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shadow-function

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ioing lib - shadow Function, worker Function

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/** * Copyright (c) 2008-2010 Ricardo Quesada * Copyright (c) 2011-2012 cocos2d-x.org * Copyright (c) 2013-2014 Chukong Technologies Inc. * Copyright (C) 2009 Matt Oswald * Copyright (c) 2011 Marco Tillemans * * 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. * */ /** * paticle default capacity * @constant * @type Number */ cc.PARTICLE_DEFAULT_CAPACITY = 500; /** * <p> * cc.ParticleBatchNode is like a batch node: if it contains children, it will draw them in 1 single OpenGL call <br/> * (often known as "batch draw"). </br> * * A cc.ParticleBatchNode can reference one and only one texture (one image file, one texture atlas).<br/> * Only the cc.ParticleSystems that are contained in that texture can be added to the cc.SpriteBatchNode.<br/> * All cc.ParticleSystems added to a cc.SpriteBatchNode are drawn in one OpenGL ES draw call.<br/> * If the cc.ParticleSystems are not added to a cc.ParticleBatchNode then an OpenGL ES draw call will be needed for each one, which is less efficient.</br> * * Limitations:<br/> * - At the moment only cc.ParticleSystem is supported<br/> * - All systems need to be drawn with the same parameters, blend function, aliasing, texture<br/> * * Most efficient usage<br/> * - Initialize the ParticleBatchNode with the texture and enough capacity for all the particle systems<br/> * - Initialize all particle systems and add them as child to the batch node<br/> * </p> * @class * @extends cc.ParticleSystem * @param {String|cc.Texture2D} fileImage * @param {Number} capacity * * @property {cc.Texture2D|HTMLImageElement|HTMLCanvasElement} texture - The used texture * @property {cc.TextureAtlas} textureAtlas - The texture atlas used for drawing the quads * * @example * 1. * //Create a cc.ParticleBatchNode with image path and capacity * var particleBatchNode = new cc.ParticleBatchNode("res/grossini_dance.png",30); * * 2. * //Create a cc.ParticleBatchNode with a texture and capacity * var texture = cc.TextureCache.getInstance().addImage("res/grossini_dance.png"); * var particleBatchNode = new cc.ParticleBatchNode(texture, 30); */ cc.ParticleBatchNode = cc.Node.extend(/** @lends cc.ParticleBatchNode# */{ textureAtlas: null, //the blend function used for drawing the quads _blendFunc: null, _className: "ParticleBatchNode", /** * initializes the particle system with the name of a file on disk (for a list of supported formats look at the cc.Texture2D class), a capacity of particles * Constructor of cc.ParticleBatchNode * @param {String|cc.Texture2D} fileImage * @param {Number} capacity * @example * 1. * //Create a cc.ParticleBatchNode with image path and capacity * var particleBatchNode = new cc.ParticleBatchNode("res/grossini_dance.png",30); * * 2. * //Create a cc.ParticleBatchNode with a texture and capacity * var texture = cc.TextureCache.getInstance().addImage("res/grossini_dance.png"); * var particleBatchNode = new cc.ParticleBatchNode(texture, 30); */ ctor: function (fileImage, capacity) { cc.Node.prototype.ctor.call(this); this._blendFunc = {src: cc.BLEND_SRC, dst: cc.BLEND_DST}; if (cc.isString(fileImage)) { this.init(fileImage, capacity); } else if (fileImage instanceof cc.Texture2D) { this.initWithTexture(fileImage, capacity); } }, _createRenderCmd: function () { if (cc._renderType === cc.game.RENDER_TYPE_CANVAS) return new cc.ParticleBatchNode.CanvasRenderCmd(this); else return new cc.ParticleBatchNode.WebGLRenderCmd(this); }, /** * initializes the particle system with cc.Texture2D, a capacity of particles * @param {cc.Texture2D|HTMLImageElement|HTMLCanvasElement} texture * @param {Number} capacity * @return {Boolean} */ initWithTexture: function (texture, capacity) { this.textureAtlas = new