/**************************************************************************** Copyright (c) 2008-2010 Ricardo Quesada Copyright (c) 2009 Leonardo Kasperavičius Copyright (c) 2010-2012 cocos2d-x.org Copyright (c) 2011 Zynga Inc. Copyright (c) 2013-2017 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 "ZMLParticleSystemQuad.h" #include "ZMLParticleSystemQuad.h" //#include "ZGHeader.h" //#include //#include "2d/CCSpriteFrame.h" //#include "2d/CCParticleBatchNode.h" //#include "renderer/CCTextureAtlas.h" //#include "renderer/ccGLStateCache.h" //#include "renderer/CCRenderer.h" //#include "base/CCDirector.h" //#include "base/CCEventType.h" //#include "base/CCConfiguration.h" //#include "base/CCEventListenerCustom.h" //#include "base/CCEventDispatcher.h" //#include "base/ccUTF8.h" //#include "common/CocosConfig.h" NS_RU_BEGIN ZMLParticleSystemQuad::ZMLParticleSystemQuad() :_quads(nullptr) ,_indices(nullptr) ,_VAOname(0) { m_lightSprite = nullptr; memset(_buffersVBO, 0, sizeof(_buffersVBO)); _vertexInfo = (PARTICLE_VERTEX_INFO*)malloc(100 * sizeof(PARTICLE_VERTEX_INFO)); memset(_vertexInfo,1,100 * sizeof(PARTICLE_VERTEX_INFO)); } ZMLParticleSystemQuad::~ZMLParticleSystemQuad() { if (m_lightSprite) { if (m_lightSprite->isRunning()) { m_lightSprite->removeFromParent(); } m_lightSprite->release(); m_lightSprite = nullptr; } CC_SAFE_FREE(_vertexInfo); if (nullptr == _batchNode) { CC_SAFE_FREE(_quads); CC_SAFE_FREE(_indices); glDeleteBuffers(2, &_buffersVBO[0]); if (Configuration::getInstance()->supportsShareableVAO()) { glDeleteVertexArrays(1, &_VAOname); GL::bindVAO(0); } } } // implementation ZMLParticleSystemQuad ZMLParticleSystemQuad * ZMLParticleSystemQuad::create(const std::string& filename) { ZMLParticleSystemQuad *ret = new (std::nothrow) ZMLParticleSystemQuad(); if (ret && ret->initWithFile(filename)) { ret->autorelease(); return ret; } CC_SAFE_DELETE(ret); return ret; } ZMLParticleSystemQuad * ZMLParticleSystemQuad::createWithTotalParticles(int numberOfParticles) { ZMLParticleSystemQuad *ret = new (std::nothrow) ZMLParticleSystemQuad(); if (ret && ret->initWithTotalParticles(numberOfParticles)) { ret->autorelease(); return ret; } CC_SAFE_DELETE(ret); return ret; } ZMLParticleSystemQuad * ZMLParticleSystemQuad::create(ValueMap &dictionary) { ZMLParticleSystemQuad *ret = new (std::nothrow) ZMLParticleSystemQuad(); if (ret && ret->initWithDictionary(dictionary)) { ret->autorelease(); return ret; } CC_SAFE_DELETE(ret); return ret; } ZMLParticleSystemQuad* ZMLParticleSystemQuad::createWithJsonString(string jsonStr){ ZMLParticleSystemQuad *ret = new (std::nothrow) ZMLParticleSystemQuad(); if (ret && ret->initWithJsonString(jsonStr)) { ret->autorelease(); return ret; } CC_SAFE_DELETE(ret); return ret; } ZMLParticleSystemQuad* ZMLParticleSystemQuad::createWithJsonFile(string path){ ZMLParticleSystemQuad *ret = new (std::nothrow) ZMLParticleSystemQuad(); if (ret && ret->initWithJsonFile(path)) { if (ret->getModule(ParticleSystemModuleFlag::TEXTURE_SHEET) == nullptr) { ret->autoUpdateTexture(); } ret->_plName = path; ret->autorelease(); return ret; } CC_SAFE_DELETE(ret); return ret; } //implementation ZMLParticleSystemQuad // overriding the init method bool ZMLParticleSystemQuad::initWithTotalParticles(int numberOfParticles) { // base initialization if( ParticleSystem::initWithTotalParticles(numberOfParticles) ) { // allocating data space if( ! this->allocMemory() ) { this->release(); return false; } initIndices(); if (Configuration::getInstance()->supportsShareableVAO()) { setupVBOandVAO(); } else { setupVBO(); } UpdateGLProgramState(); #if CC_ENABLE_CACHE_TEXTURE_DATA // Need to listen the event only when not use batchnode, because it will use VBO auto listener = EventListenerCustom::create(EVENT_RENDERER_RECREATED, CC_CALLBACK_1(ZMLParticleSystemQuad::listenRendererRecreated, this)); _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this); #endif return true; } return false; } void ZMLParticleSystemQuad::UpdateGLProgramState() { auto fileUtiles = FileUtils::getInstance(); if(_shaderType == SHADER_COLOR) { setGLProgramState(GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR_NO_MVP)); }else { static string shaders[] = {"fx_alpha","fx_distort_additive","efx_normalMapped"}; #if PARTICLE_EDITOR_MODE auto fragmentFullPath = fileUtiles->fullPathForFilename("shaders/" + shaders[_shaderType-1] + ".fsh"); #else auto fragmentFullPath = fileUtiles->fullPathForFilename(shaders[_shaderType-1] + ".fsh"); #endif auto fragSource = fileUtiles->getStringFromFile(fragmentFullPath); #if PARTICLE_EDITOR_MODE GLProgram* glProgram = GLProgram::createWithByteArrays(ccPositionTextureColor_noMVP_vert, fragSource.c_str()); #else GLProgram* glProgram = GLProgramCache::getInstance()->getGLProgram(shaders[_shaderType-1]); #endif GLProgramState* state = GLProgramState::create(glProgram); if (_maskName.length() > 0) { #if PARTICLE_EDITOR_MODE auto alphaTexture = Director::getInstance()->getTextureCache()->addImage("img/" + _maskName); #else auto alphaTexture = Director::getInstance()->getTextureCache()->addImage(_maskName); #endif if (alphaTexture ) { if (_shaderType != SHADER_NORMAL) { Texture2D::TexParams texParams = {GL_LINEAR, GL_LINEAR, GL_REPEAT, GL_REPEAT}; alphaTexture->setTexParameters(texParams); } state->setUniformTexture("alphaTexture", alphaTexture); } } state->setUniformFloat("color_power", _colorPower); if (_shaderType == SHADER_NORMAL) { ClightSprite* lightSprite_dft=new ClightSprite(); lightSprite_dft->autorelease(); lightSprite_dft->init("unknown.png"); this->setLightSprite(lightSprite_dft); lightSprite_dft->setPosition(Vec2(-1000,-1000)); } setGLProgramState(state); } } void ZMLParticleSystemQuad::SetAlphaTexture(Texture2D* tex) { if (_maskName.length() > 0) { if (_shaderType != SHADER_NORMAL) { Texture2D::TexParams texParams = {GL_LINEAR, GL_LINEAR, GL_REPEAT, GL_REPEAT}; tex->setTexParameters(texParams); } auto state = getGLProgramState(); state->setUniformTexture("alphaTexture", tex); } } // pointRect should be in Texture coordinates, not pixel coordinates void ZMLParticleSystemQuad::initTexCoordsWithRect(const Rect& pointRect, bool isrotaed, Vec2 offset, Vec2 originalSize) { // convert to Tex coords Rect rect = Rect( pointRect.origin.x * CC_CONTENT_SCALE_FACTOR(), pointRect.origin.y * CC_CONTENT_SCALE_FACTOR(), pointRect.size.width * CC_CONTENT_SCALE_FACTOR(), pointRect.size.height * CC_CONTENT_SCALE_FACTOR()); GLfloat wide = (GLfloat) rect.size.width; GLfloat high = (GLfloat) rect.size.height; float rw = rect.size.width; float rh = rect.size.height; if (isrotaed) std::swap(rw, rh); if (_texture) { wide = (GLfloat)_texture->getPixelsWide(); high = (GLfloat)_texture->getPixelsHigh(); } #if CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL GLfloat left = (rect.origin.x*2+1) / (wide*2); GLfloat bottom = (rect.origin.y*2+1) / (high*2); GLfloat right = left + (rw*2-2) / (wide*2); GLfloat top = bottom + (rh*2-2) / (high*2); #else GLfloat