CCSprite.cpp
53.8 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
1764
/****************************************************************************
Copyright (c) 2008-2010 Ricardo Quesada
Copyright (c) 2010-2012 cocos2d-x.org
Copyright (c) 2011 Zynga Inc.
Copyright (c) 2013-2016 Chukong Technologies Inc.
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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/CCSprite.h"
#include <algorithm>
#include <stddef.h> // offsetof
#include "base/ccTypes.h"
#include "2d/CCSpriteBatchNode.h"
#include "2d/CCAnimationCache.h"
#include "2d/CCSpriteFrame.h"
#include "2d/CCSpriteFrameCache.h"
#include "renderer/CCTextureCache.h"
#include "renderer/CCTexture2D.h"
#include "renderer/CCRenderer.h"
#include "base/CCDirector.h"
#include "base/ccUTF8.h"
#include "2d/CCCamera.h"
#include "platform/CCFileUtils.h"
#include "renderer/ccShaders.h"
#include "renderer/backend/ProgramState.h"
#include "renderer/backend/Device.h"
NS_CC_BEGIN
// MARK: create, init, dealloc
Sprite* Sprite::createWithTexture(Texture2D *texture)
{
Sprite *sprite = new (std::nothrow) Sprite();
if (sprite && sprite->initWithTexture(texture))
{
sprite->autorelease();
return sprite;
}
CC_SAFE_DELETE(sprite);
return nullptr;
}
Sprite* Sprite::createWithTexture(Texture2D *texture, const Rect& rect, bool rotated)
{
Sprite *sprite = new (std::nothrow) Sprite();
if (sprite && sprite->initWithTexture(texture, rect, rotated))
{
sprite->autorelease();
return sprite;
}
CC_SAFE_DELETE(sprite);
return nullptr;
}
Sprite* Sprite::create(const std::string& filename)
{
Sprite *sprite = new (std::nothrow) Sprite();
if (sprite && sprite->initWithFile(filename))
{
sprite->autorelease();
return sprite;
}
CC_SAFE_DELETE(sprite);
return nullptr;
}
Sprite* Sprite::create(const PolygonInfo& info)
{
Sprite *sprite = new (std::nothrow) Sprite();
if(sprite && sprite->initWithPolygon(info))
{
sprite->autorelease();
return sprite;
}
CC_SAFE_DELETE(sprite);
return nullptr;
}
Sprite* Sprite::create(const std::string& filename, const Rect& rect)
{
Sprite *sprite = new (std::nothrow) Sprite();
if (sprite && sprite->initWithFile(filename, rect))
{
sprite->autorelease();
return sprite;
}
CC_SAFE_DELETE(sprite);
return nullptr;
}
Sprite* Sprite::createWithSpriteFrame(SpriteFrame *spriteFrame)
{
Sprite *sprite = new (std::nothrow) Sprite();
if (sprite && spriteFrame && sprite->initWithSpriteFrame(spriteFrame))
{
sprite->autorelease();
return sprite;
}
CC_SAFE_DELETE(sprite);
return nullptr;
}
Sprite* Sprite::createWithSpriteFrameName(const std::string& spriteFrameName)
{
SpriteFrame *frame = SpriteFrameCache::getInstance()->getSpriteFrameByName(spriteFrameName);
#if COCOS2D_DEBUG > 0
char msg[256] = {0};
sprintf(msg, "Invalid spriteFrameName: %s", spriteFrameName.c_str());
CCASSERT(frame != nullptr, msg);
#endif
return createWithSpriteFrame(frame);
}
Sprite* Sprite::create()
{
Sprite *sprite = new (std::nothrow) Sprite();
if (sprite && sprite->init())
{
sprite->autorelease();
return sprite;
}
CC_SAFE_DELETE(sprite);
return nullptr;
}
bool Sprite::init()
{
initWithTexture(nullptr, Rect::ZERO);
return true;
}
bool Sprite::initWithTexture(Texture2D *texture)
{
CCASSERT(texture != nullptr, "Invalid texture for sprite");
Rect rect = Rect::ZERO;
if (texture)
rect.size = texture->getContentSize();
return initWithTexture(texture, rect, false);
}
bool Sprite::initWithTexture(Texture2D *texture, const Rect& rect)
{
return initWithTexture(texture, rect, false);
}
bool Sprite::initWithFile(const std::string& filename)
{
if (filename.empty())
{
CCLOG("Call Sprite::initWithFile with blank resource filename.");
return false;
}
_fileName = filename;
Texture2D *texture = _director->getTextureCache()->addImage(filename);
if (texture)
{
Rect rect = Rect::ZERO;
rect.size = texture->getContentSize();
return initWithTexture(texture, rect);
}
// don't release here.
// when load texture failed, it's better to get a "transparent" sprite then a crashed program
// this->release();
return false;
}
bool Sprite::initWithFile(const std::string &filename, const Rect& rect)
{
CCASSERT(!filename.empty(), "Invalid filename");
if (filename.empty())
return false;
_fileName = filename;
Texture2D *texture = _director->getTextureCache()->addImage(filename);
if (texture)
return initWithTexture(texture, rect);
// don't release here.
