat4 &transform, uint32_t flags)
{
auto glProgram = GLProgramCache::getInstance()->getGLProgram(GLProgram::SHADER_NAME_POSITION_COLOR_POINTSIZE);
glProgram->use();
glProgram->setUniformsForBuiltins(transform);
if (_dirtyGLPoint)
{
glBindBuffer(GL_ARRAY_BUFFER, _vboGLPoint);
glBufferData(GL_ARRAY_BUFFER, sizeof(V2F_C4B_PF)*_bufferCapacityGLPoint, _bufferGLPoint, GL_STREAM_DRAW);
_dirtyGLPoint = false;
}
if (Configuration::getInstance()->supportsShareableVAO())
{
GL::bindVAO(_vaoGLPoint);
}
else
{
glBindBuffer(GL_ARRAY_BUFFER, _vboGLPoint);
GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POSITION | GL::VERTEX_ATTRIB_FLAG_COLOR);
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_PF), (GLvoid *)offsetof(V2F_C4B_PF, vertices));
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(V2F_C4B_PF), (GLvoid *)offsetof(V2F_C4B_PF, colors));
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POINTSIZE, 1, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_PF), (GLvoid *)offsetof(V2F_C4B_PF, pointSize));
}
glDrawArrays(GL_POINTS, 0, _bufferCountGLPoint);
glBindBuffer(GL_ARRAY_BUFFER, 0);
CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,_bufferCountGLPoint);
CHECK_GL_ERROR_DEBUG();
}
void DrawNode::drawPoint(const Vec2& position, const float pointSize, const Color4F &color)
{
ensureCapacityGLPoint(1);
V2F_C4B_PF *point = (V2F_C4B_PF*)(_bufferGLPoint + _bufferCountGLPoint);
V2F_C4B_PF a = {position, Color4B(color), pointSize};
*point = a;
_bufferCountGLPoint += 1;
_dirtyGLPoint = true;
}
void DrawNode::drawPoints(const Vec2 *position, unsigned int numberOfPoints, const Color4F &color)
{
drawPoints(position, numberOfPoints, 1.0, color);
}
void DrawNode::drawPoints(const Vec2 *position, unsigned int numberOfPoints, const float pointSize, const Color4F &color)
{
ensureCapacityGLPoint(numberOfPoints);
V2F_C4B_PF *point = (V2F_C4B_PF*)(_bufferGLPoint + _bufferCountGLPoint);
for(unsigned int i=0; i < numberOfPoints; i++,point++)
{
V2F_C4B_PF a = {position[i], Color4B(color), pointSize};
*point = a;
}
_bufferCountGLPoint += numberOfPoints;
_dirtyGLPoint = true;
}
void DrawNode::drawLine(const Vec2 &origin, const Vec2 &destination, const Color4F &color)
{
ensureCapacityGLLine(2);
V2F_C4B_T2F *point = (V2F_C4B_T2F*)(_bufferGLLine + _bufferCountGLLine);
V2F_C4B_T2F a = {origin, Color4B(color), Tex2F(0.0, 0.0)};
V2F_C4B_T2F b = {destination, Color4B(color), Tex2F(0.0, 0.0)};
*point = a;
*(point+1) = b;
_bufferCountGLLine += 2;
_dirtyGLLine = true;
}
void DrawNode::drawRect(const Vec2 &origin, const Vec2 &destination, const Color4F &color)
{
drawLine(Vec2(origin.x, origin.y), Vec2(destination.x, origin.y), color);
drawLine(Vec2(destination.x, origin.y), Vec2(destination.x, destination.y), color);
drawLine(Vec2(destination.x, destination.y), Vec2(origin.x, destination.y), color);
drawLine(Vec2(origin.x, destination.y), Vec2(origin.x, origin.y), color);