left = rect.origin.x / wide; GLfloat bottom = rect.origin.y / high; GLfloat right = left + rw / wide; GLfloat top = bottom + rh / high; #endif // ! CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL // Important. Texture in cocos2d are inverted, so the Y component should be inverted std::swap(top, bottom); CCASSERT(_texNumber < 100, "纹理数量超过上限"); if (isrotaed) { _vertexInfo[_texNumber].bl.u = left; _vertexInfo[_texNumber].bl.v = top; _vertexInfo[_texNumber].br.u = left; _vertexInfo[_texNumber].br.v = bottom; _vertexInfo[_texNumber].tl.u = right; _vertexInfo[_texNumber].tl.v = top; _vertexInfo[_texNumber].tr.u = right; _vertexInfo[_texNumber].tr.v = bottom; } else { _vertexInfo[_texNumber].bl.u = left; _vertexInfo[_texNumber].bl.v = bottom; _vertexInfo[_texNumber].br.u = right; _vertexInfo[_texNumber].br.v = bottom; _vertexInfo[_texNumber].tl.u = left; _vertexInfo[_texNumber].tl.v = top; _vertexInfo[_texNumber].tr.u = right; _vertexInfo[_texNumber].tr.v = top; } if (!offset.isZero()){ // CCLOG(""); } float originalSizeX_2 = 2 / originalSize.x; // 宽的一半的倒数 float originalSizeY_2 = 2 / originalSize.y; float x1 = (pointRect.size.width * 0.5 - offset.x) * originalSizeX_2; float x2 = (pointRect.size.width * 0.5 + offset.x) * originalSizeX_2; float y1 = (pointRect.size.height * 0.5 - offset.y) * originalSizeY_2; float y2 = (pointRect.size.height * 0.5 + offset.y) * originalSizeY_2; _vertexInfo[_texNumber].TexturePercentage.set(x1, x2, y1, y2); _texNumber++; } void ZMLParticleSystemQuad::autoUpdateTexture() { Texture2D* mainTex = nullptr; if (_mainTexName.length() > 0) { #if PARTICLE_EDITOR_MODE mainTex = Director::getInstance()->getTextureCache()->addImage("img/" + _mainTexName); #else mainTex = Director::getInstance()->getTextureCache()->addImage(_mainTexName); #endif if (FileUtils::getInstance()->fullPathForFilename(_mainTexName).size() == 0){//判断粒子图片是否在大图中 SpriteFrame* frame = SpriteFrameCache::getInstance()->getSpriteFrameByName(_mainTexName); this->addSpriteFrame(frame); } else { setTexture(mainTex); } } } void ZMLParticleSystemQuad::updateTexCoords() { if (_texture) { // 走小图 const Size& s = _texture->getContentSize(); // bool isrotaed, Vec2 offset, Vec2 originalSize initTexCoordsWithRect(Rect(0, 0, s.width, s.height),false,Vec2(0,0),Vec2(s.width, s.height)); } } void ZMLParticleSystemQuad::setTextureWithRect(Texture2D *texture, const Rect& rect, bool isrotaed, Vec2 offset, Vec2 originalSize) { // Only update the texture if is different from the current one if( !_texture) { ParticleSystem::setTexture(texture); } else { // || texture->getName() != _texture->getName() CCASSERT(texture->getName() == _texture->getName(), "不能瞎几把换纹理"); } this->initTexCoordsWithRect(rect,isrotaed,offset,originalSize); } void ZMLParticleSystemQuad::setTexture(Texture2D* texture) { const Size& s = texture->getContentSize(); this->setTextureWithRect(texture, Rect(0, 0, s.width, s.height),false,Vec2(0,0),Vec2(s.width, s.height)); } void ZMLParticleSystemQuad::addSpriteFrame(SpriteFrame *spriteFrame){ bool isrotaed = spriteFrame->isRotated(); Vec2 offset = spriteFrame->getOffset(); Vec2 originalSize = spriteFrame->getOriginalSize(); auto pointRect = spriteFrame->getRect(); this->setTextureWithRect(spriteFrame->getTexture(), pointRect,isrotaed,offset,originalSize); } void ZMLParticleSystemQuad::addSpriteFrame(const std::string &spriteFrameName){ CCASSERT(!spriteFrameName.empty(), "spriteFrameName must not be empty"); if (spriteFrameName.empty()) { return; } SpriteFrameCache *cache = SpriteFrameCache::getInstance(); SpriteFrame *spriteFrame = cache->getSpriteFrameByName(spriteFrameName); if (CocosConfig::getAutoAddSingleImage2Cache()) { if (spriteFrame == nullptr) { Texture2D * texture = Director::getInstance()->getTextureCache()->addImage(spriteFrameName.c_str()); if(texture != nullptr) { Rect bounds = Rect(0, 0, texture->getContentSize().width, texture->getContentSize().height); spriteFrame = SpriteFrame::createWithTexture(texture, bounds); cache->addSpriteFrame(spriteFrame, spriteFrameName.c_str()); } } } CCASSERT(spriteFrame, std::string("Invalid spriteFrameName :").append(spriteFrameName).c_str()); addSpriteFrame(spriteFrame); } void ZMLParticleSystemQuad::initIndices() { for(int i = 0; i < _totalParticles; ++i) { const unsigned int i6 = i*6; const unsigned int i4 = i*4; _indices[i6+0] = (GLushort) i4+0; _indices[i6+1] = (GLushort) i4+1; _indices[i6+2] = (GLushort) i4+2; _indices[i6+5] = (GLushort) i4+1; _indices[i6+4] = (GLushort) i4+2; _indices[i6+3] = (GLushort) i4+3; } } inline void updatePosWithParticle(V3F_C4B_T2F_Quad *quad, const Vec3& newPosition, float rotation, float sizeWidth, float sizeHeigh, Vec4 texturePercentage) { // vertices GLfloat sizeWidth_2 = sizeWidth/2; GLfloat sizeHeigh_2 = sizeHeigh/2; GLfloat x1 = -sizeWidth_2 * texturePercentage.x; GLfloat y1 = -sizeHeigh_2 * texturePercentage.z; GLfloat x2 = sizeWidth_2 * texturePercentage.y; GLfloat y2 = sizeHeigh_2 * texturePercentage.w; GLfloat x = newPosition.x; GLfloat y = newPosition.y; GLfloat z = newPosition.z; GLfloat r = (GLfloat)-CC_DEGREES_TO_RADIANS(rotation); GLfloat cr = cosf(r); GLfloat sr = sinf(r); GLfloat ax = x1 * cr - y1 * sr + x; GLfloat ay = x1 * sr + y1 * cr + y; GLfloat bx = x2 * cr - y1 * sr + x; GLfloat by = x2 * sr + y1 * cr + y; GLfloat cx = x2 * cr - y2 * sr + x; GLfloat cy = x2 * sr + y2 * cr + y; GLfloat dx = x1 * cr - y2 * sr + x; GLfloat dy = x1 * sr + y2 * cr + y; // bottom-left quad->bl.vertices.x = ax; quad->bl.vertices.y = ay; quad->bl.vertices.z = z; // bottom-right vertex: quad->br.vertices.x = bx; quad->br.vertices.y = by; quad->br.vertices.z = z; // top-left vertex: quad->tl.vertices.x = dx; quad->tl.vertices.y = dy; quad->tl.vertices.z = z; // top-right vertex: quad->tr.vertices.x = cx; quad->tr.vertices.y = cy; quad->tr.vertices.z = z; } void ZMLParticleSystemQuad::updateParticleQuads() { if (_particleCount <= 0) { return; } Vec2 currentPosition; if (_positionType == PositionType::FREE) { currentPosition = this->convertToWorldSpace(Vec2::ZERO); } else if (_positionType == PositionType::RELATIVE) { currentPosition = _position; } V3F_C4B_T2F_Quad *startQuad; Vec2 pos = Vec2::ZERO; if (_batchNode) { V3F_C4B_T2F_Quad *batchQuads = _batchNode->getTextureAtlas()->getQuads(); startQuad = &(batchQuads[_atlasIndex]); pos = _position; } else { startQuad = &(_quads[0]); } if( _positionType == PositionType::FREE ) { Vec3 p1(currentPosition.x, currentPosition.y, 0); Mat4 worldToNodeTM = getWorldToNodeTransform(); worldToNodeTM.transformPoint(&p1); Vec3 p2; Vec2 newPos; Vec3 newPos2; float* startX = _particleData.startPosX; float* startY = _particleData.startPosY; float* x = _particleData.posx; float* y = _particleData.posy; float* z = _particleDataExpansion.posz; int* texIndex = _particleDataExpansion.textureIndex; float* r = _particleData.rotation; float* sw = _particleDataExpansion.sizeWidth; float* sh = _particleDataExpansion.sizeHeight; V3F_C4B_T2F_Quad* quadStart = startQuad; for (int i = 0 ; i < _particleCount; ++i, ++startX, ++startY, ++x, ++y, ++z, ++quadStart, ++sw, ++sh, ++r, ++texIndex) { p2.set(*startX, *startY, 0); worldToNodeTM.transformPoint(&p2); newPos.set(*x,*y); p2 = p1 - p2; newPos.x -= p2.x - pos.x; newPos.y -= p2.y - pos.y; newPos2.set(newPos.x, newPos.y, *z); int index = *texIndex; Vec4 texturePercentage = _vertexInfo[index].TexturePercentage; updatePosWithParticle(quadStart, newPos2, *r, *sw, *sh, texturePercentage); } } else if( _positionType == PositionType::RELATIVE ) { Vec2 newPos; Vec3 newPos2; float* startX = _particleData.startPosX; float* startY = _particleData.startPosY; float* x = _particleData.posx; float* y = _particleData.posy; float* z = _particleDataExpansion.posz; int* texIndex = _particleDataExpansion.textureIndex; float* r = _particleData.rotation; float* sw = _particleDataExpansion.sizeWidth; float* sh = _particleDataExpansion.sizeHeight; V3F_C4B_T2F_Quad* quadStart = startQuad; for (int i = 0 ; i < _particleCount; ++i, ++startX, ++startY, ++x, ++y, ++z, ++quadStart, ++sw, ++sh, ++r, ++texIndex) { newPos.set(*x, *y); newPos.x = *x - (currentPosition.x - *startX); newPos.y = *y - (currentPosition.y - *startY); newPos += pos; newPos2.set(newPos.x, newPos.y, *z); int index = *texIndex; Vec4 texturePercentage = _vertexInfo[index].TexturePercentage; updatePosWithParticle(quadStart, newPos2, *r, *sw, *sh, texturePercentage); } } else { Vec2 newPos; Vec3 newPos2; float* startX = _particleData.startPosX; float* startY = _particleData.startPosY; float* x = _particleData.posx; float* y = _particleData.posy; float* z = _particleDataExpansion.posz; int* texIndex = _particleDataExpansion.textureIndex; float* r = _particleData.rotation; float* sw = _particleDataExpansion.sizeWidth; float* sh = _particleDataExpansion.sizeHeight; V3F_C4B_T2F_Quad* quadStart = startQuad; for (int i = 0 ; i < _particleCount; ++i, ++startX, ++startY, ++x, ++y, ++z, ++quadStart, ++sw, ++sh, ++r, ++texIndex) { newPos.set(*x + pos.x, *y + pos.y); newPos2.set(newPos.x, newPos.y, *z); int index = *texIndex; Vec4 texturePercentage = _vertexInfo[index].TexturePercentage; updatePosWithParticle(quadStart, newPos2, *r, *sw, *sh, texturePercentage); } } //set color if(_opacityModifyRGB) { V3F_C4B_T2F_Quad* quad = startQuad; float* r = _particleData.colorR; float* g = _particleData.colorG; float* b = _particleData.colorB; float* a = _particleData.colorA; for (int i = 0; i < _particleCount; ++i,++quad,++r,++g,++b,++a) { GLubyte colorR = *r * *a * 255 * _displayedColor.r / 255 * _displayedOpacity / 255; GLubyte colorG = *g * *a * 255 * _displayedColor.g / 255 * _displayedOpacity / 255; GLubyte colorB = *b * *a * 255 * _displayedColor.b / 255 * _displayedOpacity / 255; GLubyte colorA = *a * 255 * _displayedOpacity / 255; quad->bl.colors.set(colorR, colorG, colorB, colorA); quad->br.colors.set(colorR, colorG, colorB, colorA); quad->tl.colors.set(colorR, colorG, colorB, colorA); quad->tr.colors.set(colorR, colorG, colorB, colorA); } } else { V3F_C4B_T2F_Quad* quad = startQuad; float* r = _particleData.colorR; float* g = _particleData.colorG; float* b = _particleData.colorB; float* a = _particleData.colorA; for (int i = 0; i < _particleCount; ++i,++quad,++r,++g,++b,++a) { GLubyte colorR = *r * 255 * _displayedColor.r / 255 * _displayedOpacity / 255; GLubyte colorG = *g * 255 * _displayedColor.g / 255 * _displayedOpacity / 255; GLubyte colorB = *b * 255 * _displayedColor.b / 255 * _displayedOpacity / 255; GLubyte colorA = *a * 255 * _displayedOpacity / 255; quad->bl.colors.set(colorR, colorG, colorB, colorA); quad->br.colors.set(colorR, colorG, colorB, colorA); quad->tl.colors.set(colorR, colorG, colorB, colorA); quad->tr.colors.set(colorR, colorG, colorB, colorA); } } { //设置顶点 V3F_C4B_T2F_Quad* quad = startQuad; int* texIndex = _particleDataExpansion.textureIndex; for (int i = 0; i < _particleCount; ++i, ++quad, ++texIndex) { int index = *texIndex; quad->bl.texCoords.u = _vertexInfo[index].bl.u; quad->bl.texCoords.v = _vertexInfo[index].bl.v; // bottom-right vertex: quad->br.texCoords.u = _vertexInfo[index].br.u; quad->br.texCoords.v = _vertexInfo[index].br.v; // top-left vertex: quad->tl.texCoords.u = _vertexInfo[index].tl.u; quad->tl.texCoords.v = _vertexInfo[index].tl.v; // top-right vertex: quad->tr.texCoords.u = _vertexInfo[index].tr.u; quad->tr.texCoords.v = _vertexInfo[index].tr.v; } } } void ZMLParticleSystemQuad::postStep() { glBindBuffer(GL_ARRAY_BUFFER, _buffersVBO[0]); // Option 1: Sub Data glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(_quads[0])*_totalParticles, _quads); // Option 2: Data // glBufferData(GL_ARRAY_BUFFER, sizeof(quads_[0]) * particleCount, quads_, GL_DYNAMIC_DRAW); // Option 3: Orphaning + glMapBuffer // glBufferData(GL_ARRAY_BUFFER, sizeof(_quads[0])*_totalParticles, nullptr, GL_STREAM_DRAW); // void *buf = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY); // memcpy(buf, _quads, sizeof(_quads[0])*_totalParticles); // glUnmapBuffer(GL_ARRAY_BUFFER); glBindBuffer(GL_ARRAY_BUFFER, 0); CHECK_GL_ERROR_DEBUG(); } void ZMLParticleSystemQuad::onPassUnifoAndBindTex(const Mat4 &transform, uint32_t flags){ // assert(getGLProgram()==m_program); //----prepare uniform values Vec4 diffuseM_tmp={m_material.m_diffuse.r,m_material.m_diffuse.g, m_material.m_diffuse.b,m_material.m_diffuse.a}; Vec4 ambientM_tmp = {m_material.m_ambient.r,m_material.m_ambient.g,m_material.m_ambient.b,m_material.m_ambient.a}; Vec4 diffuseL_tmp={m_lightSprite->getDiffuse().r,m_lightSprite->getDiffuse().g, m_lightSprite->getDiffuse().b,m_lightSprite->getDiffuse().a}; Vec4 ambientL_tmp={m_lightSprite->getAmbient().r,m_lightSprite->getAmbient().g, m_lightSprite->getAmbient().b,m_lightSprite->getAmbient().a}; TextureSheetAnimationModule * module = dynamic_cast(getModule(ParticleSystemModuleFlag::TEXTURE_SHEET)); Vec2 contentSize_tmp = Vec2::ONE; if (module != nullptr) { contentSize_tmp = {module->getTileWidth(),module->getTileHeight()}; }else { contentSize_tmp={getTexture()->getContentSizeInPixels().width,getTexture()->getContentSizeInPixels().height}; } this->getNodeToParentTransform();//in order this->parentToNodeTransform() got right result, we must call this->getNodeToParentTransform() first, this is a bug of cocos2dx 3.3,see:http://www.cnblogs.com/wantnon/p/4330226.html Point lightPosInLocalSpace= PointApplyAffineTransform(m_lightSprite->getPosition(),this->getParentToNodeAffineTransform()); Vec4 lightPosInLocalSpace_tmp = {lightPosInLocalSpace.x,lightPosInLocalSpace.y,m_lightSprite->getZ(),1}; getGLProgramState()->setUniformVec4("u_diffuseM", diffuseM_tmp);//("u_diffuseM", 4, diffuseM_tmp); getGLProgramState()->setUniformVec4("u_ambientM", ambientM_tmp); getGLProgramState()->setUniformVec4("u_diffuseL", diffuseL_tmp); getGLProgramState()->setUniformVec4("u_ambientL", ambientL_tmp); getGLProgramState()->setUniformVec2("u_contentSize", contentSize_tmp); getGLProgramState()->setUniformVec4("u_lightPosInLocalSpace",lightPosInLocalSpace_tmp); getGLProgramState()->setUniformFloat("color_power", _colorPower); // getGLProgramState()->setUniformFloat("u_kBump", _colorPower); // 