зеркало из https://github.com/microsoft/cocos2d-x.git
952 строки
31 KiB
C++
952 строки
31 KiB
C++
/* Copyright (c) 2012 Scott Lembcke and Howling Moon Software
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* Copyright (c) 2012 cocos2d-x.org
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* Copyright (c) 2013-2017 Chukong Technologies Inc.
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*
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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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*
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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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*
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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 THE
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* SOFTWARE.
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*/
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#include "2d/CCDrawNode.h"
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#include "base/CCEventType.h"
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#include "base/CCConfiguration.h"
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#include "renderer/CCRenderer.h"
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#include "renderer/ccGLStateCache.h"
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#include "renderer/CCGLProgramState.h"
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#include "renderer/CCGLProgramCache.h"
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#include "base/CCDirector.h"
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#include "base/CCEventListenerCustom.h"
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#include "base/CCEventDispatcher.h"
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#include "2d/CCActionCatmullRom.h"
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#include "platform/CCGL.h"
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NS_CC_BEGIN
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// Vec2 == CGPoint in 32-bits, but not in 64-bits (OS X)
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// that's why the "v2f" functions are needed
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static Vec2 v2fzero(0.0f,0.0f);
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static inline Vec2 v2f(float x, float y)
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{
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Vec2 ret(x, y);
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return ret;
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}
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static inline Vec2 v2fadd(const Vec2 &v0, const Vec2 &v1)
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{
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return v2f(v0.x+v1.x, v0.y+v1.y);
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}
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static inline Vec2 v2fsub(const Vec2 &v0, const Vec2 &v1)
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{
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return v2f(v0.x-v1.x, v0.y-v1.y);
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}
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static inline Vec2 v2fmult(const Vec2 &v, float s)
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{
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return v2f(v.x * s, v.y * s);
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}
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static inline Vec2 v2fperp(const Vec2 &p0)
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{
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return v2f(-p0.y, p0.x);
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}
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static inline Vec2 v2fneg(const Vec2 &p0)
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{
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return v2f(-p0.x, - p0.y);
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}
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static inline float v2fdot(const Vec2 &p0, const Vec2 &p1)
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{
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return p0.x * p1.x + p0.y * p1.y;
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}
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static inline Vec2 v2fnormalize(const Vec2 &p)
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{
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Vec2 r(p.x, p.y);
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r.normalize();
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return v2f(r.x, r.y);
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}
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static inline Vec2 __v2f(const Vec2 &v)
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{
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//#ifdef __LP64__
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return v2f(v.x, v.y);
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// #else
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// return * ((Vec2*) &v);
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// #endif
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}
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static inline Tex2F __t(const Vec2 &v)
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{
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return *(Tex2F*)&v;
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}
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// implementation of DrawNode
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DrawNode::DrawNode(GLfloat lineWidth)
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: _vao(0)
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, _vbo(0)
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, _vaoGLPoint(0)
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, _vboGLPoint(0)
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, _vaoGLLine(0)
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, _vboGLLine(0)
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, _bufferCapacity(0)
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, _bufferCount(0)
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, _buffer(nullptr)
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, _bufferCapacityGLPoint(0)
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, _bufferCountGLPoint(0)
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, _bufferGLPoint(nullptr)
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, _bufferCapacityGLLine(0)
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, _bufferCountGLLine(0)
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, _bufferGLLine(nullptr)
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, _dirty(false)
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, _dirtyGLPoint(false)
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, _dirtyGLLine(false)
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, _lineWidth(lineWidth)
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, _defaultLineWidth(lineWidth)
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{
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_blendFunc = BlendFunc::ALPHA_PREMULTIPLIED;
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}
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DrawNode::~DrawNode()
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{
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free(_buffer);