// when load texture failed, it's better to get a "transparent" sprite then a crashed program
// this->release();
return false;
}
bool Sprite::initWithSpriteFrameName(const std::string& spriteFrameName)
{
CCASSERT(!spriteFrameName.empty(), "Invalid spriteFrameName");
if (spriteFrameName.empty())
return false;
_fileName = spriteFrameName;
_fileType = 1;
SpriteFrame *frame = SpriteFrameCache::getInstance()->getSpriteFrameByName(spriteFrameName);
return initWithSpriteFrame(frame);
}
bool Sprite::initWithSpriteFrame(SpriteFrame *spriteFrame)
{
CCASSERT(spriteFrame != nullptr, "spriteFrame can't be nullptr!");
if (spriteFrame == nullptr)
return false;
bool ret = initWithTexture(spriteFrame->getTexture(), spriteFrame->getRect(), spriteFrame->isRotated());
setSpriteFrame(spriteFrame);
return ret;
}
bool Sprite::initWithPolygon(const cocos2d::PolygonInfo &info)
{
bool ret = false;
Texture2D *texture = _director->getTextureCache()->addImage(info.getFilename());
if(texture && initWithTexture(texture))
{
_polyInfo = info;
_renderMode = RenderMode::POLYGON;
Node::setContentSize(_polyInfo.getRect().size / _director->getContentScaleFactor());
ret = true;
}
return ret;
}
// designated initializer
bool Sprite::initWithTexture(Texture2D *texture, const Rect& rect, bool rotated)
{
bool result = false;
if (Node::init())
{
_batchNode = nullptr;
_recursiveDirty = false;
setDirty(false);
_flippedX = _flippedY = false;
// default transform anchor: center
setAnchorPoint(Vec2::ANCHOR_MIDDLE);
// zwoptex default values
_offsetPosition.setZero();
// clean the Quad
memset(&_quad, 0, sizeof(_quad));
// Atlas: Color
_quad.bl.colors = Color4B::WHITE;
_quad.br.colors = Color4B::WHITE;
_quad.tl.colors = Color4B::WHITE;
_quad.tr.colors = Color4B::WHITE;
// update texture (calls updateBlendFunc)
setTexture(texture);
setTextureRect(rect, rotated, rect.size);
// by default use "Self Render".
// if the sprite is added to a batchnode, then it will automatically switch to "batchnode Render"
setBatchNode(nullptr);
result = true;
}
_recursiveDirty = true;
setDirty(true);
return result;
}
Sprite::Sprite()
{
#if CC_SPRITE_DEBUG_DRAW
_debugDrawNode = DrawNode::create();
addChild(_debugDrawNode);
#endif //CC_SPRITE_DEBUG_DRAW
}
Sprite::~Sprite()
{
CC_SAFE_FREE(_trianglesVertex);
CC_SAFE_FREE(_trianglesIndex);
CC_SAFE_RELEASE(_spriteFrame);
CC_SAFE_RELEASE(_texture);
}
/*
* Texture methods
*/
/*
* This array is the data of a white image with 2 by 2 dimension.
* It's used for creating a default texture when sprite's texture is set to nullptr.
* Supposing codes as follows:
*
* auto sp = new (std::nothrow) Sprite();
* sp->init(); // Texture was set to nullptr, in order to make opacity and color to work correctly, we need to create a 2x2 white texture.
*
* The test is in "TestCpp/SpriteTest/Sprite without texture".
*/
static unsigned char cc_2x2_white_image[] = {
// RGBA8888
0xFF, 0xFF, 0xFF, 0xFF,
0xFF, 0xFF, 0xFF, 0xFF,
0xFF, 0xFF, 0xFF, 0xFF,
0xFF, 0xFF, 0xFF, 0xFF
};
#define CC_2x2_WHITE_IMAGE_KEY "/cc_2x2_white_image"
// MARK: texture
void Sprite::setTexture(const std::string &filename)
{
Texture2D *texture = Director::getInstance()->getTextureCache()->addImage(filename);
setTexture(texture);
_unflippedOffsetPositionFromCenter = Vec2::ZERO;
Rect rect = Rect::ZERO;
if (texture)
rect.size = texture->getContentSize();
setTextureRect(rect);
}
void Sprite::setVertexLayout()
{
//set vertexLayout according to V3F_C4B_T2F structure
//auto& vertexLayout = _trianglesCommand.getPipelineDescriptor().vertexLayout;
auto vertexLayout = _programState->getVertexLayout();
///a_position
vertexLayout->setAttribute(backend::ATTRIBUTE_NAME_POSITION,
_programState->getAttributeLocation(backend::Attribute::POSITION),
backend::VertexFormat::FLOAT3,
0,
false);
///a_texCoord
vertexLayout->setAttribute(backend::ATTRIBUTE_NAME_TEXCOORD,
_programState->getAttributeLocation(backend::Attribute::TEXCOORD),
backend::VertexFormat::FLOAT2,
offsetof(V3F_C4B_T2F, texCoords),
false);
///a_color
vertexLayout->setAttribute(backend::ATTRIBUTE_NAME_COLOR,
_programState->getAttributeLocation(backend::Attribute::COLOR),
backend::VertexFormat::UBYTE4,
offsetof(V3F_C4B_T2F, colors),
true);
vertexLayout->setLayout(sizeof(V3F_C4B_T2F));
}
void Sprite::updateShaders(const char* vert, const char* frag)
{
auto* program = backend::Device::getInstance()->newProgram(vert, frag);
auto programState = new (std::nothrow) backend::ProgramState(program);
setProgramState(programState);
CC_SAFE_RELEASE(programState);
CC_SAFE_RELEASE(program);
}
void Sprite::setProgramState(backend::ProgramType type)
{
if(_programState != nullptr &&
_programState->getProgram()->getProgramType() == type)
return;
auto* program = backend::Program::getBuiltinProgram(type);
auto programState = new (std::nothrow) backend::ProgramState(program);
setProgramState(programState);
CC_SAFE_RELEASE_NULL(programState);
}
void Sprite::setProgramState(backend::ProgramState *programState)
{
CCASSERT(programState, "argument should not be nullptr");
auto& pipelineDescriptor = _trianglesCommand.getPipelineDescriptor();
if (_programState != programState)
{
CC_SAFE_RELEASE(_programState);
_programState = programState;
CC_SAFE_RETAIN(programState);
}
pipelineDescriptor.programState = _programState;
_mvpMatrixLocation = pipelineDescriptor.programState->getUniformLocation(backend::Uniform::MVP_MATRIX);
_textureLocation = pipelineDescriptor.programState->getUniformLocation(backend::Uniform::TEXTURE);
_alphaTextureLocation = pipelineDescriptor.programState->getUniformLocation(backend::Uniform::TEXTURE1);
setVertexLayout();
updateProgramStateTexture();
setMVPMatrixUniform();
}
void Sprite::setTexture(Texture2D *texture)
{
auto isETC1 = texture && texture->getAlphaTextureName();
setProgramState((isETC1) ? backend::ProgramType::ETC1 : backend::ProgramType::POSITION_TEXTURE_COLOR);
CCASSERT(! _batchNode || (texture && texture == _batchNode->getTexture()), "CCSprite: Batched sprites should use the same texture as the batchnode");
// accept texture==nil as argument
CCASSERT( !texture || dynamic_cast<Texture2D*>(texture), "setTexture expects a Texture2D. Invalid argument");
if (texture == nullptr)
{
// Gets the texture by key firstly.
