axmol/cocos/2d/CCGrid.cpp

689 lines
18 KiB
C++

/****************************************************************************
Copyright (c) 2009 On-Core
Copyright (c) 2010-2012 cocos2d-x.org
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.
****************************************************************************/
#include "2d/ccMacros.h"
#include "CCGrid.h"
#include "2d/CCDirector.h"
#include "CCGrabber.h"
#include "ccUtils.h"
#include "2d/CCGLProgram.h"
#include "CCShaderCache.h"
#include "2d/ccGLStateCache.h"
#include "CCGL.h"
#include "2d/renderer/CCRenderer.h"
#include "TransformUtils.h"
NS_CC_BEGIN
// implementation of GridBase
GridBase* GridBase::create(const Size& gridSize)
{
GridBase *pGridBase = new GridBase();
if (pGridBase)
{
if (pGridBase->initWithSize(gridSize))
{
pGridBase->autorelease();
}
else
{
CC_SAFE_RELEASE_NULL(pGridBase);
}
}
return pGridBase;
}
GridBase* GridBase::create(const Size& gridSize, Texture2D *texture, bool flipped)
{
GridBase *pGridBase = new GridBase();
if (pGridBase)
{
if (pGridBase->initWithSize(gridSize, texture, flipped))
{
pGridBase->autorelease();
}
else
{
CC_SAFE_RELEASE_NULL(pGridBase);
}
}
return pGridBase;
}
bool GridBase::initWithSize(const Size& gridSize, Texture2D *texture, bool flipped)
{
bool ret = true;
_active = false;
_reuseGrid = 0;
_gridSize = gridSize;
_texture = texture;
CC_SAFE_RETAIN(_texture);
_isTextureFlipped = flipped;
Size texSize = _texture->getContentSize();
_step.x = texSize.width / _gridSize.width;
_step.y = texSize.height / _gridSize.height;
_grabber = new Grabber();
if (_grabber)
{
_grabber->grab(_texture);
}
else
{
ret = false;
}
_shaderProgram = ShaderCache::getInstance()->getProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE);
calculateVertexPoints();
return ret;
}
bool GridBase::initWithSize(const Size& gridSize)
{
Director *director = Director::getInstance();
Size s = director->getWinSizeInPixels();
auto POTWide = ccNextPOT((unsigned int)s.width);
auto POTHigh = ccNextPOT((unsigned int)s.height);
// we only use rgba8888
Texture2D::PixelFormat format = Texture2D::PixelFormat::RGBA8888;
auto dataLen = POTWide * POTHigh * 4;
void *data = calloc(dataLen, 1);
if (! data)
{
CCLOG("cocos2d: Grid: not enough memory.");
this->release();
return false;
}
Texture2D *texture = new Texture2D();
texture->initWithData(data, dataLen, format, POTWide, POTHigh, s);
free(data);
if (! texture)
{
CCLOG("cocos2d: Grid: error creating texture");
return false;
}
initWithSize(gridSize, texture, false);
texture->release();
return true;
}
GridBase::~GridBase(void)
{
CCLOGINFO("deallocing GridBase: %p", this);
//TODO: ? why 2.0 comments this line setActive(false);
CC_SAFE_RELEASE(_texture);
CC_SAFE_RELEASE(_grabber);
}
// properties
void GridBase::setActive(bool active)
{
_active = active;
if (! active)
{
Director *pDirector = Director::getInstance();
Director::Projection proj = pDirector->getProjection();
pDirector->setProjection(proj);
}
}
void GridBase::setTextureFlipped(bool flipped)
{
if (_isTextureFlipped != flipped)
{
_isTextureFlipped = flipped;
calculateVertexPoints();
}
}
void GridBase::set2DProjection()
{
Director *director = Director::getInstance();
Size size = director->getWinSizeInPixels();
glViewport(0, 0, (GLsizei)(size.width), (GLsizei)(size.height) );
director->loadIdentityMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
Matrix orthoMatrix;
Matrix::createOrthographicOffCenter(0, size.width, 0, size.height, -1, 1, &orthoMatrix);
director->multiplyMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION, orthoMatrix);
director->loadIdentityMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
GL::setProjectionMatrixDirty();
}
void GridBase::beforeDraw(void)
{