}
void DrawNode::drawPoly(const Vec2 *poli, unsigned int numberOfPoints, bool closePolygon, const Color4F &color)
{
unsigned int vertext_count;
if(closePolygon)
{
vertext_count = 2 * numberOfPoints;
ensureCapacityGLLine(vertext_count);
}
else
{
vertext_count = 2 * (numberOfPoints - 1);
ensureCapacityGLLine(vertext_count);
}
V2F_C4B_T2F *point = (V2F_C4B_T2F*)(_bufferGLLine + _bufferCountGLLine);
unsigned int i = 0;
for(; i<numberOfPoints-1; i++)
{
V2F_C4B_T2F a = {poli[i], Color4B(color), Tex2F(0.0, 0.0)};
V2F_C4B_T2F b = {poli[i+1], Color4B(color), Tex2F(0.0, 0.0)};
*point = a;
*(point+1) = b;
point += 2;
}
if(closePolygon)
{
V2F_C4B_T2F a = {poli[i], Color4B(color), Tex2F(0.0, 0.0)};
V2F_C4B_T2F b = {poli[0], Color4B(color), Tex2F(0.0, 0.0)};
*point = a;
*(point+1) = b;
}
_bufferCountGLLine += vertext_count;
}
void DrawNode::drawCircle(const Vec2& center, float radius, float angle, unsigned int segments, bool drawLineToCenter, float scaleX, float scaleY, const Color4F &color)
{
const float coef = 2.0f * (float)M_PI/segments;
Vec2 *vertices = new (std::nothrow) Vec2[segments+2];
if( ! vertices )
return;
for(unsigned int i = 0;i <= segments; i++) {
float rads = i*coef;
GLfloat j = radius * cosf(rads + angle) * scaleX + center.x;
GLfloat k = radius * sinf(rads + angle) * scaleY + center.y;
vertices[i].x = j;
vertices[i].y = k;
}
if(drawLineToCenter)
{
vertices[segments+1].x = center.x;
vertices[segments+1].y = center.y;
drawPoly(vertices, segments+2, true, color);
}
else
drawPoly(vertices, segments+1, true, color);
CC_SAFE_DELETE_ARRAY(vertices);
}
void DrawNode::drawCircle(const Vec2 &center, float radius, float angle, unsigned int segments, bool drawLineToCenter, const Color4F &color)
{
drawCircle(center, radius, angle, segments, drawLineToCenter, 1.0f, 1.0f, color);
}
void DrawNode::drawQuadBezier(const Vec2 &origin, const Vec2 &control, const Vec2 &destination, unsigned int segments, const Color4F &color)
{
Vec2* vertices = new (std::nothrow) Vec2[segments + 1];
if( ! vertices )
return;
float t = 0.0f;
for(unsigned int i = 0; i < segments; i++)
{
vertices[i].x = powf(1 - t, 2) * origin.x + 2.0f * (1 - t) * t * control.x + t * t * destination.x;
vertices[i].y = powf(1 - t, 2) * origin.y + 2.0f * (1 - t) * t * control.y + t * t * destination.y;
t += 1.0f / segments;
}
vertices[segments].x = destination.x;
vertices[segments].y = destination.y;
drawPoly(vertices, segments+1, false, color);
CC_SAFE_DELETE_ARRAY(vertices);
}
void DrawNode::drawCubicBezier(const Vec2 &origin, const Vec2 &control1, const Vec2 &control2, const Vec2 &destination, unsigned int segments, const Color4F &color)
{
Vec2* vertices = new (std::nothrow) Vec2[segments + 1];
if( ! vertices )
return;
float t = 0;
for (unsigned int i = 0; i < segments; i++)
{
vertices[i].x = powf(1 - t, 3) * origin.x + 3.0f * powf(1 - t, 2) * t * control1.x + 3.0f * (1 - t) * t * t * control2.x + t * t * t * destination.x;