texture = _director->getTextureCache()->getTextureForKey(CC_2x2_WHITE_IMAGE_KEY);
// If texture wasn't in cache, create it from RAW data.
if (texture == nullptr)
{
Image* image = new (std::nothrow) Image();
bool CC_UNUSED isOK = image->initWithRawData(cc_2x2_white_image, sizeof(cc_2x2_white_image), 2, 2, 8);
CCASSERT(isOK, "The 2x2 empty texture was created unsuccessfully.");
texture = _director->getTextureCache()->addImage(image, CC_2x2_WHITE_IMAGE_KEY);
CC_SAFE_RELEASE(image);
}
}
if (_renderMode != RenderMode::QUAD_BATCHNODE)
{
if (_texture != texture)
{
CC_SAFE_RETAIN(texture);
CC_SAFE_RELEASE(_texture);
_texture = texture;
}
updateBlendFunc();
}
updateProgramStateTexture();
}
void Sprite::updateProgramStateTexture()
{
if (_texture == nullptr || _texture->getBackendTexture() == nullptr)
return;
auto programState = _trianglesCommand.getPipelineDescriptor().programState;
programState->setTexture(_textureLocation, 0, _texture->getBackendTexture());
auto alphaTexture = _texture->getAlphaTexture();
if(alphaTexture && alphaTexture->getBackendTexture())
{
programState->setTexture(_alphaTextureLocation, 1, alphaTexture->getBackendTexture());
}
}
Texture2D* Sprite::getTexture() const
{
return _texture;
}
void Sprite::setTextureRect(const Rect& rect)
{
setTextureRect(rect, false, rect.size);
}
void Sprite::setTextureRect(const Rect& rect, bool rotated, const Size& untrimmedSize)
{
_rectRotated = rotated;
Node::setContentSize(untrimmedSize);
_originalContentSize = untrimmedSize;
setVertexRect(rect);
updateStretchFactor();
updatePoly();
}
void Sprite::updatePoly()
{
// There are 3 cases:
//
// A) a non 9-sliced, non stretched
// contentsize doesn't not affect the stretching, since there is no stretching
// this was the original behavior, and we keep it for backwards compatibility reasons
// When non-stretching is enabled, we have to change the offset in order to "fill the empty" space at the
// left-top of the texture
// B) non 9-sliced, stretched
// the texture is stretched to the content size
// C) 9-sliced, stretched
// the sprite is 9-sliced and stretched.
if (_renderMode == RenderMode::QUAD || _renderMode == RenderMode::QUAD_BATCHNODE)
{
Rect copyRect;
if (_stretchEnabled)
// case B)
copyRect = Rect(0, 0, _rect.size.width * _stretchFactor.x, _rect.size.height * _stretchFactor.y);
else
// case A)
// modify origin to put the sprite in the correct offset
copyRect = Rect((_contentSize.width - _originalContentSize.width) / 2.0f,
(_contentSize.height - _originalContentSize.height) / 2.0f,
_rect.size.width,
_rect.size.height);
setTextureCoords(_rect, &_quad);
setVertexCoords(copyRect, &_quad);
_polyInfo.setQuad(&_quad);
}
else if (_renderMode == RenderMode::SLICE9)
{
// case C)
// How the texture is split
//
// u,v: are the texture coordinates
// w,h: are the width and heights
//
// w0 w1 w2
// v2 +----+------+--+
// | | | |
// | | | |
// | 6 | 7 | 8| h2
// | | | |
// v1 +----+------+--|
// | | | |
// | 3 | 4 | 5| h1
// v0 +----+------+--|
// | | | |
// | 0 | 1 | 2| h0
// | | | |
// +----+------+--+
// u0 u1 u2
//
//
// and when the texture is rotated, it will get transformed.
// not only the rects have a different position, but also u,v
// points to the bottom-left and not top-right of the texture
// so some swaping/origin/reordering needs to be done in order
// to support rotated slice-9 correctly
//
// w0 w1 w2
// v2 +------+----+--------+
// | | | |
// | 0 | 3 | 6 | h2
// v1 +------+----+--------+
// | | | |
// | 1 | 4 | 7 | h1
// | | | |
// v0 +------+----+--------+
// | 2 | 5 | 8 | h0
// +------+----+--------+
// u0 u1 u2
// center rect
float cx1 = _centerRectNormalized.origin.x;
float cy1 = _centerRectNormalized.origin.y;
float cx2 = _centerRectNormalized.origin.x + _centerRectNormalized.size.width;
float cy2 = _centerRectNormalized.origin.y + _centerRectNormalized.size.height;
// "O"riginal rect
const float oox = _rect.origin.x;
const float ooy = _rect.origin.y;
float osw = _rect.size.width;
float osh = _rect.size.height;
if (_rectRotated)
{
std::swap(cx1, cy1);
std::swap(cx2, cy2);
// when the texture is rotated, then the centerRect starts from the "bottom" (left)
// but when it is not rotated, it starts from the top, so invert it
cy2 = 1 - cy2;
cy1 = 1 - cy1;
std::swap(cy1, cy2);
std::swap(osw, osh);
}
//
// textCoords Data: Y must be inverted.
