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shadow-function

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ioing lib - shadow Function, worker Function

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/**************************************************************************** Copyright (c) 2013-2014 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. ****************************************************************************/ (function () { /** * ParticleSystem's WebGL render command */ cc.ParticleSystem.WebGLRenderCmd = function (renderable) { this._rootCtor(renderable); this._needDraw = true; this._matrix = null; this._buffersVBO = [0, 0]; this._quads = []; this._indices = []; this._quadsArrayBuffer = null; }; var proto = cc.ParticleSystem.WebGLRenderCmd.prototype = Object.create(cc.Node.WebGLRenderCmd.prototype); proto.constructor = cc.ParticleSystem.WebGLRenderCmd; proto.getDrawMode = function () { }; proto.setDrawMode = function (drawMode) { }; proto.getShapeType = function () { }; proto.setShapeType = function (shapeType) { }; proto.setBatchNode = function (batchNode) { var node = this._node; if (node._batchNode !== batchNode) { var oldBatch = node._batchNode; node._batchNode = batchNode; //weak reference if (batchNode) { var locParticles = node._particles; for (var i = 0; i < node._totalParticles; i++) locParticles[i].atlasIndex = i; } // NEW: is self render ? if (!batchNode) { this._allocMemory(); this.initIndices(node._totalParticles); node.setTexture(oldBatch.getTexture()); this._setupVBO(); } else if (!oldBatch) { // OLD: was it self render cleanup ? // copy current state to batch node._batchNode.textureAtlas._copyQuadsToTextureAtlas(this._quads, node.atlasIndex); //delete buffer cc._renderContext.deleteBuffer(this._buffersVBO[1]); //where is re-bindBuffer code? } } }; proto.initIndices = function (totalParticles) { var locIndices = this._indices; for (var i = 0, len = totalParticles; i < len; ++i) { var i6 = i * 6; var i4 = i * 4; locIndices[i6 + 0] = i4 + 0; locIndices[i6 + 1] = i4 + 1; locIndices[i6 + 2] = i4 + 2; locIndices[i6 + 5] = i4 + 1; locIndices[i6 + 4] = i4 + 2; locIndices[i6 + 3] = i4 + 3; } }; proto.isDifferentTexture = function (texture1, texture2) { return (texture1 === texture2); }; proto.updateParticlePosition = function (particle, position) { // IMPORTANT: newPos may not be used as a reference here! (as it is just the temporary tpa point) // the implementation of updateQuadWithParticle must use // the x and y values directly this.updateQuadWithParticle(particle, position); }; proto.updateQuadWithParticle = function (particle, newPosition) { var quad = null, node = this._node; if (node._batchNode) { var batchQuads = node._batchNode.textureAtlas.quads; quad = batchQuads[node.atlasIndex + particle.atlasIndex]; node._batchNode.textureAtlas.dirty = true; } else quad = this._quads[node._particleIdx]; var r, g, b, a; if (node._opacityModifyRGB) { r = 0 | (particle.color.r * particle.color.a / 255); g = 0 | (particle.color.g * particle.color.a / 255); b = 0 | (particle.color.b * particle.color.a / 255); } else { r = 0 | (particle.color.r ); g = 0 | (particle.color.g ); b = 0 | (particle.color.b ); } a = 0 | (particle.color.a ); var blColors = quad.bl.colors, brColors = quad.br.colors, tlColors = quad.tl.colors, trColors = quad.tr.colors; blColors.r = brColors.r = tlColors.r = trColors.r = r; blColors.g = brColors.g = tlColors.g = trColors.g = g; blColors.b = brColors.b = tlColors.b = trColors.b = b; blColors.a = brColors.a = tlColors.a = trColors.a = a; // vertices var size_2 = particle.size / 2; if (particle.rotation) { var x1 = -size_2, y1 = -size_2; var x2 = size_2, y2 = size_2; var x = newPosition.x, y = newPosition.y; var rad = -cc.degreesToRadians(particle.rotation); var cr = Math.cos(rad), sr = Math.sin(rad); var ax = x1 * cr - y1 * sr + x; var ay = x1 * sr + y1 * cr + y; var bx = x2 * cr - y1 * sr + x; var by = x2 * sr + y1 * cr + y; var cx = x2 * cr - y2 * sr + x; var cy = x2 * sr + y2 * cr + y; var dx = x1 * cr - y2 * sr + x; var 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; } else { // bottom-left vertex: quad.bl.vertices.x = newPosition.x - size_2; quad.bl.vertices.y = newPosition.y - size_2; // bottom-right vertex: quad.br.vertices.x = newPosition.x + size_2; quad.br.vertices.y = newPosition.y - size_2; // top-left vertex: quad.tl.vertices.x = newPosition.x - size_2; quad.tl.vertices.y = newPosition.y + size_2; // top-right vertex: quad.tr.vertices.x = newPosition.x + size_2; quad.tr.vertices.y = newPosition.y + size_2; } }; proto.rendering = function (ctx) { var node = this._node; if (!node._texture) return; var gl = ctx || cc._renderContext; if (!this._matrix) { this._matrix = new cc.math.Matrix4(); this._matrix.identity(); } var wt = this._worldTransform; this._matrix.mat[0] = wt.a; this._matrix.mat[4] = wt.c; this._matrix.mat[12] = wt.tx; this._matrix.mat[1] = wt.b; this._matrix.mat[5] = wt.d; this._matrix.mat[13] = wt.ty; this._glProgramState.apply(this._matrix); cc.glBindTexture2D(node._texture); cc.glBlendFuncForParticle(node._blendFunc.src, node._blendFunc.dst); // // Using VBO without VAO // gl.enableVertexAttribArray(cc.VERTEX_ATTRIB_POSITION); gl.enableVertexAttribArray(cc.VERTEX_ATTRIB_COLOR); gl.enableVertexAttribArray(cc.VERTEX_ATTRIB_TEX_COORDS); gl.bindBuffer(gl.ARRAY_BUFFER, this._buffersVBO[0]); gl.vertexAttribPointer(cc.VERTEX_ATTRIB_POSITION, 3, gl.FLOAT, false, 24, 0); // vertices gl.vertexAttribPointer(cc.VERTEX_ATTRIB_COLOR, 4, gl.UNSIGNED_BYTE, true, 24, 12); // colors gl.vertexAttribPointer(cc.VERTEX_ATTRIB_TEX_COORDS, 2, gl.FLOAT, false, 24, 16); // tex coords gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this._buffersVBO[1]); gl.drawElements(gl.TRIANGLES, node._particleIdx * 6, gl.UNSIGNED_SHORT, 0); }; proto.initTexCoordsWithRect = function (pointRect) { var node = this._node; var texture = node.texture; var scaleFactor = cc.contentScaleFactor(); // convert to pixels coords var rect = cc.rect( pointRect.x * scaleFactor, pointRect.y * scaleFactor, pointRect.width * scaleFactor, pointRect.height * scaleFactor); var wide = pointRect.width; var high = pointRect.height; if (texture) { wide = texture.pixelsWidth; high = texture.pixelsHeight; } var left, bottom, right, top; if (cc.FIX_ARTIFACTS_BY_STRECHING_TEXEL) { left = (rect.x * 2 + 1) / (wide * 2); bottom = (rect.y * 2 + 1) / (high * 2); right = left + (rect.width * 2 - 2) / (wide * 2); top = bottom + (rect.height * 2 - 2) / (high * 2); } else { left = rect.x / wide; bottom = rect.y / high; right = left + rect.width / wide; top = bottom + rect.height / high; } // Important. Texture in cocos2d are inverted, so the Y component should be inverted var temp = top; top = bottom; bottom = temp; var quads; var start = 0, end = 0; if (node._batchNode) { quads = node._batchNode.textureAtlas.quads; start = node.atlasIndex; end = node.atlasIndex + node._totalParticles; } else { quads = this._quads; start = 0; end = node._totalParticles; } for (var i = start; i < end; i++) { if (!quads[i]) quads[i] = cc.V3F_C4B_T2F_QuadZero(); // bottom-left vertex: var selQuad = quads[i]; selQuad.bl.texCoords.u = left; selQuad.bl.texCoords.v = bottom; // bottom-right vertex: selQuad.br.texCoords.u = right; selQuad.br.texCoords.v = bottom; // top-left vertex: selQuad.tl.texCoords.u = left; selQuad.tl.texCoords.v = top; // top-right vertex: selQuad.tr.texCoords.u = right; selQuad.tr.texCoords.v = top; } }; proto.setTotalParticles = function (tp) { var node = this._node; // If we are setting the total numer of particles to a number higher // than what is allocated, we need to allocate new arrays if (tp > node._allocatedParticles) { var quadSize = cc.V3F_C4B_T2F_Quad.BYTES_PER_ELEMENT; // Allocate new memory this._indices = new Uint16Array(tp * 6); var locQuadsArrayBuffer = new ArrayBuffer(tp * quadSize); //TODO need fix // Assign pointers var locParticles = node._particles; locParticles.length = 0; var locQuads = this._quads; locQuads.length = 0; for (var j = 0; j < tp; j++) { locParticles[j] = new cc.Particle(); locQuads[j] = new cc.V3F_C4B_T2F_Quad(null, null, null, null, locQuadsArrayBuffer, j * quadSize); } node._allocatedParticles = tp; node._totalParticles = tp; // Init particles if (node._batchNode) { for (var i = 0; i < tp; i++) locParticles[i].atlasIndex = i; } this._quadsArrayBuffer = locQuadsArrayBuffer; this.initIndices(tp); this._setupVBO(); //set the texture coord if (node._texture) { this.initTexCoordsWithRect(cc.rect(0, 0, node._texture.width, node._texture.height)); } } else node._totalParticles = tp; node.resetSystem(); }; proto.addParticle = function () { var node = this._node, particles = node._particles; return particles[node.particleCount]; }; proto._setupVBO = function () { var node = this; var gl = cc._renderContext; //gl.deleteBuffer(this._buffersVBO[0]); this._buffersVBO[0] = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, this._buffersVBO[0]); gl.bufferData(gl.ARRAY_BUFFER, this._quadsArrayBuffer, gl.DYNAMIC_DRAW); this._buffersVBO[1] = gl.createBuffer(); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this._buffersVBO[1]); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this._indices, gl.STATIC_DRAW); //cc.checkGLErrorDebug(); }; proto._allocMemory = function () { var node = this._node; //cc.assert((!this._quads && !this._indices), "Memory already allocated"); if (node._batchNode) { cc.log("cc.ParticleSystem._allocMemory(): Memory should not be allocated when not using batchNode"); return false; } var quadSize = cc.V3F_C4B_T2F_Quad.BYTES_PER_ELEMENT; var totalParticles = node._totalParticles; var locQuads = this._quads; locQuads.length = 0; this._indices = new Uint16Array(totalParticles * 6); var locQuadsArrayBuffer = new ArrayBuffer(quadSize * totalParticles); for (var i = 0; i < totalParticles; i++) locQuads[i] = new cc.V3F_C4B_T2F_Quad(null, null, null, null, locQuadsArrayBuffer, i * quadSize); if (!locQuads || !this._indices) { cc.log("cocos2d: Particle system: not enough memory"); return false; } this._quadsArrayBuffer = locQuadsArrayBuffer; return true; }; proto.postStep = function () { var gl = cc._renderContext; gl.bindBuffer(gl.ARRAY_BUFFER, this._buffersVBO[0]); gl.bufferSubData(gl.ARRAY_BUFFER, 0, this._quadsArrayBuffer); }; proto._setBlendAdditive = function () { var locBlendFunc = this._node._blendFunc; if (this._texture && !this._texture.hasPremultipliedAlpha()) { locBlendFunc.src = cc.SRC_ALPHA; locBlendFunc.dst = cc.ONE_MINUS_SRC_ALPHA; } else { locBlendFunc.src = cc.BLEND_SRC; locBlendFunc.dst = cc.BLEND_DST; } }; proto._initWithTotalParticles = function (totalParticles) { // allocating data space if (!this._allocMemory()) return false; this.initIndices(totalParticles); this._setupVBO(); this._shaderProgram = cc.shaderCache.programForKey(cc.SHADER_POSITION_TEXTURECOLOR); }; proto._updateDeltaColor = function (selParticle, dt) { selParticle.color.r += selParticle.deltaColor.r * dt; selParticle.color.g += selParticle.deltaColor.g * dt; selParticle.color.b += selParticle.deltaColor.b * dt; selParticle.color.a += selParticle.deltaColor.a * dt; selParticle.isChangeColor = true; }; })();