/**************************************************************************** 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 "2d/ZMLCCParticleSystemQuad.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_CC_BEGIN ZMLCCParticleSystemQuad::ZMLCCParticleSystemQuad() :_quads(nullptr) ,_indices(nullptr) ,_VAOname(0) { memset(_buffersVBO, 0, sizeof(_buffersVBO)); } ZMLCCParticleSystemQuad::~ZMLCCParticleSystemQuad() { 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 ZMLCCParticleSystemQuad ZMLCCParticleSystemQuad * ZMLCCParticleSystemQuad::create(const std::string& filename) { ZMLCCParticleSystemQuad *ret = new (std::nothrow) ZMLCCParticleSystemQuad(); if (ret && ret->initWithFile(filename)) { ret->autorelease(); return ret; } CC_SAFE_DELETE(ret); return ret; } ZMLCCParticleSystemQuad * ZMLCCParticleSystemQuad::createWithTotalParticles(int numberOfParticles) { ZMLCCParticleSystemQuad *ret = new (std::nothrow) ZMLCCParticleSystemQuad(); if (ret && ret->initWithTotalParticles(numberOfParticles)) { ret->autorelease(); return ret; } CC_SAFE_DELETE(ret); return ret; } ZMLCCParticleSystemQuad * ZMLCCParticleSystemQuad::create(ValueMap &dictionary) { ZMLCCParticleSystemQuad *ret = new (std::nothrow) ZMLCCParticleSystemQuad(); if (ret && ret->initWithDictionary(dictionary)) { ret->autorelease(); return ret; } CC_SAFE_DELETE(ret); return ret; } //implementation ZMLCCParticleSystemQuad // overriding the init method bool ZMLCCParticleSystemQuad::initWithTotalParticles(int numberOfParticles) { // base initialization if( ZMLCCParticleSystem::initWithTotalParticles(numberOfParticles) ) { // allocating data space if( ! this->allocMemory() ) { this->release(); return false; } initIndices(); if (Configuration::getInstance()->supportsShareableVAO()) { setupVBOandVAO(); } else { setupVBO(); } setGLProgramState(GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR_NO_MVP)); #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(ZMLCCParticleSystemQuad::listenRendererRecreated, this)); _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this); #endif return true; } return false; } // pointRect should be in Texture coordinates, not pixel coordinates void ZMLCCParticleSystemQuad::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) pointRect.size.width; GLfloat high = (GLfloat) pointRect.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.bl.u = left; _vertexInfo.bl.v = top; _vertexInfo.br.u = left; _vertexInfo.br.v = bottom; _vertexInfo.tl.u = right; _vertexInfo.tl.v = top; _vertexInfo.tr.u = right; _vertexInfo.tr.v = bottom; } else { _vertexInfo.bl.u = left; _vertexInfo.bl.v = bottom; _vertexInfo.br.u = right; _vertexInfo.br.v = bottom; _vertexInfo.tl.u = left; _vertexInfo.tl.v = top; _vertexInfo.tr.u = right; _vertexInfo.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.TexturePercentage.set(x1, x2, y1, y2); } void ZMLCCParticleSystemQuad::updateTexCoords() { if (_texture) { // 走小图 const Size& s = _texture->getContentSize(); Vec2 offset(0,0); Vec2 originalSize(s.width, s.height); initTexCoordsWithRect(Rect(0, 0, s.width, s.height),false,offset,originalSize); } } void ZMLCCParticleSystemQuad::setTextureWithRect(Texture2D *texture, const Rect& rect, bool isrotaed, Vec2& offset, Vec2& originalSize) { if( !_texture || texture->getName() != _texture->getName() ) { ZMLCCParticleSystem::setTexture(texture); } this->initTexCoordsWithRect(rect,isrotaed,offset,originalSize); } void ZMLCCParticleSystemQuad::setTexture(Texture2D* texture) { const Size& s = texture->getContentSize(); Vec2 offset(0,0); Vec2 originalSize(s.width, s.height); this->setTextureWithRect(texture, Rect(0, 0, s.width, s.height),false,offset,originalSize); } void ZMLCCParticleSystemQuad::setDisplayFrame(SpriteFrame *spriteFrame) { // CCASSERT(spriteFrame->getOffsetInPixels().isZero(), // "QuadParticle only supports SpriteFrames with no offsets"); 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 ZMLCCParticleSystemQuad::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 Vec2& newPosition, float rotation, float size,Vec4 texturePercentage) { // vertices GLfloat size_2 = size/2; GLfloat x1 = -size_2 * texturePercentage.x; GLfloat y1 = -size_2 * texturePercentage.z; GLfloat x2 = size_2 * texturePercentage.y; GLfloat y2 = size_2 * texturePercentage.w; GLfloat x = newPosition.x; GLfloat y = newPosition.y; 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; // bottom-right vertex: quad->br.vertices.x = bx; quad->br.vertices.y = by; // top-left vertex: quad->tl.vertices.x = dx; quad->tl.vertices.y = dy; // top-right vertex: quad->tr.vertices.x = cx; quad->tr.vertices.y = cy; } void