cc.TextureAtlas(); this.textureAtlas.initWithTexture(texture, capacity); // no lazy alloc in this node this._children.length = 0; this._renderCmd._initWithTexture(); return true; }, /** * initializes the particle system with the name of a file on disk (for a list of supported formats look at the cc.Texture2D class), a capacity of particles * @param {String} fileImage * @param {Number} capacity * @return {Boolean} */ initWithFile: function (fileImage, capacity) { var tex = cc.textureCache.addImage(fileImage); return this.initWithTexture(tex, capacity); }, /** * initializes the particle system with the name of a file on disk (for a list of supported formats look at the cc.Texture2D class), a capacity of particles * @param {String} fileImage * @param {Number} capacity * @return {Boolean} */ init: function (fileImage, capacity) { var tex = cc.textureCache.addImage(fileImage); return this.initWithTexture(tex, capacity); }, visit: function (parent) { var cmd = this._renderCmd, parentCmd = parent ? parent._renderCmd : null; // quick return if not visible if (!this._visible) { cmd._propagateFlagsDown(parentCmd); return; } cmd.visit(parentCmd); cc.renderer.pushRenderCommand(cmd); cmd._dirtyFlag = 0; }, /** * Add a child into the cc.ParticleBatchNode * @param {cc.ParticleSystem} child * @param {Number} zOrder * @param {Number} tag */ addChild: function (child, zOrder, tag) { if (!child) throw new Error("cc.ParticleBatchNode.addChild() : child should be non-null"); if (!(child instanceof cc.ParticleSystem)) throw new Error("cc.ParticleBatchNode.addChild() : only supports cc.ParticleSystem as children"); zOrder = (zOrder == null) ? child.zIndex : zOrder; tag = (tag == null) ? child.tag : tag; if (child.getTexture() !== this.textureAtlas.texture) throw new Error("cc.ParticleSystem.addChild() : the child is not using the same texture id"); // If this is the 1st children, then copy blending function var childBlendFunc = child.getBlendFunc(); if (this._children.length === 0) this.setBlendFunc(childBlendFunc); else { if ((childBlendFunc.src !== this._blendFunc.src) || (childBlendFunc.dst !== this._blendFunc.dst)) { cc.log("cc.ParticleSystem.addChild() : Can't add a ParticleSystem that uses a different blending function"); return; } } //no lazy sorting, so don't call super addChild, call helper instead var pos = this._addChildHelper(child, zOrder, tag); //get new atlasIndex var atlasIndex = 0; if (pos !== 0) { var p = this._children[pos - 1]; atlasIndex = p.getAtlasIndex() + p.getTotalParticles(); } else atlasIndex = 0; this.insertChild(child, atlasIndex); // update quad info child.setBatchNode(this); }, /** * Inserts a child into the cc.ParticleBatchNode * @param {cc.ParticleSystem} pSystem * @param {Number} index */ insertChild: function (pSystem, index) { var totalParticles = pSystem.getTotalParticles(); var locTextureAtlas = this.textureAtlas; var totalQuads = locTextureAtlas.totalQuads; pSystem.setAtlasIndex(index); if (totalQuads + totalParticles > locTextureAtlas.getCapacity()) { this._increaseAtlasCapacityTo(totalQuads + totalParticles); // after a realloc empty quads of textureAtlas can be filled with gibberish (realloc doesn't perform calloc), insert empty quads to prevent it locTextureAtlas.fillWithEmptyQuadsFromIndex(locTextureAtlas.getCapacity() - totalParticles, totalParticles); } // make room for quads, not necessary for last child if (pSystem.getAtlasIndex() + totalParticles !== totalQuads) locTextureAtlas.moveQuadsFromIndex(index, index + totalParticles); // increase totalParticles here for new particles, update method of particlesystem will fill the quads locTextureAtlas.increaseTotalQuadsWith(totalParticles); this._updateAllAtlasIndexes(); }, /** * @param {cc.ParticleSystem} child * @param {Boolean} cleanup */ removeChild: function (child, cleanup) { // explicit nil handling if (child == null) return; if (!