mirror of https://github.com/axmolengine/axmol.git
405 lines
10 KiB
C++
405 lines
10 KiB
C++
/****************************************************************************
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Copyright (c) 2010 cocos2d-x.org
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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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// cocos2d
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#include "CCTextureAtlas.h"
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#include "CCTextureCache.h"
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#include "ccMacros.h"
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// support
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#include "CCTexture2D.h"
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#include <stdlib.h>
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//According to some tests GL_TRIANGLE_STRIP is slower, MUCH slower. Probably I'm doing something very wrong
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// implementation CCTextureAtlas
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namespace cocos2d {
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CCTextureAtlas::CCTextureAtlas()
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:m_pTexture(NULL)
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,m_pIndices(NULL)
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,m_pQuads(NULL)
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{}
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CCTextureAtlas::~CCTextureAtlas()
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{
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// CCLOGINFO("cocos2d: deallocing CCTextureAtlas.");
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CC_SAFE_FREE(m_pQuads)
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CC_SAFE_FREE(m_pIndices)
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#if CC_USES_VBO
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glDeleteBuffers(2, m_pBuffersVBO);
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#endif // CC_USES_VBO
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CC_SAFE_RELEASE(m_pTexture);
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}
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unsigned int CCTextureAtlas::getTotalQuads()
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{
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return m_uTotalQuads;
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}
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unsigned int CCTextureAtlas::getCapacity()
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{
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return m_uCapacity;
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}
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CCTexture2D* CCTextureAtlas::getTexture()
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{
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return m_pTexture;
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}
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void CCTextureAtlas::setTexture(CCTexture2D * var)
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{
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CC_SAFE_RETAIN(var);
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CC_SAFE_RELEASE(m_pTexture);
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m_pTexture = var;
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}
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ccV3F_C4B_T2F_Quad* CCTextureAtlas::getQuads()
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{
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return m_pQuads;
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}
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void CCTextureAtlas::setQuads(ccV3F_C4B_T2F_Quad *var)
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{
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m_pQuads = var;
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}
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// TextureAtlas - alloc & init
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CCTextureAtlas * CCTextureAtlas::textureAtlasWithFile(const char* file, unsigned int capacity)
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{
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CCTextureAtlas * pTextureAtlas = new CCTextureAtlas();
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if(pTextureAtlas && pTextureAtlas->initWithFile(file, capacity))
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{
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pTextureAtlas->autorelease();
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return pTextureAtlas;
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}
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CC_SAFE_DELETE(pTextureAtlas);
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return NULL;
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}
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CCTextureAtlas * CCTextureAtlas::textureAtlasWithTexture(CCTexture2D *texture, unsigned int capacity)
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{
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CCTextureAtlas * pTextureAtlas = new CCTextureAtlas();
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if (pTextureAtlas && pTextureAtlas->initWithTexture(texture, capacity))
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{
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pTextureAtlas->autorelease();
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return pTextureAtlas;
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}
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CC_SAFE_DELETE(pTextureAtlas);
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return NULL;
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}
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bool CCTextureAtlas::initWithFile(const char * file, unsigned int capacity)
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{
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// retained in property
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CCTexture2D *texture = CCTextureCache::sharedTextureCache()->addImage(file);
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if (texture)
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{
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return initWithTexture(texture, capacity);
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}
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else
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{
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CCLOG("cocos2d: Could not open file: %s", file);
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delete this;
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return NULL;
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}
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}
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bool CCTextureAtlas::initWithTexture(CCTexture2D *texture, unsigned int capacity)
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{
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assert(texture != NULL);
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m_uCapacity = capacity;
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m_uTotalQuads = 0;
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// retained in property
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this->m_pTexture = texture;
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CC_SAFE_RETAIN(m_pTexture);
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m_pQuads = (ccV3F_C4B_T2F_Quad*)calloc( sizeof(ccV3F_C4B_T2F_Quad) * m_uCapacity, 1 );
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m_pIndices = (GLushort *)calloc( sizeof(GLushort) * m_uCapacity * 6, 1 );
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if( ! ( m_pQuads && m_pIndices) ) {