// save projection
Director *director = Director::getInstance();
_directorProjection = director->getProjection();
// 2d projection
// [director setProjection:Director::Projection::_2D];
set2DProjection();
_grabber->beforeRender(_texture);
}
void GridBase::afterDraw(cocos2d::Node *target)
{
_grabber->afterRender(_texture);
// restore projection
Director *director = Director::getInstance();
director->setProjection(_directorProjection);
// if (target->getCamera()->isDirty())
// {
// Vector2 offset = target->getAnchorPointInPoints();
//
// //
// // XXX: Camera should be applied in the AnchorPoint
// //
// kmGLTranslatef(offset.x, offset.y, 0);
// target->getCamera()->locate();
// kmGLTranslatef(-offset.x, -offset.y, 0);
// }
GL::bindTexture2D(_texture->getName());
// restore projection for default FBO .fixed bug #543 #544
//TODO: Director::getInstance()->setProjection(Director::getInstance()->getProjection());
//TODO: Director::getInstance()->applyOrientation();
blit();
}
void GridBase::blit(void)
{
CCASSERT(0, "");
}
void GridBase::reuse(void)
{
CCASSERT(0, "");
}
void GridBase::calculateVertexPoints(void)
{
CCASSERT(0, "");
}
// implementation of Grid3D
Grid3D* Grid3D::create(const Size& gridSize, Texture2D *texture, bool flipped)
{
Grid3D *ret= new Grid3D();
if (ret)
{
if (ret->initWithSize(gridSize, texture, flipped))
{
ret->autorelease();
}
else
{
delete ret;
ret = nullptr;
}
}
return ret;
}
Grid3D* Grid3D::create(const Size& gridSize)
{
Grid3D *ret= new Grid3D();
if (ret)
{
if (ret->initWithSize(gridSize))
{
ret->autorelease();
}
else
{
delete ret;
ret = nullptr;
}
}
return ret;
}
Grid3D::Grid3D()
: _texCoordinates(nullptr)
, _vertices(nullptr)
, _originalVertices(nullptr)
, _indices(nullptr)
{
}
Grid3D::~Grid3D(void)
{
CC_SAFE_FREE(_texCoordinates);
CC_SAFE_FREE(_vertices);
CC_SAFE_FREE(_indices);
CC_SAFE_FREE(_originalVertices);
}
void Grid3D::blit(void)
{
int n = _gridSize.width * _gridSize.height;
GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POSITION | GL::VERTEX_ATTRIB_FLAG_TEX_COORDS );
_shaderProgram->use();
_shaderProgram->setUniformsForBuiltins();;
//
// Attributes
//
#ifdef EMSCRIPTEN
// Size calculations from calculateVertexPoints().
unsigned int numOfPoints = (_gridSize.width+1) * (_gridSize.height+1);
// position
setGLBufferData(_vertices, numOfPoints * sizeof(Vector3), 0);
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, 0, 0);
// texCoords
setGLBufferData(_texCoordinates, numOfPoints * sizeof(Vector2), 1);
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORDS, 2, GL_FLOAT, GL_FALSE, 0, 0);
setGLIndexData(_indices, n * 12, 0);
glDrawElements(GL_TRIANGLES, (GLsizei) n*6, GL_UNSIGNED_SHORT, 0);
#else
// position
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, 0, _vertices);
// texCoords
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORDS, 2, GL_FLOAT, GL_FALSE, 0, _texCoordinates);
glDrawElements(GL_TRIANGLES, (GLsizei) n*6, GL_UNSIGNED_SHORT, _indices);
#endif // EMSCRIPTEN
CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,n*6);
}
void Grid3D::calculateVertexPoints(void)
{
float width = (float)_texture->getPixelsWide();
float height = (float)_texture->getPixelsHigh();
float imageH = _texture->getContentSizeInPixels().height;
int x, y, i;
CC_SAFE_FREE(_vertices);
CC_SAFE_FREE(_originalVertices);
CC_SAFE_FREE(_texCoordinates);
CC_SAFE_FREE(_indices);
unsigned int numOfPoints = (_gridSize.width+1) * (_gridSize.height+1);
_vertices = malloc(numOfPoints * sizeof(Vector3));
_originalVertices = malloc(numOfPoints * sizeof(Vector3));
_texCoordinates = malloc(numOfPoints * sizeof(Vector2));
_indices = (GLushort*)malloc(_gridSize.width * _gridSize.height * sizeof(GLushort) * 6);
GLfloat *vertArray = (GLfloat*)_vertices;
