/* Copyright (c) 2012 Scott Lembcke and Howling Moon Software * Copyright (c) 2012 cocos2d-x.org * Copyright (c) 2013-2016 Chukong Technologies Inc. * Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd. * * 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/CCDrawNode.h" #include "base/CCEventType.h" #include "base/CCConfiguration.h" #include "renderer/CCRenderer.h" #include "renderer/ccGLStateCache.h" #include "renderer/CCGLProgramState.h" #include "renderer/CCGLProgramCache.h" #include "base/CCDirector.h" #include "base/CCEventListenerCustom.h" #include "base/CCEventDispatcher.h" #include "2d/CCActionCatmullRom.h" #include "platform/CCGL.h" NS_CC_BEGIN // Vec2 == CGPoint in 32-bits, but not in 64-bits (OS X) // that's why the "v2f" functions are needed static Vec2 v2fzero(0.0f,0.0f); static inline Vec2 v2f(float x, float y) { Vec2 ret(x, y); return ret; } static inline Vec2 v2fadd(const Vec2 &v0, const Vec2 &v1) { return v2f(v0.x+v1.x, v0.y+v1.y); } static inline Vec2 v2fsub(const Vec2 &v0, const Vec2 &v1) { return v2f(v0.x-v1.x, v0.y-v1.y); } static inline Vec2 v2fmult(const Vec2 &v, float s) { return v2f(v.x * s, v.y * s); } static inline Vec2 v2fperp(const Vec2 &p0) { return v2f(-p0.y, p0.x); } static inline Vec2 v2fneg(const Vec2 &p0) { return v2f(-p0.x, - p0.y); } static inline float v2fdot(const Vec2 &p0, const Vec2 &p1) { return p0.x * p1.x + p0.y * p1.y; } static inline Vec2 v2fnormalize(const Vec2 &p) { Vec2 r(p.x, p.y); r.normalize(); return v2f(r.x, r.y); } static inline Vec2 __v2f(const Vec2 &v) { //#ifdef __LP64__ return v2f(v.x, v.y); // #else // return * ((Vec2*) &v); // #endif } static inline Tex2F __t(const Vec2 &v) { return *(Tex2F*)&v; } // implementation of DrawNode DrawNode::DrawNode(GLfloat lineWidth) : _vao(0) , _vbo(0) , _vaoGLPoint(0) , _vboGLPoint(0) , _vaoGLLine(0) , _vboGLLine(0) , _bufferCapacity(0) , _bufferCount(0) , _buffer(nullptr) , _bufferCapacityGLPoint(0) , _bufferCountGLPoint(0) , _bufferGLPoint(nullptr) , _bufferCapacityGLLine(0) , _bufferCountGLLine(0) , _bufferGLLine(nullptr) , _dirty(false) , _dirtyGLPoint(false) , _dirtyGLLine(false) , _lineWidth(lineWidth) , _defaultLineWidth(lineWidth) { _blendFunc = BlendFunc::ALPHA_PREMULTIPLIED; } DrawNode::~DrawNode() { free(_buffer); _buffer = nullptr; free(_bufferGLPoint); _bufferGLPoint = nullptr; free(_bufferGLLine); _bufferGLLine = nullptr; glDeleteBuffers(1, &_vbo); glDeleteBuffers(1, &_vboGLLine); glDeleteBuffers(1, &_vboGLPoint); _vbo = 0; _vboGLPoint = 0; _vboGLLine = 0; if (Configuration::getInstance()->supportsShareableVAO()) { GL::bindVAO(0); glDeleteVertexArrays(1, &_vao); glDeleteVertexArrays(1, &_vaoGLLine); glDeleteVertexArrays(1, &_vaoGLPoint); _vao = _vaoGLLine = _vaoGLPoint = 0; } } DrawNode* DrawNode::create(GLfloat defaultLineWidth) { DrawNode* ret = new (std::nothrow) DrawNode(defaultLineWidth); if (ret && ret->init()) { ret->autorelease(); } else { CC_SAFE_DELETE(ret); } return ret; } void DrawNode::ensureCapacity(int count) { CCASSERT(count>=0, "capacity must be >= 0"); if(_bufferCount + count > _bufferCapacity) { _bufferCapacity += MAX(_bufferCapacity, count); _buffer = (V2F_C4B_T2F*)realloc(_buffer, _bufferCapacity*sizeof(V2F_C4B_T2F)); } } void DrawNode::ensureCapacityGLPoint(int count) { CCASSERT(count>=0, "capacity must be >= 0"); if(_bufferCountGLPoint + count > _bufferCapacityGLPoint) { _bufferCapacityGLPoint += MAX(_bufferCapacityGLPoint, count); _bufferGLPoint = (V2F_C4B_T2F*)realloc(_bufferGLPoint, _bufferCapacityGLPoint*sizeof(V2F_C4B_T2F)); } } void DrawNode::ensureCapacityGLLine(int count) { CCASSERT(count>=0, "capacity must be >= 0"); if(_bufferCountGLLine + count > _bufferCapacityGLLine) { _bufferCapacityGLLine += MAX(_bufferCapacityGLLine, count); _bufferGLLine = (V2F_C4B_T2F*)realloc(_bufferGLLine, _bufferCapacityGLLine*sizeof(V2F_C4B_T2F)); } } bool