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//CCLOG("cocos2d: CCTextureAtlas: not enough memory");
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CC_SAFE_FREE(m_pQuads)
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CC_SAFE_FREE(m_pIndices)
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return false;
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}
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#if CC_USES_VBO
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// initial binding
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glGenBuffers(2, &m_pBuffersVBO[0]);
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#endif // CC_USES_VBO
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this->initIndices();
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return true;
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}
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char * CCTextureAtlas::description()
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{
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char *ret = new char[100];
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sprintf(ret, "<CCTextureAtlas | totalQuads = %u>", m_uTotalQuads);
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return ret;
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}
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void CCTextureAtlas::initIndices()
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{
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for( unsigned int i=0; i < m_uCapacity; i++)
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{
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#if CC_TEXTURE_ATLAS_USE_TRIANGLE_STRIP
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m_pIndices[i*6+0] = i*4+0;
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m_pIndices[i*6+1] = i*4+0;
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m_pIndices[i*6+2] = i*4+2;
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m_pIndices[i*6+3] = i*4+1;
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m_pIndices[i*6+4] = i*4+3;
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m_pIndices[i*6+5] = i*4+3;
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#else
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m_pIndices[i*6+0] = i*4+0;
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m_pIndices[i*6+1] = i*4+1;
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m_pIndices[i*6+2] = i*4+2;
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// inverted index. issue #179
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m_pIndices[i*6+3] = i*4+3;
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m_pIndices[i*6+4] = i*4+2;
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m_pIndices[i*6+5] = i*4+1;
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// m_pIndices[i*6+3] = i*4+2;
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// m_pIndices[i*6+4] = i*4+3;
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// m_pIndices[i*6+5] = i*4+1;
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#endif
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}
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#if CC_USES_VBO
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glBindBuffer(GL_ARRAY_BUFFER, m_pBuffersVBO[0]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(m_pQuads[0]) * m_uCapacity, m_pQuads, GL_DYNAMIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_pBuffersVBO[1]);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(m_pIndices[0]) * m_uCapacity * 6, m_pIndices, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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#endif // CC_USES_VBO
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}
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// TextureAtlas - Update, Insert, Move & Remove
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void CCTextureAtlas::updateQuad(ccV3F_C4B_T2F_Quad *quad, unsigned int index)
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{
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CCAssert( index >= 0 && index < m_uCapacity, "updateQuadWithTexture: Invalid index");
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m_uTotalQuads = max( index+1, m_uTotalQuads);
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m_pQuads[index] = *quad;
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}
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void CCTextureAtlas::insertQuad(ccV3F_C4B_T2F_Quad *quad, unsigned int index)
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{
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CCAssert( index < m_uCapacity, "insertQuadWithTexture: Invalid index");
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m_uTotalQuads++;
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CCAssert( m_uTotalQuads <= m_uCapacity, "invalid totalQuads");
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// issue #575. index can be > totalQuads
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unsigned int remaining = (m_uTotalQuads-1) - index;
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// last object doesn't need to be moved
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if( remaining > 0) {
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// texture coordinates
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memmove( &m_pQuads[index+1],&m_pQuads[index], sizeof(m_pQuads[0]) * remaining );
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}
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m_pQuads[index] = *quad;
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}
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void CCTextureAtlas::insertQuadFromIndex(unsigned int oldIndex, unsigned int newIndex)
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{
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CCAssert( newIndex >= 0 && newIndex < m_uTotalQuads, "insertQuadFromIndex:atIndex: Invalid index");
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CCAssert( oldIndex >= 0 && oldIndex < m_uTotalQuads, "insertQuadFromIndex:atIndex: Invalid index");
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if( oldIndex == newIndex )
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return;
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// because it is ambigious in iphone, so we implement abs ourself
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// unsigned int howMany = abs( oldIndex - newIndex);
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unsigned int howMany = (oldIndex - newIndex) >= 0 ? (oldIndex - newIndex) : (newIndex - oldIndex);
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unsigned int dst = oldIndex;
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unsigned int src = oldIndex + 1;
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if( oldIndex > newIndex) {
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dst = newIndex+1;
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src = newIndex;
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}
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// texture coordinates
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ccV3F_C4B_T2F_Quad quadsBackup = m_pQuads[oldIndex];
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memmove( &m_pQuads[dst],&m_pQuads[src], sizeof(m_pQuads[0]) * howMany );
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m_pQuads[newIndex] = quadsBackup;
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}
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void CCTextureAtlas::removeQuadAtIndex(unsigned int index)
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{
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CCAssert( index < m_uTotalQuads, "removeQuadAtIndex: Invalid index");
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unsigned int remaining = (m_uTotalQuads-1) - index;
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// last object doesn't need to be moved