vertices[i].y = powf(1 - t, 3) * origin.y + 3.0f * powf(1 - t, 2) * t * control1.y + 3.0f * (1 - t) * t * t * control2.y + t * t * t * destination.y;
t += 1.0f / segments;
}
vertices[segments].x = destination.x;
vertices[segments].y = destination.y;
drawPoly(vertices, segments+1, false, color);
CC_SAFE_DELETE_ARRAY(vertices);
}
void DrawNode::drawCardinalSpline(PointArray *config, float tension, unsigned int segments, const Color4F &color)
{
Vec2* vertices = new (std::nothrow) Vec2[segments + 1];
if( ! vertices )
return;
ssize_t p;
float lt;
float deltaT = 1.0f / config->count();
for( unsigned int i=0; i < segments+1;i++) {
float dt = (float)i / segments;
// border
if( dt == 1 ) {
p = config->count() - 1;
lt = 1;
} else {
p = dt / deltaT;
lt = (dt - deltaT * (float)p) / deltaT;
}
// Interpolate
Vec2 pp0 = config->getControlPointAtIndex(p-1);
Vec2 pp1 = config->getControlPointAtIndex(p+0);
Vec2 pp2 = config->getControlPointAtIndex(p+1);
Vec2 pp3 = config->getControlPointAtIndex(p+2);
Vec2 newPos = ccCardinalSplineAt( pp0, pp1, pp2, pp3, tension, lt);
vertices[i].x = newPos.x;
vertices[i].y = newPos.y;
}
drawPoly(vertices, segments+1, false, color);
CC_SAFE_DELETE_ARRAY(vertices);
}
void DrawNode::drawCatmullRom(PointArray *points, unsigned int segments, const Color4F &color)
{
drawCardinalSpline( points, 0.5f, segments, color);
}
void DrawNode::drawDot(const Vec2 &pos, float radius, const Color4F &color)
{
unsigned int vertex_count = 2*3;
ensureCapacity(vertex_count);
V2F_C4B_T2F a = {Vec2(pos.x - radius, pos.y - radius), Color4B(color), Tex2F(-1.0, -1.0) };
V2F_C4B_T2F b = {Vec2(pos.x - radius, pos.y + radius), Color4B(color), Tex2F(-1.0, 1.0) };
V2F_C4B_T2F c = {Vec2(pos.x + radius, pos.y + radius), Color4B(color), Tex2F( 1.0, 1.0) };
V2F_C4B_T2F d = {Vec2(pos.x + radius, pos.y - radius), Color4B(color), Tex2F( 1.0, -1.0) };
V2F_C4B_T2F_Triangle *triangles = (V2F_C4B_T2F_Triangle *)(_buffer + _bufferCount);
V2F_C4B_T2F_Triangle triangle0 = {a, b, c};
V2F_C4B_T2F_Triangle triangle1 = {a, c, d};
triangles[0] = triangle0;
triangles[1] = triangle1;
_bufferCount += vertex_count;
_dirty = true;
}
void DrawNode::drawRect(const Vec2 &p1, const Vec2 &p2, const Vec2 &p3, const Vec2& p4, const Color4F &color)
{
drawLine(Vec2(p1.x, p1.y), Vec2(p2.x, p2.y), color);
drawLine(Vec2(p2.x, p2.y), Vec2(p3.x, p3.y), color);
drawLine(Vec2(p3.x, p3.y), Vec2(p4.x, p4.y), color);
drawLine(Vec2(p4.x, p4.y), Vec2(p1.x, p1.y), color);
}
void DrawNode::drawSegment(const Vec2 &from, const Vec2 &to, float radius, const Color4F &color)
{
unsigned int vertex_count = 6*3;
ensureCapacity(vertex_count);
Vec2 a = __v2f(from);
Vec2 b = __v2f(to);
Vec2 n = v2fnormalize(v2fperp(v2fsub(b, a)));
Vec2 t = v2fperp(n);
Vec2 nw = v2fmult(n, radius);
Vec2 tw = v2fmult(t, radius);
Vec2 v0 = v2fsub(b, v2fadd(nw, tw));
Vec2 v1 = v2fadd(b, v2fsub(nw, tw));