//
const float w0 = osw * cx1;
const float w1 = osw * (cx2-cx1);
const float w2 = osw * (1-cx2);
const float h0 = osh * cy1;
const float h1 = osh * (cy2-cy1);
const float h2 = osh * (1-cy2);
const float u0 = oox;
const float u1 = u0 + w0;
const float u2 = u1 + w1;
const float v2 = ooy;
const float v1 = v2 + h2;
const float v0 = v1 + h1;
const Rect texRects_normal[9] = {
Rect(u0, v0, w0, h0), // bottom-left
Rect(u1, v0, w1, h0), // bottom
Rect(u2, v0, w2, h0), // bottom-right
Rect(u0, v1, w0, h1), // left
Rect(u1, v1, w1, h1), // center
Rect(u2, v1, w2, h1), // right
Rect(u0, v2, w0, h2), // top-left
Rect(u1, v2, w1, h2), // top
Rect(u2, v2, w2, h2), // top-right
};
// swap width and height because setTextureCoords()
// will expects the hight and width to be swapped
const Rect texRects_rotated[9] = {
Rect(u0, v2, h2, w0), // top-left
Rect(u0, v1, h1, w0), // left
Rect(u0, v0, h0, w0), // bottom-left
Rect(u1, v2, h2, w1), // top
Rect(u1, v1, h1, w1), // center
Rect(u1, v0, h0, w1), // bottom
Rect(u2, v2, h2, w2), // top-right
Rect(u2, v1, h1, w2), // right
Rect(u2, v0, h0, w2), // bottom-right
};
const Rect* texRects = _rectRotated ? texRects_rotated : texRects_normal;
//
// vertex Data.
//
// reset center rect since it is altered when when the texture
// is rotated
cx1 = _centerRectNormalized.origin.x;
cy1 = _centerRectNormalized.origin.y;
cx2 = _centerRectNormalized.origin.x + _centerRectNormalized.size.width;
cy2 = _centerRectNormalized.origin.y + _centerRectNormalized.size.height;
if (_rectRotated)
std::swap(osw, osh);
// sizes
float x0_s = osw * cx1;
float x1_s = osw * (cx2-cx1) * _stretchFactor.x;
float x2_s = osw * (1-cx2);
float y0_s = osh * cy1;
float y1_s = osh * (cy2-cy1) * _stretchFactor.y;
float y2_s = osh * (1-cy2);
// avoid negative size:
if (_contentSize.width < x0_s + x2_s)
x2_s = x0_s = _contentSize.width / 2;
if (_contentSize.height < y0_s + y2_s)
y2_s = y0_s = _contentSize.height / 2;
// is it flipped?
// swap sizes to calculate offset correctly
if (_flippedX)
std::swap(x0_s, x2_s);
if (_flippedY)
std::swap(y0_s, y2_s);
// origins
float x0 = 0;
float x1 = x0 + x0_s;
float x2 = x1 + x1_s;
float y0 = 0;
float y1 = y0 + y0_s;
float y2 = y1 + y1_s;
// swap origin, but restore size to its original value
if (_flippedX)
{
std::swap(x0, x2);
std::swap(x0_s, x2_s);
}
if (_flippedY)
{
std::swap(y0, y2);
std::swap(y0_s, y2_s);
}
const Rect verticesRects[9] = {
Rect(x0, y0, x0_s, y0_s), // bottom-left
Rect(x1, y0, x1_s, y0_s), // bottom
Rect(x2, y0, x2_s, y0_s), // bottom-right
Rect(x0, y1, x0_s, y1_s), // left
Rect(x1, y1, x1_s, y1_s), // center
Rect(x2, y1, x2_s, y1_s), // right
Rect(x0, y2, x0_s, y2_s), // top-left
Rect(x1, y2, x1_s, y2_s), // top
Rect(x2, y2, x2_s, y2_s), // top-right
};
// needed in order to get color from "_quad"
V3F_C4B_T2F_Quad tmpQuad = _quad;
for (int i=0; i<9; ++i)
{
setTextureCoords(texRects[i], &tmpQuad);
setVertexCoords(verticesRects[i], &tmpQuad);
populateTriangle(i, tmpQuad);
}
TrianglesCommand::Triangles triangles;
triangles.verts = _trianglesVertex;
triangles.vertCount = 16;
triangles.indices = _trianglesIndex;
triangles.indexCount = 6 * 9; // 9 quads, each needs 6 vertices
// probably we can update the _trianglesCommand directly
// to avoid memcpy'ing stuff
_polyInfo.setTriangles(triangles);
}
}
void Sprite::setCenterRectNormalized(const cocos2d::Rect &rectTopLeft)
{
if (_renderMode != RenderMode::QUAD && _renderMode != RenderMode::SLICE9) {
CCLOGWARN("Warning: Sprite::setCenterRectNormalized() only works with QUAD and SLICE9 render modes");
return;
}
// FIMXE: Rect is has origin on top-left (like text coordinate).
// but all the logic has been done using bottom-left as origin. So it is easier to invert Y
// here, than in the rest of the places... but it is not as clean.
Rect rect(rectTopLeft.origin.x, 1 - rectTopLeft.origin.y - rectTopLeft.size.height, rectTopLeft.size.width, rectTopLeft.size.height);
if (!_centerRectNormalized.equals(rect))
{
_centerRectNormalized = rect;
// convert it to 1-slice when the centerRect is not present.
