axmol/cocos/2d/CCDrawingPrimitives.cpp

589 lines
18 KiB
C++

/****************************************************************************
Copyright (c) 2008-2010 Ricardo Quesada
Copyright (c) 2010-2013 cocos2d-x.org
Copyright (c) 2011 Zynga Inc.
Copyright (c) 2013-2014 Chukong Technologies Inc.
http://www.cocos2d-x.org
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
/*
*
* IMPORTANT IMPORTANT IMPORTANT IMPORTANT
*
*
* LEGACY FUNCTIONS
*
* USE DrawNode instead
*
*/
#include "CCDrawingPrimitives.h"
#include <string.h>
#include <cmath>
#include "2d/ccTypes.h"
#include "2d/ccMacros.h"
#include "CCGL.h"
#include "2d/CCDirector.h"
#include "2d/ccGLStateCache.h"
#include "CCShaderCache.h"
#include "2d/CCGLProgram.h"
#include "2d/CCActionCatmullRom.h"
#include "2d/renderer/CCRenderer.h"
NS_CC_BEGIN
#ifndef M_PI
#define M_PI 3.14159265358979323846
#endif
namespace DrawPrimitives {
static bool s_initialized = false;
static GLProgram* s_shader = nullptr;
static int s_colorLocation = -1;
static Color4F s_color(1.0f,1.0f,1.0f,1.0f);
static int s_pointSizeLocation = -1;
static GLfloat s_pointSize = 1.0f;
#ifdef EMSCRIPTEN
static GLuint s_bufferObject = 0;
static GLuint s_bufferSize = 0;
static void setGLBufferData(void *buf, GLuint bufSize)
{
if(s_bufferSize < bufSize)
{
if(s_bufferObject)
{
glDeleteBuffers(1, &s_bufferObject);
}
glGenBuffers(1, &s_bufferObject);
s_bufferSize = bufSize;
glBindBuffer(GL_ARRAY_BUFFER, s_bufferObject);
glBufferData(GL_ARRAY_BUFFER, bufSize, buf, GL_DYNAMIC_DRAW);
}
else
{
glBindBuffer(GL_ARRAY_BUFFER, s_bufferObject);
glBufferSubData(GL_ARRAY_BUFFER, 0, bufSize, buf);
}
}
#endif // EMSCRIPTEN
static void lazy_init( void )
{
if( ! s_initialized ) {
//
// Position and 1 color passed as a uniform (to simulate glColor4ub )
//
s_shader = ShaderCache::getInstance()->getProgram(GLProgram::SHADER_NAME_POSITION_U_COLOR);
s_shader->retain();
s_colorLocation = s_shader->getUniformLocation("u_color");
CHECK_GL_ERROR_DEBUG();
s_pointSizeLocation = s_shader->getUniformLocation("u_pointSize");
CHECK_GL_ERROR_DEBUG();
s_initialized = true;
}
}
// When switching from backround to foreground on android, we want the params to be initialized again
void init()
{
lazy_init();
}
void free()
{
CC_SAFE_RELEASE_NULL(s_shader);
s_initialized = false;
}
void drawPoint( const Vector2& point )
{
lazy_init();
Vector2 p;
p.x = point.x;
p.y = point.y;
GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POSITION );
s_shader->use();
s_shader->setUniformsForBuiltins();
s_shader->setUniformLocationWith4fv(s_colorLocation, (GLfloat*) &s_color.r, 1);
s_shader->setUniformLocationWith1f(s_pointSizeLocation, s_pointSize);
#ifdef EMSCRIPTEN
setGLBufferData(&p, 8);
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, 0);
#else
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, &p);
#endif // EMSCRIPTEN
glDrawArrays(GL_POINTS, 0, 1);
CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,1);
}
void drawPoints( const Vector2 *points, unsigned int numberOfPoints )
{
lazy_init();
GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POSITION );
s_shader->use();
s_shader->setUniformsForBuiltins();
s_shader->setUniformLocationWith4fv(s_colorLocation, (GLfloat*) &s_color.r, 1);
s_shader->setUniformLocationWith1f(s_pointSizeLocation, s_pointSize);
// XXX: Mac OpenGL error. arrays can't go out of scope before draw is executed
Vector2* newPoints = new Vector2[numberOfPoints];
// iPhone and 32-bit machines optimization
if( sizeof(Vector2) == sizeof(Vector2) )
{
#ifdef EMSCRIPTEN
setGLBufferData((void*) points, numberOfPoints * sizeof(Vector2));
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, 0);
#else
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, points);
#endif // EMSCRIPTEN
}
else
{
// Mac on 64-bit
for( unsigned int i=0; i<numberOfPoints;i++) {
newPoints[i].x = points[i].x;
newPoints[i].y = points[i].y;
}
#ifdef EMSCRIPTEN
// Suspect Emscripten won't be emitting 64-bit code for a while yet,
// but want to make sure this continues to work even if they do.