(child instanceof cc.ParticleSystem)) throw new Error("cc.ParticleBatchNode.removeChild(): only supports cc.ParticleSystem as children"); if (this._children.indexOf(child) === -1) { cc.log("cc.ParticleBatchNode.removeChild(): doesn't contain the sprite. Can't remove it"); return; } cc.Node.prototype.removeChild.call(this, child, cleanup); var locTextureAtlas = this.textureAtlas; // remove child helper locTextureAtlas.removeQuadsAtIndex(child.getAtlasIndex(), child.getTotalParticles()); // after memmove of data, empty the quads at the end of array locTextureAtlas.fillWithEmptyQuadsFromIndex(locTextureAtlas.totalQuads, child.getTotalParticles()); // paticle could be reused for self rendering child.setBatchNode(null); this._updateAllAtlasIndexes(); }, /** * Reorder will be done in this function, no "lazy" reorder to particles * @param {cc.ParticleSystem} child * @param {Number} zOrder */ reorderChild: function (child, zOrder) { if (!child) throw new Error("cc.ParticleBatchNode.reorderChild(): child should be non-null"); if (!(child instanceof cc.ParticleSystem)) throw new Error("cc.ParticleBatchNode.reorderChild(): only supports cc.QuadParticleSystems as children"); if (this._children.indexOf(child) === -1) { cc.log("cc.ParticleBatchNode.reorderChild(): Child doesn't belong to batch"); return; } // no reordering if only 1 child if (this._children.length > 1) { var getIndexes = this._getCurrentIndex(child, zOrder); if (getIndexes.oldIndex !== getIndexes.newIndex) { // reorder m_pChildren.array this._children.splice(getIndexes.oldIndex, 1) this._children.splice(getIndexes.newIndex, 0, child); // save old altasIndex var oldAtlasIndex = child.getAtlasIndex(); // update atlas index this._updateAllAtlasIndexes(); // Find new AtlasIndex var newAtlasIndex = 0; var locChildren = this._children; for (var i = 0; i < locChildren.length; i++) { var pNode = locChildren[i]; if (pNode === child) { newAtlasIndex = child.getAtlasIndex(); break; } } // reorder textureAtlas quads this.textureAtlas.moveQuadsFromIndex(oldAtlasIndex, child.getTotalParticles(), newAtlasIndex); child.updateWithNoTime(); } } child._setLocalZOrder(zOrder); }, /** * @param {Number} index * @param {Boolean} doCleanup */ removeChildAtIndex: function (index, doCleanup) { this.removeChild(this._children[i], doCleanup); }, /** * @param {Boolean} [doCleanup=true] */ removeAllChildren: function (doCleanup) { var locChildren = this._children; for (var i = 0; i < locChildren.length; i++) { locChildren[i].setBatchNode(null); } cc.Node.prototype.removeAllChildren.call(this, doCleanup); this.textureAtlas.removeAllQuads(); }, /** * disables a particle by inserting a 0'd quad into the texture atlas * @param {Number} particleIndex */ disableParticle: function (particleIndex) { var quad = this.textureAtlas.quads[particleIndex]; quad.br.vertices.x = quad.br.vertices.y = quad.tr.vertices.x = quad.tr.vertices.y = quad.tl.vertices.x = quad.tl.vertices.y = quad.bl.vertices.x = quad.bl.vertices.y = 0.0; this.textureAtlas._setDirty(true); }, /** * returns the used texture * @return {cc.Texture2D} */ getTexture: function () { return this.textureAtlas.texture; }, /** * sets a new texture. it will be retained * @param {cc.Texture2D} texture */ setTexture: function (texture) { this.textureAtlas.texture = texture; // If the new texture has No premultiplied alpha, AND the blendFunc hasn't been changed, then update it var locBlendFunc = this._blendFunc; if (texture && !texture.hasPremultipliedAlpha() && ( locBlendFunc.src === cc.BLEND_SRC && locBlendFunc.dst === cc.BLEND_DST )) { locBlendFunc.src = cc.SRC_ALPHA; locBlendFunc.dst = cc.ONE_MINUS_SRC_ALPHA; } }, /** * set the blending function used for the texture * @param {Number|Object} src * @param {Number} dst */ setBlendFunc: function (src, dst) { if (dst === undefined) { this._blendFunc.src = src.src; this._blendFunc.dst = src.dst; } else { this._blendFunc.src = src; this._blendFunc.src = dst; } }, /** * returns the blending function used for the texture * @return {cc.BlendFunc} */ getBlendFunc: function () { return new cc.BlendFunc(this._blendFunc.src, this._blendFunc.dst); }, _updateAllAtlasIndexes: function () { var index = 0; var locChildren = this._children; for (var i = 0; i < locChildren.length; i++) { var child = locChildren[i]; child.setAtlasIndex(index); index += child.getTotalParticles(); } }, _increaseAtlasCapacityTo: function (quantity) { cc.log("cocos2d: cc.ParticleBatchNode: resizing TextureAtlas capacity from [" + this.textureAtlas.getCapacity() + "] to [" + quantity + "]."); if (!this.textureAtlas.resizeCapacity(quantity)) { // serious problems cc.log("cc.ParticleBatchNode._increaseAtlasCapacityTo() : WARNING: Not enough memory to resize the atlas"); } }, _searchNewPositionInChildrenForZ: function (z) { var locChildren = this._children; var count = locChildren.length; for (var i = 0; i < count; i++) { if (locChildren[i].zIndex > z) return i; } return count; }, _getCurrentIndex: function (child, z) { var foundCurrentIdx = false; var foundNewIdx = false; var newIndex = 0; var oldIndex = 0; var minusOne = 0, locChildren = this._children; var count = locChildren.length; for (var i = 0; i < count; i++) { var pNode = locChildren[i]; // new index if (pNode.zIndex > z && !foundNewIdx) { newIndex = i; foundNewIdx = true; if (foundCurrentIdx && foundNewIdx) break; } // current index if (child === pNode) { oldIndex = i; foundCurrentIdx = true; if (!foundNewIdx) minusOne = -1; if (foundCurrentIdx && foundNewIdx) break; } } if (!foundNewIdx) newIndex = count; newIndex += minusOne; return {newIndex: newIndex, oldIndex: oldIndex}; }, // // <p> // don't use lazy sorting, reordering the particle systems quads afterwards would be too complex <br/> // XXX research whether lazy sorting + freeing current quads and calloc a new block with size of capacity would be faster <br/> // XXX or possibly using vertexZ for reordering, that would be fastest <br/> // this helper is almost equivalent to CCNode's addChild, but doesn't make use of the lazy sorting <br/> // </p> // @param {cc.ParticleSystem} child // @param {Number} z // @param {Number} aTag // @return {Number} // @private // _addChildHelper: function (child, z, aTag) { if (!child) throw new Error("cc.ParticleBatchNode._addChildHelper(): child should be non-null"); if (child.parent) { cc.log("cc.ParticleBatchNode._addChildHelper(): child already added. It can't be added again"); return null; } if (!this._children) this._children = []; //don't use a lazy insert var pos = this._searchNewPositionInChildrenForZ(z); this._children.splice(pos, 0, child); child.tag = aTag; child._setLocalZOrder(z); child.parent = this; if (this._running) { child._performRecursive(cc.Node._stateCallbackType.onEnter); child._performRecursive(cc.Node._stateCallbackType.onEnterTransitionDidFinish); } return pos; }, _updateBlendFunc: function () { if (!this.textureAtlas.texture.hasPremultipliedAlpha()) { this._blendFunc.src = cc.SRC_ALPHA; this._blendFunc.dst = cc.ONE_MINUS_SRC_ALPHA; } }, /** * return the texture atlas used for drawing the quads * @return {cc.TextureAtlas} */ getTextureAtlas: function () { return this.textureAtlas; }, /** * set the texture atlas used for drawing the quads * @param {cc.TextureAtlas} textureAtlas */ setTextureAtlas: function (textureAtlas) { this.textureAtlas = textureAtlas; } }); var _p = cc.ParticleBatchNode.prototype; // Extended properties /** @expose */ _p.texture; cc.defineGetterSetter(_p, "texture", _p.getTexture, _p.setTexture); /** * initializes the particle system with the name of a file on disk (for a list of supported formats look at the cc.Texture2D class), a capacity of particles * @deprecated since v3.0 please use new cc.ParticleBatchNode(filename, capacity) instead. * @param {String|cc.Texture2D} fileImage * @param {Number} capacity * @return {cc.ParticleBatchNode} */ cc.ParticleBatchNode.create = function (fileImage, capacity) { return new cc.ParticleBatchNode(fileImage, capacity); };