1 - 4 } // overriding draw method void ZMLParticleSystemQuad::draw(Renderer *renderer, const Mat4 &transform, uint32_t flags) { //quad command if(_particleCount > 0) { if (_shaderType == SHADER_NORMAL) { //passUnifo and bindTex _passUnifoAndBindTexCommand.init(_globalZOrder); _passUnifoAndBindTexCommand.func = CC_CALLBACK_0(ZMLParticleSystemQuad::onPassUnifoAndBindTex, this,transform,flags); Director::getInstance()->getRenderer()->addCommand(&_passUnifoAndBindTexCommand); } _quadCommand.init(_globalZOrder, _texture, getGLProgramState(), _blendFunc, _quads, _particleCount, transform, flags); renderer->addCommand(&_quadCommand); } } void ZMLParticleSystemQuad::setTotalParticles(int tp) { // If we are setting the total number of particles to a number higher // than what is allocated, we need to allocate new arrays if( tp > _allocatedParticles ) { // Allocate new memory size_t quadsSize = sizeof(_quads[0]) * tp * 1; size_t indicesSize = sizeof(_indices[0]) * tp * 6 * 1; _particleData.release(); if (!_particleData.init(tp)) { CCLOG("Particle system: not enough memory"); return; } _particleDataExpansion.release(); if( !_particleDataExpansion.init(tp)) { CCLOG("Particle system: not enough memory"); return ; } V3F_C4B_T2F_Quad* quadsNew = (V3F_C4B_T2F_Quad*)realloc(_quads, quadsSize); GLushort* indicesNew = (GLushort*)realloc(_indices, indicesSize); if (quadsNew && indicesNew) { // Assign pointers _quads = quadsNew; _indices = indicesNew; // Clear the memory memset(_quads, 0, quadsSize); memset(_indices, 0, indicesSize); _allocatedParticles = tp; } else { // Out of memory, failed to resize some array if (quadsNew) _quads = quadsNew; if (indicesNew) _indices = indicesNew; CCLOG("Particle system: out of memory"); return; } _totalParticles = tp; // Init particles if (_batchNode) { for (int i = 0; i < _totalParticles; i++) { _particleData.atlasIndex[i] = i; } } initIndices(); if (Configuration::getInstance()->supportsShareableVAO()) { setupVBOandVAO(); } else { setupVBO(); } // fixed http://www.cocos2d-x.org/issues/3990 // Updates texture coords. updateTexCoords(); } else { _totalParticles = tp; } // fixed issue #5762 // reset the emission rate if(CocosConfig::isCCBParticleUseEmitrate() == false){ setEmissionRate(_totalParticles / _life); } resetSystem(); } void ZMLParticleSystemQuad::setupVBOandVAO() { // clean VAO glDeleteBuffers(2, &_buffersVBO[0]); glDeleteVertexArrays(1, &_VAOname); GL::bindVAO(0); glGenVertexArrays(1, &_VAOname); GL::bindVAO(_VAOname); #define kQuadSize sizeof(_quads[0].bl) glGenBuffers(2, &_buffersVBO[0]); glBindBuffer(GL_ARRAY_BUFFER, _buffersVBO[0]); glBufferData(GL_ARRAY_BUFFER, sizeof(_quads[0]) * _totalParticles, _quads, GL_DYNAMIC_DRAW); // vertices glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_POSITION); glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, kQuadSize, (GLvoid*) offsetof( V3F_C4B_T2F, vertices)); // colors glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_COLOR); glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, kQuadSize, (GLvoid*) offsetof( V3F_C4B_T2F, colors)); // tex coords glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_TEX_COORD); glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORD, 