GLfloat *texArray = (GLfloat*)_texCoordinates;
GLushort *idxArray = _indices;
for (x = 0; x < _gridSize.width; ++x)
{
for (y = 0; y < _gridSize.height; ++y)
{
int idx = (y * _gridSize.width) + x;
GLfloat x1 = x * _step.x;
GLfloat x2 = x1 + _step.x;
GLfloat y1 = y * _step.y;
GLfloat y2= y1 + _step.y;
GLushort a = (GLushort)(x * (_gridSize.height + 1) + y);
GLushort b = (GLushort)((x + 1) * (_gridSize.height + 1) + y);
GLushort c = (GLushort)((x + 1) * (_gridSize.height + 1) + (y + 1));
GLushort d = (GLushort)(x * (_gridSize.height + 1) + (y + 1));
GLushort tempidx[6] = {a, b, d, b, c, d};
memcpy(&idxArray[6*idx], tempidx, 6*sizeof(GLushort));
int l1[4] = {a*3, b*3, c*3, d*3};
Vector3 e(x1, y1, 0);
Vector3 f(x2, y1, 0);
Vector3 g(x2, y2, 0);
Vector3 h(x1, y2, 0);
Vector3 l2[4] = {e, f, g, h};
int tex1[4] = {a*2, b*2, c*2, d*2};
Vector2 Tex2F[4] = {Vector2(x1, y1), Vector2(x2, y1), Vector2(x2, y2), Vector2(x1, y2)};
for (i = 0; i < 4; ++i)
{
vertArray[l1[i]] = l2[i].x;
vertArray[l1[i] + 1] = l2[i].y;
vertArray[l1[i] + 2] = l2[i].z;
texArray[tex1[i]] = Tex2F[i].x / width;
if (_isTextureFlipped)
{
texArray[tex1[i] + 1] = (imageH - Tex2F[i].y) / height;
}
else
{
texArray[tex1[i] + 1] = Tex2F[i].y / height;
}
}
}
}
memcpy(_originalVertices, _vertices, (_gridSize.width+1) * (_gridSize.height+1) * sizeof(Vector3));
}
Vector3 Grid3D::getVertex(const Vector2& pos) const
{
CCASSERT( pos.x == (unsigned int)pos.x && pos.y == (unsigned int) pos.y , "Numbers must be integers");
int index = (pos.x * (_gridSize.height+1) + pos.y) * 3;
float *vertArray = (float*)_vertices;
Vector3 vert(vertArray[index], vertArray[index+1], vertArray[index+2]);
return vert;
}
Vector3 Grid3D::getOriginalVertex(const Vector2& pos) const
{
CCASSERT( pos.x == (unsigned int)pos.x && pos.y == (unsigned int) pos.y , "Numbers must be integers");
int index = (pos.x * (_gridSize.height+1) + pos.y) * 3;
float *vertArray = (float*)_originalVertices;
Vector3 vert(vertArray[index], vertArray[index+1], vertArray[index+2]);
return vert;
}
void Grid3D::setVertex(const Vector2& pos, const Vector3& vertex)
{
CCASSERT( pos.x == (unsigned int)pos.x && pos.y == (unsigned int) pos.y , "Numbers must be integers");
int index = (pos.x * (_gridSize.height + 1) + pos.y) * 3;
float *vertArray = (float*)_vertices;
vertArray[index] = vertex.x;
vertArray[index+1] = vertex.y;
vertArray[index+2] = vertex.z;
}
void Grid3D::reuse(void)
{
if (_reuseGrid > 0)
{
memcpy(_originalVertices, _vertices, (_gridSize.width+1) * (_gridSize.height+1) * sizeof(Vector3));
--_reuseGrid;
}
}
// implementation of TiledGrid3D
TiledGrid3D::TiledGrid3D()
: _texCoordinates(nullptr)
, _vertices(nullptr)
, _originalVertices(nullptr)
, _indices(nullptr)
{
}
TiledGrid3D::~TiledGrid3D(void)
{
CC_SAFE_FREE(_texCoordinates);
CC_SAFE_FREE(_vertices);
CC_SAFE_FREE(_originalVertices);
CC_SAFE_FREE(_indices);
}
TiledGrid3D* TiledGrid3D::create(const Size& gridSize, Texture2D *texture, bool flipped)
{
TiledGrid3D *ret= new TiledGrid3D();
if (ret)
{
if (ret->initWithSize(gridSize, texture, flipped))
{
ret->autorelease();
}
else
{
delete ret;
ret = nullptr;
}
}
return ret;
}
TiledGrid3D* TiledGrid3D::create(const Size& gridSize)
{
TiledGrid3D *ret= new TiledGrid3D();
if (ret)
{
if (ret->initWithSize(gridSize))
{
ret->autorelease();
}
else
{
delete ret;
ret = nullptr;
}
}
return ret;
}
void TiledGrid3D::blit(void)
{
int n = _gridSize.width * _gridSize.height;
_shaderProgram->use();
_shaderProgram->setUniformsForBuiltins();
//
// Attributes
//
GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POSITION | GL::VERTEX_ATTRIB_FLAG_TEX_COORDS );
#ifdef EMSCRIPTEN
int numQuads = _gridSize.width * _gridSize.height;
// position