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if( remaining ) {
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// texture coordinates
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memmove( &m_pQuads[index],&m_pQuads[index+1], sizeof(m_pQuads[0]) * remaining );
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}
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m_uTotalQuads--;
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}
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void CCTextureAtlas::removeAllQuads()
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{
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m_uTotalQuads = 0;
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}
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// TextureAtlas - Resize
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bool CCTextureAtlas::resizeCapacity(unsigned int newCapacity)
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{
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if( newCapacity == m_uCapacity )
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return true;
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// update capacity and totolQuads
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m_uTotalQuads = min(m_uTotalQuads, newCapacity);
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m_uCapacity = newCapacity;
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void * tmpQuads = realloc( m_pQuads, sizeof(m_pQuads[0]) * m_uCapacity );
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void * tmpIndices = realloc( m_pIndices, sizeof(m_pIndices[0]) * m_uCapacity * 6 );
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if( ! ( tmpQuads && tmpIndices) ) {
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//CCLOG("cocos2d: CCTextureAtlas: not enough memory");
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if( tmpQuads )
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free(tmpQuads);
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else
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free(m_pQuads);
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if( tmpIndices )
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free(tmpIndices);
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else
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free(m_pIndices);
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m_pQuads = NULL;
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m_pIndices = NULL;
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m_uCapacity = m_uTotalQuads = 0;
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return false;
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}
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m_pQuads = (ccV3F_C4B_T2F_Quad *)tmpQuads;
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m_pIndices = (GLushort *)tmpIndices;
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this->initIndices();
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return true;
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}
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// TextureAtlas - Drawing
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void CCTextureAtlas::drawQuads()
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{
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this->drawNumberOfQuads(m_uTotalQuads);
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}
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void CCTextureAtlas::drawNumberOfQuads(unsigned int n)
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{
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// Default GL states: GL_TEXTURE_2D, GL_VERTEX_ARRAY, GL_COLOR_ARRAY, GL_TEXTURE_COORD_ARRAY
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// Needed states: GL_TEXTURE_2D, GL_VERTEX_ARRAY, GL_COLOR_ARRAY, GL_TEXTURE_COORD_ARRAY
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// Unneeded states: -
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glBindTexture(GL_TEXTURE_2D, m_pTexture->getName());
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#define kQuadSize sizeof(m_pQuads[0].bl)
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#if CC_USES_VBO
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glBindBuffer(GL_ARRAY_BUFFER, m_pBuffersVBO[0]);
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#if CC_ENABLE_CACHE_TEXTTURE_DATA
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glBufferData(GL_ARRAY_BUFFER, sizeof(m_pQuads[0]) * m_uCapacity, m_pQuads, GL_DYNAMIC_DRAW);
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#endif
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// XXX: update is done in draw... perhaps it should be done in a timer
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(m_pQuads[0]) * n, m_pQuads);
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// vertices
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glVertexPointer(3, GL_FLOAT, kQuadSize, (GLvoid*) offsetof( ccV3F_C4B_T2F, vertices));
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// colors
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glColorPointer(4, GL_UNSIGNED_BYTE, kQuadSize, (GLvoid*) offsetof( ccV3F_C4B_T2F, colors));
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// texture coords
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glTexCoordPointer(2, GL_FLOAT, kQuadSize, (GLvoid*) offsetof( ccV3F_C4B_T2F, texCoords));
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_pBuffersVBO[1]);
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#if CC_ENABLE_CACHE_TEXTTURE_DATA
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(m_pIndices[0]) * m_uCapacity * 6, m_pIndices, GL_STATIC_DRAW);
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#endif
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#if CC_TEXTURE_ATLAS_USE_TRIANGLE_STRIP
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glDrawElements(GL_TRIANGLE_STRIP, n*6, GL_UNSIGNED_SHORT, (GLvoid*)0);
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#else
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glDrawElements(GL_TRIANGLES, n*6, GL_UNSIGNED_SHORT, (GLvoid*)0);
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#endif // CC_USES_VBO
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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#else // ! CC_USES_VBO
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unsigned int offset = (unsigned int)m_pQuads;
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// vertex
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unsigned int diff = offsetof( ccV3F_C4B_T2F, vertices);
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glVertexPointer(3, GL_FLOAT, kQuadSize, (GLvoid*) (offset + diff) );
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// color
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diff = offsetof( ccV3F_C4B_T2F, colors);
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glColorPointer(4, GL_UNSIGNED_BYTE, kQuadSize, (GLvoid*)(offset + diff));
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// texture coords
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diff = offsetof( ccV3F_C4B_T2F, texCoords);
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glTexCoordPointer(2, GL_FLOAT, kQuadSize, (GLvoid*)(offset + diff));
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#if CC_TEXTURE_ATLAS_USE_TRIANGLE_STRIP
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glDrawElements(GL_TRIANGLE_STRIP, n*6, GL_UNSIGNED_SHORT, m_pIndices);
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#else
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glDrawElements(GL_TRIANGLES, n*6, GL_UNSIGNED_SHORT, m_pIndices);
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#endif
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#endif // CC_USES_VBO
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}
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}//namespace cocos2d
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