ZMLCCParticleSystemQuad::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; float* startX = _particleData.startPosX; float* startY = _particleData.startPosY; float* x = _particleData.posx; float* y = _particleData.posy; float* s = _particleData.size; float* r = _particleData.rotation; V3F_C4B_T2F_Quad* quadStart = startQuad; for (int i = 0 ; i < _particleCount; ++i, ++startX, ++startY, ++x, ++y, ++quadStart, ++s, ++r) { 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; Vec4 texturePercentage = _vertexInfo.TexturePercentage; updatePosWithParticle(quadStart, newPos, *r, *s,texturePercentage); } } else if( _positionType == PositionType::RELATIVE ) { Vec2 newPos; float* startX = _particleData.startPosX; float* startY = _particleData.startPosY; float* x = _particleData.posx; float* y = _particleData.posy; float* s = _particleData.size; float* r = _particleData.rotation; V3F_C4B_T2F_Quad* quadStart = startQuad; Vec4 texturePercentage = _vertexInfo.TexturePercentage; for (int i = 0 ; i < _particleCount; ++i, ++startX, ++startY, ++x, ++y, ++quadStart, ++s, ++r) { newPos.set(*x, *y); newPos.x = *x - (currentPosition.x - *startX); newPos.y = *y - (currentPosition.y - *startY); newPos += pos; updatePosWithParticle(quadStart, newPos, *r, *s,texturePercentage); } } else { Vec2 newPos; float* startX = _particleData.startPosX; float* startY = _particleData.startPosY; float* x = _particleData.posx; float* y = _particleData.posy; float* s = _particleData.size; float* r = _particleData.rotation; V3F_C4B_T2F_Quad* quadStart = startQuad; Vec4 texturePercentage = _vertexInfo.TexturePercentage; for (int i = 0 ; i < _particleCount; ++i, ++startX, ++startY, ++x, ++y, ++quadStart, ++s, ++r) { newPos.set(*x + pos.x, *y + pos.y); updatePosWithParticle(quadStart, newPos, *r, *s,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; for (int i = 0; i < _particleCount; ++i, ++quad) { quad->bl.texCoords.u = _vertexInfo.bl.u; quad->bl.texCoords.v = _vertexInfo.bl.v; // bottom-right vertex: quad->br.texCoords.u = _vertexInfo.br.u; quad->br.texCoords.v = _vertexInfo.br.v; // top-left vertex: quad->tl.texCoords.u = _vertexInfo.tl.u; quad->tl.texCoords.v = _vertexInfo.tl.v; // top-right vertex: quad->tr.texCoords.u = _vertexInfo.tr.u; quad->tr.texCoords.v = _vertexInfo.tr.v; } } } void ZMLCCParticleSystemQuad::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(); } // overriding draw method void ZMLCCParticleSystemQuad::draw(Renderer *renderer, const Mat4 &transform, uint32_t flags) { //quad command if(_particleCount > 0) { _quadCommand.init(_globalZOrder, _texture, getGLProgramState(), _blendFunc, _quads, _particleCount, transform, flags); renderer->addCommand(&_quadCommand); } } void ZMLCCParticleSystemQuad::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; } 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 ZMLCCParticleSystemQuad::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 ZMLCCParticleSystemQuad::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 ZMLCCParticleSystemQuad::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 ZMLCCParticleSystemQuad::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 ZMLCCParticleSystemQuad::setBatchNode(ParticleBatchNode * batchNode) { if( _batchNode != batchNode ) { ParticleBatchNode* oldBatch = _batchNode; ZMLCCParticleSystem::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; } } } } ZMLCCParticleSystemQuad * ZMLCCParticleSystemQuad::create() { ZMLCCParticleSystemQuad *particleSystemQuad = new (std::nothrow) ZMLCCParticleSystemQuad(); if (particleSystemQuad && particleSystemQuad->init()) { particleSystemQuad->autorelease(); return particleSystemQuad; } CC_SAFE_DELETE(particleSystemQuad); return nullptr; } std::string ZMLCCParticleSystemQuad::getDescription() const { return StringUtils::format("", _tag, _totalParticles); } void ZMLCCParticleSystemQuad::setParticlyKeyInfo(bool isSF,std::string originalName,std::unordered_set originaPlist){ _isSpriteFrame = isSF; _originalName = originalName; _originalPlistSt = originaPlist; } ///根据记录的信息重置纹理 void ZMLCCParticleSystemQuad::resetTextureByKeyInfo(std::unordered_set replacePlist){ if (_isSpriteFrame) { SpriteFrameCache * frameCache = SpriteFrameCache::getInstance(); SpriteFrame * pFrame = frameCache->getSpriteFrameByName(_originalName,replacePlist); if (!pFrame) { pFrame = frameCache->getSpriteFrameByName(_originalName,_originalPlistSt); } bool isrotated = pFrame->isRotated(); Vec2 offset = pFrame->getOffset(); Vec2 originalSize = pFrame->getOriginalSize(); auto pointRect = pFrame->getRect(); setTextureWithRect(pFrame->getTexture(), pFrame->getRect(),isrotated,offset,originalSize); } else{ } } NS_CC_END