if (rect.equals(Rect(0,0,1,1)))
{
_renderMode = RenderMode::QUAD;
free(_trianglesVertex);
free(_trianglesIndex);
_trianglesVertex = nullptr;
_trianglesIndex = nullptr;
}
else
{
// convert it to 9-slice if it isn't already
if (_renderMode != RenderMode::SLICE9)
{
_renderMode = RenderMode::SLICE9;
// 9 quads + 7 exterior points = 16
_trianglesVertex = (V3F_C4B_T2F*) malloc(sizeof(*_trianglesVertex) * (9 + 3 + 4));
// 9 quads, each needs 6 vertices = 54
_trianglesIndex = (unsigned short*) malloc(sizeof(*_trianglesIndex) * 6 * 9);
// populate indices in CCW direction
for (int i=0; i<9; ++i)
{
_trianglesIndex[i * 6 + 0] = (i * 4 / 3) + 4;
_trianglesIndex[i * 6 + 1] = (i * 4 / 3) + 0;
_trianglesIndex[i * 6 + 2] = (i * 4 / 3) + 5;
_trianglesIndex[i * 6 + 3] = (i * 4 / 3) + 1;
_trianglesIndex[i * 6 + 4] = (i * 4 / 3) + 5;
_trianglesIndex[i * 6 + 5] = (i * 4 / 3) + 0;
}
}
}
updateStretchFactor();
updatePoly();
updateColor();
}
}
void Sprite::setCenterRect(const cocos2d::Rect &rectInPoints)
{
if (_renderMode != RenderMode::QUAD && _renderMode != RenderMode::SLICE9)
{
CCLOGWARN("Warning: Sprite::setCenterRect() only works with QUAD and SLICE9 render modes");
return;
}
if (!_originalContentSize.equals(Size::ZERO))
{
Rect rect = rectInPoints;
const float x = rect.origin.x / _rect.size.width;
const float y = rect.origin.y / _rect.size.height;
const float w = rect.size.width / _rect.size.width;
const float h = rect.size.height / _rect.size.height;
setCenterRectNormalized(Rect(x,y,w,h));
}
}
Rect Sprite::getCenterRectNormalized() const
{
// FIXME: _centerRectNormalized is in bottom-left coords, but should converted to top-left
Rect ret(_centerRectNormalized.origin.x,
1 - _centerRectNormalized.origin.y - _centerRectNormalized.size.height,
_centerRectNormalized.size.width,
_centerRectNormalized.size.height);
return ret;
}
Rect Sprite::getCenterRect() const
{
Rect rect = getCenterRectNormalized();
rect.origin.x *= _rect.size.width;
rect.origin.y *= _rect.size.height;
rect.size.width *= _rect.size.width;
rect.size.height *= _rect.size.height;
return rect;
}
// override this method to generate "double scale" sprites
void Sprite::setVertexRect(const Rect& rect)
{
_rect = rect;
}
void Sprite::setTextureCoords(const Rect& rectInPoints)
{
setTextureCoords(rectInPoints, &_quad);
}
void Sprite::setTextureCoords(const Rect& rectInPoints, V3F_C4B_T2F_Quad* outQuad)
{
Texture2D *tex = (_renderMode == RenderMode::QUAD_BATCHNODE) ? _textureAtlas->getTexture() : _texture;
if (tex == nullptr)
return;
const auto rectInPixels = CC_RECT_POINTS_TO_PIXELS(rectInPoints);
const float atlasWidth = (float)tex->getPixelsWide();
const float atlasHeight = (float)tex->getPixelsHigh();
float rw = rectInPixels.size.width;
float rh = rectInPixels.size.height;
// if the rect is rotated, it means that the frame is rotated 90 degrees (clockwise) and:
// - rectInpoints: origin will be the bottom-left of the frame (and not the top-right)
// - size: represents the unrotated texture size
//
// so what we have to do is:
// - swap texture width and height
// - take into account the origin
// - flip X instead of Y when flipY is enabled
// - flip Y instead of X when flipX is enabled
if (_rectRotated)
std::swap(rw, rh);
#if CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL
float left = (2*rectInPixels.origin.x+1) / (2*atlasWidth);
float right = left+(rw*2-2) / (2*atlasWidth);
float top = (2*rectInPixels.origin.y+1) / (2*atlasHeight);
float bottom = top+(rh*2-2) / (2*atlasHeight);
#else
float left = rectInPixels.origin.x / atlasWidth;
float right = (rectInPixels.origin.x + rw) / atlasWidth;
float top = rectInPixels.origin.y / atlasHeight;
float bottom = (rectInPixels.origin.y + rh) / atlasHeight;
#endif // CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL
if ((!_rectRotated && _flippedX) || (_rectRotated && _flippedY))
std::swap(left, right);
if ((!_rectRotated && _flippedY) || (_rectRotated && _flippedX))
std::swap(top, bottom);
if (_rectRotated)
{
outQuad->bl.texCoords.u = left;
outQuad->bl.texCoords.v = top;
outQuad->br.texCoords.u = left;
outQuad->br.texCoords.v = bottom;
outQuad->tl.texCoords.u = right;
outQuad->tl.texCoords.v = top;
outQuad->tr.texCoords.u = right;
outQuad->tr.texCoords.v = bottom;
}
else
{
outQuad->bl.texCoords.u = left;
outQuad->bl.texCoords.v = bottom;
outQuad->br.texCoords.u = right;
outQuad->br.texCoords.v = bottom;
outQuad->tl.texCoords.u = left;
outQuad->tl.texCoords.v = top;
outQuad->tr.texCoords.u = right;
outQuad->tr.texCoords.v = top;
}
}
void Sprite::setVertexCoords(const Rect& rect, V3F_C4B_T2F_Quad* outQuad)
{
float relativeOffsetX = _unflippedOffsetPositionFromCenter.x;
float relativeOffsetY = _unflippedOffsetPositionFromCenter.y;
// issue #732
if (_flippedX)
relativeOffsetX = -relativeOffsetX;
if (_flippedY)
relativeOffsetY = -relativeOffsetY;
_offsetPosition.x = relativeOffsetX + (_originalContentSize.width - _rect.size.width) / 2;
_offsetPosition.y = relativeOffsetY + (_originalContentSize.height - _rect.size.height) / 2;
// FIXME: Stretching should be applied to the "offset" as well
// but probably it should be calculated in the caller function. It will be tidier
if (_renderMode == RenderMode::QUAD)
{
_offsetPosition.x *= _stretchFactor.x;
_offsetPosition.y *= _stretchFactor.y;
}
// rendering using batch node
if (_renderMode == RenderMode::QUAD_BATCHNODE)
{
// update dirty_, don't update recursiveDirty_
setDirty(true);
}
else
{
// self rendering
// Atlas: Vertex
const float x1 = 0.0f + _offsetPosition.x + rect.origin.x;
const float y1 = 0.0f + _offsetPosition.y + rect.origin.y;
const float x2 = x1 + rect.size.width;
const float y2 = y1 + rect.size.height;
// Don't update Z.