setGLBufferData(newPoints, numberOfPoints * sizeof(Vector2));
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, 0);
#else
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, newPoints);
#endif // EMSCRIPTEN
}
glDrawArrays(GL_POINTS, 0, (GLsizei) numberOfPoints);
CC_SAFE_DELETE_ARRAY(newPoints);
CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1, numberOfPoints);
}
void drawLine( const Vector2& origin, const Vector2& destination )
{
lazy_init();
Vector2 vertices[2] = {
Vector2(origin.x, origin.y),
Vector2(destination.x, destination.y)
};
s_shader->use();
s_shader->setUniformsForBuiltins();
s_shader->setUniformLocationWith4fv(s_colorLocation, (GLfloat*) &s_color.r, 1);
GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POSITION );
#ifdef EMSCRIPTEN
setGLBufferData(vertices, 16);
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, 0);
#else
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
#endif // EMSCRIPTEN
glDrawArrays(GL_LINES, 0, 2);
CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,2);
}
void drawRect( Vector2 origin, Vector2 destination )
{
drawLine(Vector2(origin.x, origin.y), Vector2(destination.x, origin.y));
drawLine(Vector2(destination.x, origin.y), Vector2(destination.x, destination.y));
drawLine(Vector2(destination.x, destination.y), Vector2(origin.x, destination.y));
drawLine(Vector2(origin.x, destination.y), Vector2(origin.x, origin.y));
}
void drawSolidRect( Vector2 origin, Vector2 destination, Color4F color )
{
Vector2 vertices[] = {
origin,
Vector2(destination.x, origin.y),
destination,
Vector2(origin.x, destination.y)
};
drawSolidPoly(vertices, 4, color );
}
void drawPoly( const Vector2 *poli, unsigned int numberOfPoints, bool closePolygon )
{
lazy_init();
s_shader->use();
s_shader->setUniformsForBuiltins();
s_shader->setUniformLocationWith4fv(s_colorLocation, (GLfloat*) &s_color.r, 1);
GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POSITION );
// iPhone and 32-bit machines optimization
if( sizeof(Vector2) == sizeof(Vector2) )
{
#ifdef EMSCRIPTEN
setGLBufferData((void*) poli, numberOfPoints * sizeof(Vector2));
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, 0);
#else
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, poli);
#endif // EMSCRIPTEN
if( closePolygon )
glDrawArrays(GL_LINE_LOOP, 0, (GLsizei) numberOfPoints);
else
glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) numberOfPoints);
}
else
{
// Mac on 64-bit
// XXX: Mac OpenGL error. arrays can't go out of scope before draw is executed
Vector2* newPoli = new Vector2[numberOfPoints];
for( unsigned int i=0; i<numberOfPoints;i++) {
newPoli[i].x = poli[i].x;
newPoli[i].y = poli[i].y;
}
#ifdef EMSCRIPTEN
setGLBufferData(newPoli, numberOfPoints * sizeof(Vector2));
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, 0);
#else
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, newPoli);
#endif // EMSCRIPTEN
if( closePolygon )
glDrawArrays(GL_LINE_LOOP, 0, (GLsizei) numberOfPoints);
else
glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) numberOfPoints);
CC_SAFE_DELETE_ARRAY(newPoli);
}
CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1, numberOfPoints);
}
void drawSolidPoly( const Vector2 *poli, unsigned int numberOfPoints, Color4F color )
{
lazy_init();
s_shader->use();
s_shader->setUniformsForBuiltins();
s_shader->setUniformLocationWith4fv(s_colorLocation, (GLfloat*) &color.r, 1);
GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POSITION );
// XXX: Mac OpenGL error. arrays can't go out of scope before draw is executed
Vector2* newPoli = new Vector2[numberOfPoints];
// iPhone and 32-bit machines optimization
if( sizeof(Vector2) == sizeof(Vector2) )
{
#ifdef EMSCRIPTEN
setGLBufferData((void*) poli, numberOfPoints * sizeof(Vector2));
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, 0);
#else
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, poli);
#endif // EMSCRIPTEN
}
else
{
// Mac on 64-bit
for( unsigned int i=0; i<numberOfPoints;i++)
{
newPoli[i] = Vector2( poli[i].x, poli[i].y );
}
#ifdef EMSCRIPTEN
setGLBufferData(newPoli, numberOfPoints * sizeof(Vector2));
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, 0);
#else
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, newPoli);
#endif // EMSCRIPTEN
}
glDrawArrays(GL_TRIANGLE_FAN, 0, (GLsizei) numberOfPoints);
CC_SAFE_DELETE_ARRAY(newPoli);
CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1, numberOfPoints);
}
void drawCircle( const Vector2& center, float radius, float angle, unsigned int segments, bool drawLineToCenter, float scaleX, float scaleY)
{
lazy_init();
int additionalSegment = 1;
if (drawLineToCenter)
additionalSegment++;
const float coef = 2.0f * (float)M_PI/segments;
GLfloat *vertices = (GLfloat*)calloc( sizeof(GLfloat)*2*(segments+2), 1);
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*2] = j;
vertices[i*2+1] = k;
}
vertices[(segments+1)*2] = center.x;
vertices[(segments+1)*2+1] = center.y;
s_shader->use();
s_shader->setUniformsForBuiltins();
s_shader->setUniformLocationWith4fv(s_colorLocation, (GLfloat*) &s_color.r, 1);
GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POSITION );