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_buffer = nullptr;
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free(_bufferGLPoint);
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_bufferGLPoint = nullptr;
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free(_bufferGLLine);
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_bufferGLLine = nullptr;
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glDeleteBuffers(1, &_vbo);
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glDeleteBuffers(1, &_vboGLLine);
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glDeleteBuffers(1, &_vboGLPoint);
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_vbo = 0;
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_vboGLPoint = 0;
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_vboGLLine = 0;
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if (Configuration::getInstance()->supportsShareableVAO())
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{
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GL::bindVAO(0);
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glDeleteVertexArrays(1, &_vao);
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glDeleteVertexArrays(1, &_vaoGLLine);
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glDeleteVertexArrays(1, &_vaoGLPoint);
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_vao = _vaoGLLine = _vaoGLPoint = 0;
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}
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}
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DrawNode* DrawNode::create(GLfloat defaultLineWidth)
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{
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DrawNode* ret = new (std::nothrow) DrawNode(defaultLineWidth);
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if (ret && ret->init())
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{
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ret->autorelease();
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}
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else
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{
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CC_SAFE_DELETE(ret);
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}
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return ret;
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}
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void DrawNode::ensureCapacity(int count)
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{
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CCASSERT(count>=0, "capacity must be >= 0");
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if(_bufferCount + count > _bufferCapacity)
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{
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_bufferCapacity += MAX(_bufferCapacity, count);
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_buffer = (V2F_C4B_T2F*)realloc(_buffer, _bufferCapacity*sizeof(V2F_C4B_T2F));
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}
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}
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void DrawNode::ensureCapacityGLPoint(int count)
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{
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CCASSERT(count>=0, "capacity must be >= 0");
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if(_bufferCountGLPoint + count > _bufferCapacityGLPoint)
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{
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_bufferCapacityGLPoint += MAX(_bufferCapacityGLPoint, count);
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_bufferGLPoint = (V2F_C4B_T2F*)realloc(_bufferGLPoint, _bufferCapacityGLPoint*sizeof(V2F_C4B_T2F));
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}
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}
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void DrawNode::ensureCapacityGLLine(int count)
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{
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CCASSERT(count>=0, "capacity must be >= 0");
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if(_bufferCountGLLine + count > _bufferCapacityGLLine)
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{
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_bufferCapacityGLLine += MAX(_bufferCapacityGLLine, count);
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_bufferGLLine = (V2F_C4B_T2F*)realloc(_bufferGLLine, _bufferCapacityGLLine*sizeof(V2F_C4B_T2F));
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}
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}
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bool DrawNode::init()
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{
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_blendFunc = BlendFunc::ALPHA_PREMULTIPLIED;
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setGLProgramState(GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_LENGTH_TEXTURE_COLOR));
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ensureCapacity(512);
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ensureCapacityGLPoint(64);
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ensureCapacityGLLine(256);
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if (Configuration::getInstance()->supportsShareableVAO())
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{
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glGenVertexArrays(1, &_vao);
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GL::bindVAO(_vao);
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glGenBuffers(1, &_vbo);
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glBindBuffer(GL_ARRAY_BUFFER, _vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(V2F_C4B_T2F)* _bufferCapacity, _buffer, GL_STREAM_DRAW);
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// vertex
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glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_POSITION);
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, vertices));
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// color
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glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_COLOR);
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, colors));
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// texcoord
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glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_TEX_COORD);
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORD, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, texCoords));
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glGenVertexArrays(1, &_vaoGLLine);
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GL::bindVAO(_vaoGLLine);
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glGenBuffers(1, &_vboGLLine);
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glBindBuffer(GL_ARRAY_BUFFER, _vboGLLine);
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glBufferData(GL_ARRAY_BUFFER, sizeof(V2F_C4B_T2F)*_bufferCapacityGLLine, _bufferGLLine, GL_STREAM_DRAW);
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// vertex
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glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_POSITION);
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, vertices));
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// color
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glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_COLOR);
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, colors));
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// texcoord