Vec2 v2 = v2fsub(b, nw);
Vec2 v3 = v2fadd(b, nw);
Vec2 v4 = v2fsub(a, nw);
Vec2 v5 = v2fadd(a, nw);
Vec2 v6 = v2fsub(a, v2fsub(nw, tw));
Vec2 v7 = v2fadd(a, v2fadd(nw, tw));
V2F_C4B_T2F_Triangle *triangles = (V2F_C4B_T2F_Triangle *)(_buffer + _bufferCount);
V2F_C4B_T2F_Triangle triangles0 = {
{v0, Color4B(color), __t(v2fneg(v2fadd(n, t)))},
{v1, Color4B(color), __t(v2fsub(n, t))},
{v2, Color4B(color), __t(v2fneg(n))},
};
triangles[0] = triangles0;
V2F_C4B_T2F_Triangle triangles1 = {
{v3, Color4B(color), __t(n)},
{v1, Color4B(color), __t(v2fsub(n, t))},
{v2, Color4B(color), __t(v2fneg(n))},
};
triangles[1] = triangles1;
V2F_C4B_T2F_Triangle triangles2 = {
{v3, Color4B(color), __t(n)},
{v4, Color4B(color), __t(v2fneg(n))},
{v2, Color4B(color), __t(v2fneg(n))},
};
triangles[2] = triangles2;
V2F_C4B_T2F_Triangle triangles3 = {
{v3, Color4B(color), __t(n)},
{v4, Color4B(color), __t(v2fneg(n))},
{v5, Color4B(color), __t(n) },
};
triangles[3] = triangles3;
V2F_C4B_T2F_Triangle triangles4 = {
{v6, Color4B(color), __t(v2fsub(t, n))},
{v4, Color4B(color), __t(v2fneg(n)) },
{v5, Color4B(color), __t(n)},
};
triangles[4] = triangles4;
V2F_C4B_T2F_Triangle triangles5 = {
{v6, Color4B(color), __t(v2fsub(t, n))},
{v7, Color4B(color), __t(v2fadd(n, t))},
{v5, Color4B(color), __t(n)},
};
triangles[5] = triangles5;
_bufferCount += vertex_count;
_dirty = true;
}
void DrawNode::drawPolygon(const Vec2 *verts, int count, const Color4F &fillColor, float borderWidth, const Color4F &borderColor)
{
CCASSERT(count >= 0, "invalid count value");
bool outline = (borderColor.a > 0.0 && borderWidth > 0.0);
auto triangle_count = outline ? (3*count - 2) : (count - 2);
auto vertex_count = 3*triangle_count;
ensureCapacity(vertex_count);
V2F_C4B_T2F_Triangle *triangles = (V2F_C4B_T2F_Triangle *)(_buffer + _bufferCount);
V2F_C4B_T2F_Triangle *cursor = triangles;
for (int i = 0; i < count-2; i++)
{
V2F_C4B_T2F_Triangle tmp = {
{verts[0], Color4B(fillColor), __t(v2fzero)},
{verts[i+1], Color4B(fillColor), __t(v2fzero)},
{verts[i+2], Color4B(fillColor), __t(v2fzero)},
};
*cursor++ = tmp;
}
if(outline)
{
struct ExtrudeVerts {Vec2 offset, n;};
struct ExtrudeVerts* extrude = (struct ExtrudeVerts*)malloc(sizeof(struct ExtrudeVerts)*count);
memset(extrude, 0, sizeof(struct ExtrudeVerts)*count);
for (int i = 0; i < count; i++)
{
Vec2 v0 = __v2f(verts[(i-1+count)%count]);
Vec2 v1 = __v2f(verts[i]);
Vec2 v2 = __v2f(verts[(i+1)%count]);
Vec2 n1 = v2fnormalize(v2fperp(v2fsub(v1, v0)));
Vec2 n2 = v2fnormalize(v2fperp(v2fsub(v2, v1)));
Vec2 offset = v2fmult(v2fadd(n1, n2), 1.0/(v2fdot(n1, n2) + 1.0));
struct ExtrudeVerts tmp = {offset, n2};
extrude[i] = tmp;
}
for(int i = 0; i < count; i++)
{
int j = (i+1)%count;
Vec2 v0 = __v2f(verts[i]);
Vec2 v1 = __v2f(verts[j]);
Vec2 n0 = extrude[i].n;
Vec2 offset0 = extrude[i].offset;
Vec2 offset1 = extrude[j].offset;
Vec2 inner0 = v2fsub(v0, v2fmult(offset0, borderWidth));