outQuad->bl.vertices.set(x1, y1, 0.0f);
outQuad->br.vertices.set(x2, y1, 0.0f);
outQuad->tl.vertices.set(x1, y2, 0.0f);
outQuad->tr.vertices.set(x2, y2, 0.0f);
}
}
void Sprite::populateTriangle(int quadIndex, const V3F_C4B_T2F_Quad& quad)
{
CCASSERT(quadIndex < 9, "Invalid quadIndex");
// convert Quad intro Triangle since it takes less memory
// Triangles are ordered like the following:
// Numbers: Quad Index
// Letters: triangles' vertices
//
// M-----N-----O-----P
// | | | |
// | 6 | 7 | 8 |
// | | | |
// I-----J-----K-----L
// | | | |
// | 3 | 4 | 5 |
// | | | |
// E-----F-----G-----H
// | | | |
// | 0 | 1 | 2 |
// | | | |
// A-----B-----C-----D
//
// So, if QuadIndex == 4, then it should update vertices J,K,F,G
// Optimization: I don't need to copy all the vertices all the time. just the 4 "quads" from the corners.
if (quadIndex == 0 || quadIndex == 2 || quadIndex == 6 || quadIndex == 8)
{
if (_flippedX)
{
if (quadIndex % 3 == 0)
quadIndex += 2;
else
quadIndex -= 2;
}
if (_flippedY)
{
if (quadIndex <= 2)
quadIndex += 6;
else
quadIndex -= 6;
}
const int index_bl = quadIndex * 4 / 3;
const int index_br = index_bl + 1;
const int index_tl = index_bl + 4;
const int index_tr = index_bl + 5;
_trianglesVertex[index_tr] = quad.tr;
_trianglesVertex[index_br] = quad.br;
_trianglesVertex[index_tl] = quad.tl;
_trianglesVertex[index_bl] = quad.bl;
}
}
// MARK: visit, draw, transform
void Sprite::updateTransform()
{
CCASSERT(_renderMode == RenderMode::QUAD_BATCHNODE, "updateTransform is only valid when Sprite is being rendered using an SpriteBatchNode");
// recalculate matrix only if it is dirty
if(isDirty() )
{
// If it is not visible, or one of its ancestors is not visible, then do nothing:
if( !_visible || ( _parent && _parent != _batchNode && static_cast<Sprite*>(_parent)->_shouldBeHidden) )
{
_quad.br.vertices.setZero();
_quad.tl.vertices.setZero();
_quad.tr.vertices.setZero();
_quad.bl.vertices.setZero();
_shouldBeHidden = true;
}
else
{
_shouldBeHidden = false;
if( ! _parent || _parent == _batchNode )
_transformToBatch = getNodeToParentTransform();
else
{
CCASSERT( dynamic_cast<Sprite*>(_parent), "Logic error in Sprite. Parent must be a Sprite");
const Mat4 &nodeToParent = getNodeToParentTransform();
Mat4 &parentTransform = static_cast<Sprite*>(_parent)->_transformToBatch;
_transformToBatch = parentTransform * nodeToParent;
}
//
// calculate the Quad based on the Affine Matrix
//
Size &size = _rect.size;
float x1 = _offsetPosition.x;
float y1 = _offsetPosition.y;
float x2 = x1 + size.width;
float y2 = y1 + size.height;
float x = _transformToBatch.m[12];
float y = _transformToBatch.m[13];
float cr = _transformToBatch.m[0];
float sr = _transformToBatch.m[1];
float cr2 = _transformToBatch.m[5];
float sr2 = -_transformToBatch.m[4];
float ax = x1 * cr - y1 * sr2 + x;
float ay = x1 * sr + y1 * cr2 + y;
float bx = x2 * cr - y1 * sr2 + x;
float by = x2 * sr + y1 * cr2 + y;
float cx = x2 * cr - y2 * sr2 + x;
float cy = x2 * sr + y2 * cr2 + y;
float dx = x1 * cr - y2 * sr2 + x;
float dy = x1 * sr + y2 * cr2 + y;
_quad.bl.vertices.set(SPRITE_RENDER_IN_SUBPIXEL(ax), SPRITE_RENDER_IN_SUBPIXEL(ay), _positionZ);
_quad.br.vertices.set(SPRITE_RENDER_IN_SUBPIXEL(bx), SPRITE_RENDER_IN_SUBPIXEL(by), _positionZ);
_quad.tl.vertices.set(SPRITE_RENDER_IN_SUBPIXEL(dx), SPRITE_RENDER_IN_SUBPIXEL(dy), _positionZ);
_quad.tr.vertices.set(SPRITE_RENDER_IN_SUBPIXEL(cx), SPRITE_RENDER_IN_SUBPIXEL(cy), _positionZ);
setTextureCoords(_rect);
}
// MARMALADE CHANGE: ADDED CHECK FOR nullptr, TO PERMIT SPRITES WITH NO BATCH NODE / TEXTURE ATLAS
if (_textureAtlas)
_textureAtlas->updateQuad(&_quad, _atlasIndex);
_recursiveDirty = false;
setDirty(false);
}
Node::updateTransform();
}
// draw
void Sprite::draw(Renderer *renderer, const Mat4 &transform, uint32_t flags)
{
if (_texture == nullptr || _texture->getBackendTexture() == nullptr)
return;
//TODO: arnold: current camera can be a non-default one.