2, GL_FLOAT, GL_FALSE, kQuadSize, (GLvoid*) offsetof( V3F_C4B_T2F, texCoords)); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _buffersVBO[1]); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(_indices[0]) * _totalParticles * 6, _indices, GL_STATIC_DRAW); // Must unbind the VAO before changing the element buffer. GL::bindVAO(0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glBindBuffer(GL_ARRAY_BUFFER, 0); CHECK_GL_ERROR_DEBUG(); } void ZMLParticleSystemQuad::setupVBO() { glDeleteBuffers(2, &_buffersVBO[0]); glGenBuffers(2, &_buffersVBO[0]); glBindBuffer(GL_ARRAY_BUFFER, _buffersVBO[0]); glBufferData(GL_ARRAY_BUFFER, sizeof(_quads[0]) * _totalParticles, _quads, GL_DYNAMIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _buffersVBO[1]); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(_indices[0]) * _totalParticles * 6, _indices, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); CHECK_GL_ERROR_DEBUG(); } void ZMLParticleSystemQuad::listenRendererRecreated(EventCustom* /*event*/) { //when comes to foreground in android, _buffersVBO and _VAOname is a wild handle //before recreating, we need to reset them to 0 memset(_buffersVBO, 0, sizeof(_buffersVBO)); if (Configuration::getInstance()->supportsShareableVAO()) { _VAOname = 0; setupVBOandVAO(); } else { setupVBO(); } } bool ZMLParticleSystemQuad::allocMemory() { CCASSERT( !_batchNode, "Memory should not be alloced when not using batchNode"); CC_SAFE_FREE(_quads); CC_SAFE_FREE(_indices); _quads = (V3F_C4B_T2F_Quad*)malloc(_totalParticles * sizeof(V3F_C4B_T2F_Quad)); _indices = (GLushort*)malloc(_totalParticles * 6 * sizeof(GLushort)); if( !_quads || !_indices) { CCLOG("cocos2d: Particle system: not enough memory"); CC_SAFE_FREE(_quads); CC_SAFE_FREE(_indices); return false; } memset(_quads, 0, _totalParticles * sizeof(V3F_C4B_T2F_Quad)); memset(_indices, 0, _totalParticles * 6 * sizeof(GLushort)); return true; } void ZMLParticleSystemQuad::setBatchNode(ParticleBatchNode * batchNode) { if( _batchNode != batchNode ) { ParticleBatchNode* oldBatch = _batchNode; ParticleSystem::setBatchNode(batchNode); // NEW: is self render ? if( ! batchNode ) { allocMemory(); initIndices(); setTexture(oldBatch->getTexture()); if (Configuration::getInstance()->supportsShareableVAO()) { setupVBOandVAO(); } else { setupVBO(); } } // OLD: was it self render ? cleanup else if( !oldBatch ) { // copy current state to batch V3F_C4B_T2F_Quad *batchQuads = _batchNode->getTextureAtlas()->getQuads(); V3F_C4B_T2F_Quad *quad = &(batchQuads[_atlasIndex] ); memcpy( quad, _quads, _totalParticles * sizeof(_quads[0]) ); CC_SAFE_FREE(_quads); CC_SAFE_FREE(_indices); glDeleteBuffers(2, &_buffersVBO[0]); memset(_buffersVBO, 0, sizeof(_buffersVBO)); if (Configuration::getInstance()->supportsShareableVAO()) { glDeleteVertexArrays(1, &_VAOname); GL::bindVAO(0); _VAOname = 0; } } } } ZMLParticleSystemQuad * ZMLParticleSystemQuad::create() { ZMLParticleSystemQuad *zmlParticleSystemQuad = new (std::nothrow) ZMLParticleSystemQuad(); if (zmlParticleSystemQuad && zmlParticleSystemQuad->init()) { zmlParticleSystemQuad->autorelease(); return zmlParticleSystemQuad; } CC_SAFE_DELETE(zmlParticleSystemQuad); return nullptr; } void ZMLParticleSystemQuad::onExit() { if (_cbOnExit != nullptr && _plName.size() > 0) { _particleCount = 0; _cbOnExit(_plName, this); } ZMLParticleSystem::onExit(); } void ZMLParticleSystemQuad::setCbOnExit(std::function cb) { _cbOnExit = cb; } std::string ZMLParticleSystemQuad::getDescription() const { return StringUtils::format("", _tag, _totalParticles); } NS_RU_END