Vec2 inner1 = v2fsub(v1, v2fmult(offset1, borderWidth));
Vec2 outer0 = v2fadd(v0, v2fmult(offset0, borderWidth));
Vec2 outer1 = v2fadd(v1, v2fmult(offset1, borderWidth));
V2F_C4B_T2F_Triangle tmp1 = {
{inner0, Color4B(borderColor), __t(v2fneg(n0))},
{inner1, Color4B(borderColor), __t(v2fneg(n0))},
{outer1, Color4B(borderColor), __t(n0)}
};
*cursor++ = tmp1;
V2F_C4B_T2F_Triangle tmp2 = {
{inner0, Color4B(borderColor), __t(v2fneg(n0))},
{outer0, Color4B(borderColor), __t(n0)},
{outer1, Color4B(borderColor), __t(n0)}
};
*cursor++ = tmp2;
}
free(extrude);
}
_bufferCount += vertex_count;
_dirty = true;
}
void DrawNode::drawSolidRect(const Vec2 &origin, const Vec2 &destination, const Color4F &color)
{
Vec2 vertices[] = {
origin,
Vec2(destination.x, origin.y),
destination,
Vec2(origin.x, destination.y)
};
drawSolidPoly(vertices, 4, color );
}
void DrawNode::drawSolidPoly(const Vec2 *poli, unsigned int numberOfPoints, const Color4F &color)
{
drawPolygon(poli, numberOfPoints, color, 0.0, Color4F(0.0, 0.0, 0.0, 0.0));
}
void DrawNode::drawSolidCircle(const Vec2& center, float radius, float angle, unsigned int segments, float scaleX, float scaleY, const Color4F &color)
{
const float coef = 2.0f * (float)M_PI/segments;
Vec2 *vertices = new (std::nothrow) Vec2[segments];
if( ! vertices )
return;
for(unsigned int i = 0;i < segments; i++)
{
float rads = i*coef;
GLfloat j = radius * cosf(rads + angle) * scaleX + center.x;
GLfloat k = radius * sinf(rads + angle) * scaleY + center.y;
vertices[i].x = j;
vertices[i].y = k;
}
drawSolidPoly(vertices, segments, color);
CC_SAFE_DELETE_ARRAY(vertices);
}
void DrawNode::drawSolidCircle( const Vec2& center, float radius, float angle, unsigned int segments, const Color4F& color)
{
drawSolidCircle(center, radius, angle, segments, 1.0f, 1.0f, color);
}
void DrawNode::drawTriangle(const Vec2 &p1, const Vec2 &p2, const Vec2 &p3, const Color4F &color)
{
unsigned int vertex_count = 3;
ensureCapacity(vertex_count);
Color4B col = Color4B(color);
V2F_C4B_T2F a = {Vec2(p1.x, p1.y), col, Tex2F(0.0, 0.0) };
V2F_C4B_T2F b = {Vec2(p2.x, p2.y), col, Tex2F(0.0, 0.0) };
V2F_C4B_T2F c = {Vec2(p3.x, p3.y), col, Tex2F(0.0, 0.0) };
V2F_C4B_T2F_Triangle *triangles = (V2F_C4B_T2F_Triangle *)(_buffer + _bufferCount);
V2F_C4B_T2F_Triangle triangle = {a, b, c};
triangles[0] = triangle;
_bufferCount += vertex_count;
_dirty = true;
}
void DrawNode::drawQuadraticBezier(const Vec2& from, const Vec2& control, const Vec2& to, unsigned int segments, const Color4F &color)
{
drawQuadBezier(from, control, to, segments, color);
}
void DrawNode::clear()
{
_bufferCount = 0;
_dirty = true;
_bufferCountGLLine = 0;
_dirtyGLLine = true;
_bufferCountGLPoint = 0;
_dirtyGLPoint = true;
}
const BlendFunc& DrawNode::getBlendFunc() const
{
return _blendFunc;
}
void DrawNode::setBlendFunc(const BlendFunc &blendFunc)
{
_blendFunc = blendFunc;
}
NS_CC_END