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glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_TEX_COORD);
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORD, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, texCoords));
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glGenVertexArrays(1, &_vaoGLPoint);
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GL::bindVAO(_vaoGLPoint);
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glGenBuffers(1, &_vboGLPoint);
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glBindBuffer(GL_ARRAY_BUFFER, _vboGLPoint);
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glBufferData(GL_ARRAY_BUFFER, sizeof(V2F_C4B_T2F)*_bufferCapacityGLPoint, _bufferGLPoint, GL_STREAM_DRAW);
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// vertex
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glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_POSITION);
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, vertices));
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// color
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glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_COLOR);
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, colors));
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// Texture coord as pointsize
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glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_TEX_COORD);
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORD, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, texCoords));
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GL::bindVAO(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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else
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{
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glGenBuffers(1, &_vbo);
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glBindBuffer(GL_ARRAY_BUFFER, _vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(V2F_C4B_T2F)* _bufferCapacity, _buffer, GL_STREAM_DRAW);
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glGenBuffers(1, &_vboGLLine);
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glBindBuffer(GL_ARRAY_BUFFER, _vboGLLine);
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glBufferData(GL_ARRAY_BUFFER, sizeof(V2F_C4B_T2F)*_bufferCapacityGLLine, _bufferGLLine, GL_STREAM_DRAW);
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glGenBuffers(1, &_vboGLPoint);
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glBindBuffer(GL_ARRAY_BUFFER, _vboGLPoint);
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glBufferData(GL_ARRAY_BUFFER, sizeof(V2F_C4B_T2F)*_bufferCapacityGLPoint, _bufferGLPoint, GL_STREAM_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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CHECK_GL_ERROR_DEBUG();
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_dirty = true;
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_dirtyGLLine = true;
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_dirtyGLPoint = true;
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#if CC_ENABLE_CACHE_TEXTURE_DATA
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// Need to listen the event only when not use batchnode, because it will use VBO
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auto listener = EventListenerCustom::create(EVENT_RENDERER_RECREATED, [this](EventCustom* event){
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/** listen the event that renderer was recreated on Android/WP8 */
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this->init();
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});
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_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
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#endif
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return true;
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}
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void DrawNode::draw(Renderer *renderer, const Mat4 &transform, uint32_t flags)
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{
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if(_bufferCount)
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{
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_customCommand.init(_globalZOrder, transform, flags);
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_customCommand.func = CC_CALLBACK_0(DrawNode::onDraw, this, transform, flags);
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renderer->addCommand(&_customCommand);
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}
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if(_bufferCountGLPoint)
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{
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_customCommandGLPoint.init(_globalZOrder, transform, flags);
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_customCommandGLPoint.func = CC_CALLBACK_0(DrawNode::onDrawGLPoint, this, transform, flags);
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renderer->addCommand(&_customCommandGLPoint);
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}
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if(_bufferCountGLLine)
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{
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_customCommandGLLine.init(_globalZOrder, transform, flags);
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_customCommandGLLine.func = CC_CALLBACK_0(DrawNode::onDrawGLLine, this, transform, flags);
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renderer->addCommand(&_customCommandGLLine);
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}
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}
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void DrawNode::onDraw(const Mat4 &transform, uint32_t /*flags*/)
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{
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getGLProgramState()->apply(transform);
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auto glProgram = this->getGLProgram();
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glProgram->setUniformLocationWith1f(glProgram->getUniformLocation("u_alpha"), _displayedOpacity / 255.0);
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GL::blendFunc(_blendFunc.src, _blendFunc.dst);
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if (_dirty)
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{
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glBindBuffer(GL_ARRAY_BUFFER, _vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(V2F_C4B_T2F)*_bufferCapacity, _buffer, GL_STREAM_DRAW);
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_dirty = false;
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}
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if (Configuration::getInstance()->supportsShareableVAO())
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{
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GL::bindVAO(_vao);
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}
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else
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{
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GL::enableVertexAttribs(GL::VERTEX_ATTRIB_FLAG_POS_COLOR_TEX);
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glBindBuffer(GL_ARRAY_BUFFER, _vbo);
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// vertex
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, vertices));
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// color
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, colors));
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// texcoord