setGLBufferData(_vertices, (numQuads*4*sizeof(Vector3)), 0);
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, 0, 0);
// texCoords
setGLBufferData(_texCoordinates, (numQuads*4*sizeof(Vector2)), 1);
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORDS, 2, GL_FLOAT, GL_FALSE, 0, 0);
setGLIndexData(_indices, n * 12, 0);
glDrawElements(GL_TRIANGLES, (GLsizei) n*6, GL_UNSIGNED_SHORT, 0);
#else
// position
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, 0, _vertices);
// texCoords
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORDS, 2, GL_FLOAT, GL_FALSE, 0, _texCoordinates);
glDrawElements(GL_TRIANGLES, (GLsizei)n*6, GL_UNSIGNED_SHORT, _indices);
#endif // EMSCRIPTEN
CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,n*6);
}
void TiledGrid3D::calculateVertexPoints(void)
{
float width = (float)_texture->getPixelsWide();
float height = (float)_texture->getPixelsHigh();
float imageH = _texture->getContentSizeInPixels().height;
int numQuads = _gridSize.width * _gridSize.height;
CC_SAFE_FREE(_vertices);
CC_SAFE_FREE(_originalVertices);
CC_SAFE_FREE(_texCoordinates);
CC_SAFE_FREE(_indices);
_vertices = malloc(numQuads*4*sizeof(Vector3));
_originalVertices = malloc(numQuads*4*sizeof(Vector3));
_texCoordinates = malloc(numQuads*4*sizeof(Vector2));
_indices = (GLushort*)malloc(numQuads*6*sizeof(GLushort));
GLfloat *vertArray = (GLfloat*)_vertices;
GLfloat *texArray = (GLfloat*)_texCoordinates;
GLushort *idxArray = _indices;
int x, y;
for( x = 0; x < _gridSize.width; x++ )
{
for( y = 0; y < _gridSize.height; y++ )
{
float x1 = x * _step.x;
float x2 = x1 + _step.x;
float y1 = y * _step.y;
float y2 = y1 + _step.y;
*vertArray++ = x1;
*vertArray++ = y1;
*vertArray++ = 0;
*vertArray++ = x2;
*vertArray++ = y1;
*vertArray++ = 0;
*vertArray++ = x1;
*vertArray++ = y2;
*vertArray++ = 0;
*vertArray++ = x2;
*vertArray++ = y2;
*vertArray++ = 0;
float newY1 = y1;
float newY2 = y2;
if (_isTextureFlipped)
{
newY1 = imageH - y1;
newY2 = imageH - y2;
}
*texArray++ = x1 / width;
*texArray++ = newY1 / height;
*texArray++ = x2 / width;
*texArray++ = newY1 / height;
*texArray++ = x1 / width;
*texArray++ = newY2 / height;
*texArray++ = x2 / width;
*texArray++ = newY2 / height;
}
}
for (x = 0; x < numQuads; x++)
{
idxArray[x*6+0] = (GLushort)(x * 4 + 0);
idxArray[x*6+1] = (GLushort)(x * 4 + 1);
idxArray[x*6+2] = (GLushort)(x * 4 + 2);
idxArray[x*6+3] = (GLushort)(x * 4 + 1);
idxArray[x*6+4] = (GLushort)(x * 4 + 2);
idxArray[x*6+5] = (GLushort)(x * 4 + 3);
}
memcpy(_originalVertices, _vertices, numQuads * 12 * sizeof(GLfloat));
}
void TiledGrid3D::setTile(const Vector2& pos, const Quad3& coords)
{
CCASSERT( pos.x == (unsigned int)pos.x && pos.y == (unsigned int) pos.y , "Numbers must be integers");
int idx = (_gridSize.height * pos.x + pos.y) * 4 * 3;
float *vertArray = (float*)_vertices;
memcpy(&vertArray[idx], &coords, sizeof(Quad3));
}
Quad3 TiledGrid3D::getOriginalTile(const Vector2& pos) const
{
CCASSERT( pos.x == (unsigned int)pos.x && pos.y == (unsigned int) pos.y , "Numbers must be integers");
int idx = (_gridSize.height * pos.x + pos.y) * 4 * 3;
float *vertArray = (float*)_originalVertices;
Quad3 ret;
memcpy(&ret, &vertArray[idx], sizeof(Quad3));
return ret;
}
Quad3 TiledGrid3D::getTile(const Vector2& pos) const
{
CCASSERT( pos.x == (unsigned int)pos.x && pos.y == (unsigned int) pos.y , "Numbers must be integers");
int idx = (_gridSize.height * pos.x + pos.y) * 4 * 3;
float *vertArray = (float*)_vertices;
Quad3 ret;
memcpy(&ret, &vertArray[idx], sizeof(Quad3));
return ret;
}
void TiledGrid3D::reuse(void)
{
if (_reuseGrid > 0)
{
int numQuads = _gridSize.width * _gridSize.height;
memcpy(_originalVertices, _vertices, numQuads * 12 * sizeof(GLfloat));
--_reuseGrid;
}
}
NS_CC_END