DrawNode::init() { _blendFunc = BlendFunc::ALPHA_PREMULTIPLIED; setGLProgramState(GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_LENGTH_TEXTURE_COLOR)); ensureCapacity(512); ensureCapacityGLPoint(64); ensureCapacityGLLine(256); if (Configuration::getInstance()->supportsShareableVAO()) { glGenVertexArrays(1, &_vao); GL::bindVAO(_vao); glGenBuffers(1, &_vbo); glBindBuffer(GL_ARRAY_BUFFER, _vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(V2F_C4B_T2F)* _bufferCapacity, _buffer, GL_STREAM_DRAW); // vertex glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_POSITION); glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, vertices)); // color glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_COLOR); glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, colors)); // texcoord glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_TEX_COORD); glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORD, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, texCoords)); glGenVertexArrays(1, &_vaoGLLine); GL::bindVAO(_vaoGLLine); glGenBuffers(1, &_vboGLLine); glBindBuffer(GL_ARRAY_BUFFER, _vboGLLine); glBufferData(GL_ARRAY_BUFFER, sizeof(V2F_C4B_T2F)*_bufferCapacityGLLine, _bufferGLLine, GL_STREAM_DRAW); // vertex glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_POSITION); glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, vertices)); // color glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_COLOR); glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, colors)); // texcoord glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_TEX_COORD); glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORD, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, texCoords)); glGenVertexArrays(1, &_vaoGLPoint); GL::bindVAO(_vaoGLPoint); glGenBuffers(1, &_vboGLPoint); glBindBuffer(GL_ARRAY_BUFFER, _vboGLPoint); glBufferData(GL_ARRAY_BUFFER, sizeof(V2F_C4B_T2F)*_bufferCapacityGLPoint, _bufferGLPoint, GL_STREAM_DRAW); // vertex glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_POSITION); glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, vertices)); // color glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_COLOR); glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, colors)); // Texture coord as pointsize glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_TEX_COORD); glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORD, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, texCoords)); GL::bindVAO(0); glBindBuffer(GL_ARRAY_BUFFER, 0); } else { glGenBuffers(1, &_vbo); glBindBuffer(GL_ARRAY_BUFFER, _vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(V2F_C4B_T2F)* _bufferCapacity, _buffer, GL_STREAM_DRAW); glGenBuffers(1, &_vboGLLine); glBindBuffer(GL_ARRAY_BUFFER, _vboGLLine); glBufferData(GL_ARRAY_BUFFER, sizeof(V2F_C4B_T2F)*_bufferCapacityGLLine, _bufferGLLine, GL_STREAM_DRAW); glGenBuffers(1, &_vboGLPoint); glBindBuffer(GL_ARRAY_BUFFER, _vboGLPoint); glBufferData(GL_ARRAY_BUFFER, sizeof(V2F_C4B_T2F)*_bufferCapacityGLPoint, _bufferGLPoint, GL_STREAM_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); } CHECK_GL_ERROR_DEBUG(); _dirty = true; _dirtyGLLine = true; _dirtyGLPoint = true; #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, [this](EventCustom* event){ /** listen the event that renderer was recreated on Android/WP8 */ this->init(); }); _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this); #endif return true; } void DrawNode::draw(Renderer *renderer, const Mat4 &transform, uint32_t flags) { if(_bufferCount) { _customCommand.init(_globalZOrder, transform, flags); _customCommand.func = CC_CALLBACK_0(DrawNode::onDraw, this, transform, flags); renderer->addCommand(&_customCommand); } if(_bufferCountGLPoint) { _customCommandGLPoint.init(_globalZOrder, transform, flags); _customCommandGLPoint.func = CC_CALLBACK_0(DrawNode::onDrawGLPoint, this, transform, flags); renderer->addCommand(&_customCommandGLPoint); } if(_bufferCountGLLine) { _customCommandGLLine.init(_globalZOrder, transform, flags); _customCommandGLLine.func = CC_CALLBACK_0(DrawNode::onDrawGLLine, this, transform, flags); renderer->addCommand(&_customCommandGLLine); } } void DrawNode::onDraw(const Mat4 &transform, uint32_t /*flags*/) { getGLProgramState()->apply(transform); auto glProgram = this->getGLProgram(); glProgram->setUniformLocationWith1f(glProgram->getUniformLocation("u_alpha"), _displayedOpacity / 255.0); GL::blendFunc(_blendFunc.src, _blendFunc.dst); if (_dirty) { glBindBuffer(GL_ARRAY_BUFFER, _vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(V2F_C4B_T2F)*_bufferCapacity, _buffer, GL_STREAM_DRAW); _dirty = false; } if (Configuration::getInstance()->supportsShareableVAO()) { GL::bindVAO(_vao); } else { GL::enableVertexAttribs(GL::VERTEX_ATTRIB_FLAG_POS_COLOR_TEX); glBindBuffer(GL_ARRAY_BUFFER, _vbo); // vertex glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, vertices)); // color glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, colors)); // texcoord glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORD, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, texCoords)); } glDrawArrays(GL_TRIANGLES, 0, _bufferCount); glBindBuffer(GL_ARRAY_BUFFER, 0); if (Configuration::getInstance()->supportsShareableVAO()) { GL::bindVAO(0); } CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1, _bufferCount); CHECK_GL_ERROR_DEBUG(); } void DrawNode::onDrawGLLine(const Mat4 &transform, uint32_t /*flags*/) { auto glProgram = GLProgramCache::getInstance()->getGLProgram(GLProgram::SHADER_NAME_POSITION_LENGTH_TEXTURE_COLOR); glProgram->use(); glProgram->setUniformsForBuiltins(transform); glProgram->setUniformLocationWith1f(glProgram->getUniformLocation("u_alpha"), _displayedOpacity / 255.0); GL::blendFunc(_blendFunc.src, _blendFunc.dst); if (_dirtyGLLine) { glBindBuffer(GL_ARRAY_BUFFER, _vboGLLine); glBufferData(GL_ARRAY_BUFFER, sizeof(V2F_C4B_T2F)*_bufferCapacityGLLine, _bufferGLLine, GL_STREAM_DRAW); _dirtyGLLine = false; } if (Configuration::getInstance()->supportsShareableVAO()) { GL::bindVAO(_vaoGLLine); } else { glBindBuffer(GL_ARRAY_BUFFER, _vboGLLine); GL::enableVertexAttribs(GL::VERTEX_ATTRIB_FLAG_POS_COLOR_TEX); // vertex glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, vertices)); // color glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, colors)); // texcoord glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORD, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, texCoords)); } glLineWidth(_lineWidth); glDrawArrays(GL_LINES, 0, _bufferCountGLLine); if (Configuration::getInstance()->supportsShareableVAO()) { GL::bindVAO(0); } glBindBuffer(GL_ARRAY_BUFFER, 0); CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,_bufferCountGLLine); CHECK_GL_ERROR_DEBUG(); } void DrawNode::onDrawGLPoint(const Mat4 &transform, uint32_t /*flags*/) { auto glProgram = GLProgramCache::getInstance()->getGLProgram(GLProgram::SHADER_NAME_POSITION_COLOR_TEXASPOINTSIZE); glProgram->use(); glProgram->setUniformsForBuiltins(transform); glProgram->setUniformLocationWith1f(glProgram->getUniformLocation("u_alpha"), _displayedOpacity / 255.0); GL::blendFunc(_blendFunc.src, _blendFunc.dst); if (_dirtyGLPoint) { glBindBuffer(GL_ARRAY_BUFFER, _vboGLPoint); glBufferData(GL_ARRAY_BUFFER, sizeof(V2F_C4B_T2F)*_bufferCapacityGLPoint, _bufferGLPoint, GL_STREAM_DRAW); _dirtyGLPoint = false; } if (Configuration::getInstance()->supportsShareableVAO()) { GL::bindVAO(_vaoGLPoint); } else { glBindBuffer(GL_ARRAY_BUFFER, _vboGLPoint); 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(; icount(); 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