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORD, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, texCoords));
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}
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glDrawArrays(GL_TRIANGLES, 0, _bufferCount);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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if (Configuration::getInstance()->supportsShareableVAO())
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{
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GL::bindVAO(0);
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}
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CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1, _bufferCount);
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CHECK_GL_ERROR_DEBUG();
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}
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void DrawNode::onDrawGLLine(const Mat4 &transform, uint32_t /*flags*/)
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{
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auto glProgram = GLProgramCache::getInstance()->getGLProgram(GLProgram::SHADER_NAME_POSITION_LENGTH_TEXTURE_COLOR);
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glProgram->use();
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glProgram->setUniformsForBuiltins(transform);
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glProgram->setUniformLocationWith1f(glProgram->getUniformLocation("u_alpha"), _displayedOpacity / 255.0);
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GL::blendFunc(_blendFunc.src, _blendFunc.dst);
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if (_dirtyGLLine)
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{
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glBindBuffer(GL_ARRAY_BUFFER, _vboGLLine);
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glBufferData(GL_ARRAY_BUFFER, sizeof(V2F_C4B_T2F)*_bufferCapacityGLLine, _bufferGLLine, GL_STREAM_DRAW);
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_dirtyGLLine = false;
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}
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if (Configuration::getInstance()->supportsShareableVAO())
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{
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GL::bindVAO(_vaoGLLine);
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}
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else
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{
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glBindBuffer(GL_ARRAY_BUFFER, _vboGLLine);
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GL::enableVertexAttribs(GL::VERTEX_ATTRIB_FLAG_POS_COLOR_TEX);
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// vertex
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, vertices));
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// color
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, colors));
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// texcoord
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORD, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, texCoords));
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}
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glLineWidth(_lineWidth);
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glDrawArrays(GL_LINES, 0, _bufferCountGLLine);
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if (Configuration::getInstance()->supportsShareableVAO())
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{
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GL::bindVAO(0);
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}
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,_bufferCountGLLine);
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CHECK_GL_ERROR_DEBUG();
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}
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void DrawNode::onDrawGLPoint(const Mat4 &transform, uint32_t /*flags*/)
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{
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auto glProgram = GLProgramCache::getInstance()->getGLProgram(GLProgram::SHADER_NAME_POSITION_COLOR_TEXASPOINTSIZE);
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glProgram->use();
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glProgram->setUniformsForBuiltins(transform);
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glProgram->setUniformLocationWith1f(glProgram->getUniformLocation("u_alpha"), _displayedOpacity / 255.0);
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GL::blendFunc(_blendFunc.src, _blendFunc.dst);
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if (_dirtyGLPoint)
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{
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glBindBuffer(GL_ARRAY_BUFFER, _vboGLPoint);
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glBufferData(GL_ARRAY_BUFFER, sizeof(V2F_C4B_T2F)*_bufferCapacityGLPoint, _bufferGLPoint, GL_STREAM_DRAW);
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_dirtyGLPoint = false;
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}
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if (Configuration::getInstance()->supportsShareableVAO())
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{
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GL::bindVAO(_vaoGLPoint);
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}
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else
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{
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glBindBuffer(GL_ARRAY_BUFFER, _vboGLPoint);
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GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POS_COLOR_TEX);
|
|
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, vertices));
|
|
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, colors));
|
|
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORD, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, texCoords));
|
|
}
|
|
|
|
glDrawArrays(GL_POINTS, 0, _bufferCountGLPoint);
|
|
|
|
if (Configuration::getInstance()->supportsShareableVAO())
|
|
{
|
|
GL::bindVAO(0);
|
|
}
|
|
|
|
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_T2F *point = (V2F_C4B_T2F*)(_bufferGLPoint + _bufferCountGLPoint);
|
|
V2F_C4B_T2F a = {position, Color4B(color), Tex2F(pointSize,0)};
|
|
*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_T2F *point = (V2F_C4B_T2F*)(_bufferGLPoint + _bufferCountGLPoint);
|
|
|
|
for(unsigned int i=0; i < numberOfPoints; i++,point++)
|
|
{
|
|
V2F_C4B_T2F a = {position[i], Color4B(color), Tex2F(pointSize,0)};
|
|
*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 vertex_count;
|
|
if(closePolygon)
|
|
{
|
|
vertex_count = 2 * numberOfPoints;
|
|
ensureCapacityGLLine(vertex_count);
|
|
}
|
|
else
|
|
{
|
|
vertex_count = 2 * (numberOfPoints - 1);
|
|
ensureCapacityGLLine(vertex_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 += vertex_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 ¢er, 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 > 0.0f && borderWidth > 0.0f);
|
|
|
|
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), 1.0f / (v2fdot(n1, n2) + 1.0f));
|
|
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;
|
|
_lineWidth = _defaultLineWidth;
|
|
}
|
|
|
|
const BlendFunc& DrawNode::getBlendFunc() const
|
|
{
|
|
return _blendFunc;
|
|
}
|
|
|
|
void DrawNode::setBlendFunc(const BlendFunc &blendFunc)
|
|
{
|
|
_blendFunc = blendFunc;
|
|
}
|
|
|
|
void DrawNode::setLineWidth(GLfloat lineWidth)
|
|
{
|
|
_lineWidth = lineWidth;
|
|
}
|
|
|
|
GLfloat DrawNode::getLineWidth()
|
|
{
|
|
return this->_lineWidth;
|
|
}
|
|
|
|
|
|
NS_CC_END
|