setMVPMatrixUniform();
#if CC_USE_CULLING
// Don't calculate the culling if the transform was not updated
auto visitingCamera = Camera::getVisitingCamera();
auto defaultCamera = Camera::getDefaultCamera();
if (visitingCamera == nullptr)
_insideBounds = true;
else if (visitingCamera == defaultCamera)
_insideBounds = ((flags & FLAGS_TRANSFORM_DIRTY) || visitingCamera->isViewProjectionUpdated()) ? renderer->checkVisibility(transform, _contentSize) : _insideBounds;
else
// XXX: this always return true since
_insideBounds = renderer->checkVisibility(transform, _contentSize);
if(_insideBounds)
#endif
{
_trianglesCommand.init(_globalZOrder,
_texture,
_blendFunc,
_polyInfo.triangles,
transform,
flags);
renderer->addCommand(&_trianglesCommand);
#if CC_SPRITE_DEBUG_DRAW
_debugDrawNode->clear();
auto count = _polyInfo.triangles.indexCount / 3;
auto indices = _polyInfo.triangles.indices;
auto verts = _polyInfo.triangles.verts;
for(unsigned int i = 0; i < count; i++)
{
//draw 3 lines
Vec3 from =verts[indices[i*3]].vertices;
Vec3 to = verts[indices[i*3+1]].vertices;
_debugDrawNode->drawLine(Vec2(from.x, from.y), Vec2(to.x,to.y), Color4F::WHITE);
from =verts[indices[i*3+1]].vertices;
to = verts[indices[i*3+2]].vertices;
_debugDrawNode->drawLine(Vec2(from.x, from.y), Vec2(to.x,to.y), Color4F::WHITE);
from =verts[indices[i*3+2]].vertices;
to = verts[indices[i*3]].vertices;
_debugDrawNode->drawLine(Vec2(from.x, from.y), Vec2(to.x,to.y), Color4F::WHITE);
}
#endif //CC_SPRITE_DEBUG_DRAW
}
}
// MARK: visit, draw, transform
void Sprite::addChild(Node *child, int zOrder, int tag)
{
CCASSERT(child != nullptr, "Argument must be non-nullptr");
if (child == nullptr)
return;
if (_renderMode == RenderMode::QUAD_BATCHNODE)
{
Sprite* childSprite = dynamic_cast<Sprite*>(child);
CCASSERT( childSprite, "CCSprite only supports Sprites as children when using SpriteBatchNode");
CCASSERT(childSprite->getTexture() == _textureAtlas->getTexture(), "childSprite's texture name should be equal to _textureAtlas's texture name!");
//put it in descendants array of batch node
_batchNode->appendChild(childSprite);
if (!_reorderChildDirty)
{
setReorderChildDirtyRecursively();
}
}
//CCNode already sets isReorderChildDirty_ so this needs to be after batchNode check
Node::addChild(child, zOrder, tag);
}
void Sprite::addChild(Node *child, int zOrder, const std::string &name)
{
CCASSERT(child != nullptr, "Argument must be non-nullptr");
if (child == nullptr)
return;
if (_renderMode == RenderMode::QUAD_BATCHNODE)
{
Sprite* childSprite = dynamic_cast<Sprite*>(child);
CCASSERT( childSprite, "CCSprite only supports Sprites as children when using SpriteBatchNode");
CCASSERT(childSprite->getTexture() == _textureAtlas->getTexture(),
"childSprite's texture name should be equal to _textureAtlas's texture name.");
//put it in descendants array of batch node
_batchNode->appendChild(childSprite);
if (!_reorderChildDirty)
{
setReorderChildDirtyRecursively();
}
}
//CCNode already sets isReorderChildDirty_ so this needs to be after batchNode check
Node::addChild(child, zOrder, name);
}
void Sprite::reorderChild(Node *child, int zOrder)
{
CCASSERT(child != nullptr, "child must be non null");
CCASSERT(_children.contains(child), "child does not belong to this");
if ((_renderMode == RenderMode::QUAD_BATCHNODE) && ! _reorderChildDirty)
{
setReorderChildDirtyRecursively();
_batchNode->reorderBatch(true);
}
Node::reorderChild(child, zOrder);
}
void Sprite::removeChild(Node *child, bool cleanup)
{
if (_renderMode == RenderMode::QUAD_BATCHNODE)
_batchNode->removeSpriteFromAtlas((Sprite*)(child));
Node::removeChild(child, cleanup);
}
void Sprite::removeAllChildrenWithCleanup(bool cleanup)
{
if (_renderMode == RenderMode::QUAD_BATCHNODE)
{
for(const auto &child : _children)
{
Sprite* sprite = dynamic_cast<Sprite*>(child);
if (sprite)
_batchNode->removeSpriteFromAtlas(sprite);
}
}
Node::removeAllChildrenWithCleanup(cleanup);
}
void Sprite::sortAllChildren()
{
if (_reorderChildDirty)
{
sortNodes(_children);
if (_renderMode == RenderMode::QUAD_BATCHNODE)
{
for(const auto &child : _children)
child->sortAllChildren();
}
_reorderChildDirty = false;
}
}
//
// Node property overloads
// used only when parent is SpriteBatchNode
//
void Sprite::setReorderChildDirtyRecursively()
{
//only set parents flag the first time
if ( ! _reorderChildDirty )
{
_reorderChildDirty = true;
Node* node = static_cast<Node*>(_parent);
while (node && node != _batchNode)
{
static_cast<Sprite*>(node)->setReorderChildDirtyRecursively();
node=node->getParent();
}
}
}
void Sprite::setDirtyRecursively(bool bValue)
{
_recursiveDirty = bValue;
setDirty(bValue);
for(const auto &child: _children)
{
Sprite* sp = dynamic_cast<Sprite*>(child);
if (sp)
sp->setDirtyRecursively(true);
}
}
// FIXME: HACK: optimization
#define SET_DIRTY_RECURSIVELY() { \
if (! _recursiveDirty) { \
_recursiveDirty = true; \
setDirty(true); \
if (!_children.empty()) \
setDirtyRecursively(true); \
} \
}
void Sprite::setPosition(const Vec2& pos)
{
Node::setPosition(pos);
SET_DIRTY_RECURSIVELY();
}
void Sprite::setPosition(float x, float y)