#ifdef EMSCRIPTEN
setGLBufferData(vertices, sizeof(GLfloat)*2*(segments+2));
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, 0);
#else
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
#endif // EMSCRIPTEN
glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) segments+additionalSegment);
::free( vertices );
CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,segments+additionalSegment);
}
void drawCircle( const Vector2& center, float radius, float angle, unsigned int segments, bool drawLineToCenter)
{
drawCircle(center, radius, angle, segments, drawLineToCenter, 1.0f, 1.0f);
}
void drawSolidCircle( const Vector2& center, float radius, float angle, unsigned int segments, float scaleX, float scaleY)
{
lazy_init();
const float coef = 2.0f * (float)M_PI/segments;
GLfloat *vertices = (GLfloat*)calloc( sizeof(GLfloat)*2*(segments+2), 1);
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*2] = j;
vertices[i*2+1] = k;
}
vertices[(segments+1)*2] = center.x;
vertices[(segments+1)*2+1] = center.y;
s_shader->use();
s_shader->setUniformsForBuiltins();
s_shader->setUniformLocationWith4fv(s_colorLocation, (GLfloat*) &s_color.r, 1);
GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POSITION );
#ifdef EMSCRIPTEN
setGLBufferData(vertices, sizeof(GLfloat)*2*(segments+2));
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, 0);
#else
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
#endif // EMSCRIPTEN
glDrawArrays(GL_TRIANGLE_FAN, 0, (GLsizei) segments+1);
::free( vertices );
CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,segments+1);
}
void drawSolidCircle( const Vector2& center, float radius, float angle, unsigned int segments)
{
drawSolidCircle(center, radius, angle, segments, 1.0f, 1.0f);
}
void drawQuadBezier(const Vector2& origin, const Vector2& control, const Vector2& destination, unsigned int segments)
{
lazy_init();
Vector2* vertices = new Vector2[segments + 1];
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;
s_shader->use();
s_shader->setUniformsForBuiltins();
s_shader->setUniformLocationWith4fv(s_colorLocation, (GLfloat*) &s_color.r, 1);
GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POSITION );
#ifdef EMSCRIPTEN
setGLBufferData(vertices, (segments + 1) * sizeof(Vector2));
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, 0);
#else
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
#endif // EMSCRIPTEN
glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) segments + 1);
CC_SAFE_DELETE_ARRAY(vertices);
CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,segments+1);
}
void drawCatmullRom( PointArray *points, unsigned int segments )
{
drawCardinalSpline( points, 0.5f, segments );
}
void drawCardinalSpline( PointArray *config, float tension, unsigned int segments )
{
lazy_init();
Vector2* vertices = new Vector2[segments + 1];
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
Vector2 pp0 = config->getControlPointAtIndex(p-1);
Vector2 pp1 = config->getControlPointAtIndex(p+0);
Vector2 pp2 = config->getControlPointAtIndex(p+1);
Vector2 pp3 = config->getControlPointAtIndex(p+2);
Vector2 newPos = ccCardinalSplineAt( pp0, pp1, pp2, pp3, tension, lt);
vertices[i].x = newPos.x;
vertices[i].y = newPos.y;
}
s_shader->use();
s_shader->setUniformsForBuiltins();
s_shader->setUniformLocationWith4fv(s_colorLocation, (GLfloat*)&s_color.r, 1);
GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POSITION );
#ifdef EMSCRIPTEN
setGLBufferData(vertices, (segments + 1) * sizeof(Vector2));
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, 0);
#else
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
#endif // EMSCRIPTEN
glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) segments + 1);
CC_SAFE_DELETE_ARRAY(vertices);
CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,segments+1);
}
void drawCubicBezier(const Vector2& origin, const Vector2& control1, const Vector2& control2, const Vector2& destination, unsigned int segments)
{
lazy_init();
Vector2* vertices = new Vector2[segments + 1];
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;
s_shader->use();
s_shader->setUniformsForBuiltins();
s_shader->setUniformLocationWith4fv(s_colorLocation, (GLfloat*) &s_color.r, 1);
GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POSITION );
#ifdef EMSCRIPTEN
setGLBufferData(vertices, (segments + 1) * sizeof(Vector2));
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, 0);
#else
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
#endif // EMSCRIPTEN
glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) segments + 1);
CC_SAFE_DELETE_ARRAY(vertices);
CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,segments+1);
}
void setDrawColor4F( GLfloat r, GLfloat g, GLfloat b, GLfloat a )
{
s_color.r = r;
s_color.g = g;
s_color.b = b;
s_color.a = a;
}
void setPointSize( GLfloat pointSize )
{
s_pointSize = pointSize * CC_CONTENT_SCALE_FACTOR();
//TODO :glPointSize( pointSize );
}
void setDrawColor4B( GLubyte r, GLubyte g, GLubyte b, GLubyte a )
{
s_color.r = r/255.0f;
s_color.g = g/255.0f;
s_color.b = b/255.0f;
s_color.a = a/255.0f;
}
} // DrawPrimitives namespace
NS_CC_END