{
Node::setPosition(x, y);
SET_DIRTY_RECURSIVELY();
}
void Sprite::setRotation(float rotation)
{
Node::setRotation(rotation);
SET_DIRTY_RECURSIVELY();
}
void Sprite::setRotationSkewX(float fRotationX)
{
Node::setRotationSkewX(fRotationX);
SET_DIRTY_RECURSIVELY();
}
void Sprite::setRotationSkewY(float fRotationY)
{
Node::setRotationSkewY(fRotationY);
SET_DIRTY_RECURSIVELY();
}
void Sprite::setSkewX(float sx)
{
Node::setSkewX(sx);
SET_DIRTY_RECURSIVELY();
}
void Sprite::setSkewY(float sy)
{
Node::setSkewY(sy);
SET_DIRTY_RECURSIVELY();
}
void Sprite::setScaleX(float scaleX)
{
Node::setScaleX(scaleX);
SET_DIRTY_RECURSIVELY();
}
void Sprite::setScaleY(float scaleY)
{
#ifdef CC_USE_METAL
if(_texture->isRenderTarget())
scaleY = std::abs(scaleY);
#endif
Node::setScaleY(scaleY);
SET_DIRTY_RECURSIVELY();
}
void Sprite::setScale(float fScale)
{
Node::setScale(fScale);
SET_DIRTY_RECURSIVELY();
}
void Sprite::setScale(float scaleX, float scaleY)
{
Node::setScale(scaleX, scaleY);
SET_DIRTY_RECURSIVELY();
}
void Sprite::setPositionZ(float fVertexZ)
{
Node::setPositionZ(fVertexZ);
SET_DIRTY_RECURSIVELY();
}
void Sprite::setAnchorPoint(const Vec2& anchor)
{
Node::setAnchorPoint(anchor);
SET_DIRTY_RECURSIVELY();
}
void Sprite::setIgnoreAnchorPointForPosition(bool value)
{
CCASSERT(_renderMode != RenderMode::QUAD_BATCHNODE, "setIgnoreAnchorPointForPosition is invalid in Sprite");
Node::setIgnoreAnchorPointForPosition(value);
}
void Sprite::setVisible(bool bVisible)
{
Node::setVisible(bVisible);
SET_DIRTY_RECURSIVELY();
}
void Sprite::setContentSize(const Size& size)
{
if (_renderMode == RenderMode::QUAD_BATCHNODE || _renderMode == RenderMode::POLYGON)
CCLOGWARN("Sprite::setContentSize() doesn't stretch the sprite when using QUAD_BATCHNODE or POLYGON render modes");
Node::setContentSize(size);
updateStretchFactor();
updatePoly();
}
void Sprite::setStretchEnabled(bool enabled)
{
if (_stretchEnabled != enabled)
{
_stretchEnabled = enabled;
// disabled centerrect / number of slices if disabled
if (!enabled)
setCenterRectNormalized(Rect(0,0,1,1));
updateStretchFactor();
updatePoly();
}
}
bool Sprite::isStretchEnabled() const
{
return _stretchEnabled;
}
void Sprite::updateStretchFactor()
{
const Size size = getContentSize();
if (_renderMode == RenderMode::QUAD)
{
// If stretch is disabled, calculate the stretch anyway
// since it is needed to calculate the offset
const float x_factor = size.width / _originalContentSize.width;
const float y_factor = size.height / _originalContentSize.height;
_stretchFactor = Vec2(std::max(0.0f, x_factor),
std::max(0.0f, y_factor));
}
else if (_renderMode == RenderMode::SLICE9)
{
const float x1 = _rect.size.width * _centerRectNormalized.origin.x;
const float x2 = _rect.size.width * _centerRectNormalized.size.width;
const float x3 = _rect.size.width * (1 - _centerRectNormalized.origin.x - _centerRectNormalized.size.width);
const float y1 = _rect.size.height * _centerRectNormalized.origin.y;
const float y2 = _rect.size.height * _centerRectNormalized.size.height;
const float y3 = _rect.size.height * (1 - _centerRectNormalized.origin.y - _centerRectNormalized.size.height);
// adjustedSize = the new _rect size
const float adjustedWidth = size.width - (_originalContentSize.width - _rect.size.width);
const float adjustedHeight = size.height - (_originalContentSize.height - _rect.size.height);
const float x_factor = (adjustedWidth - x1 - x3) / x2;
const float y_factor = (adjustedHeight - y1 - y3) / y2;
_stretchFactor = Vec2(std::max(0.0f, x_factor),
std::max(0.0f, y_factor));
}
// else:
// Do nothing if renderMode is Polygon
}
void Sprite::setFlippedX(bool flippedX)
{
if (_flippedX != flippedX)
{
_flippedX = flippedX;
flipX();
}
}
bool Sprite::isFlippedX() const
{
return _flippedX;
}
void Sprite::setFlippedY(bool flippedY)
{
#ifdef CC_USE_METAL
if(_texture->isRenderTarget())
flippedY = !flippedY;
#endif
if (_flippedY != flippedY)
{
_flippedY = flippedY;
flipY();
}
}
bool Sprite::isFlippedY() const
{
return _flippedY;
}
void Sprite::flipX()
{
if (_renderMode == RenderMode::QUAD_BATCHNODE)
setDirty(true);
else if (_renderMode == RenderMode::POLYGON)
{
for (unsigned int i = 0; i < _polyInfo.triangles.vertCount; i++) {
auto& v = _polyInfo.triangles.verts[i].vertices;
v.x = _contentSize.width -v.x;
}
}
else
// RenderMode:: Quad or Slice9
updatePoly();
}
void Sprite::flipY()
{
if (_renderMode == RenderMode::QUAD_BATCHNODE)
setDirty(true);
else if (_renderMode == RenderMode::POLYGON)
{
for (unsigned int i = 0; i < _polyInfo.triangles.vertCount; i++) {
auto& v = _polyInfo.triangles.verts[i].vertices;
v.y = _contentSize.height -v.y;
}
}
else
// RenderMode:: Quad or Slice9
updatePoly();
}
//
// MARK: RGBA protocol
//
void Sprite::updateColor()
{
Color4B color4( _displayedColor.r, _displayedColor.g, _displayedColor.b, _displayedOpacity );
// special opacity for premultiplied textures
if (_opacityModifyRGB)
{
color4.r *= _displayedOpacity / 255.0f;
color4.g *= _displayedOpacity / 255.0f;
color4.b *= _displayedOpacity / 255.0f;
}
for (unsigned int i = 0; i < _polyInfo.triangles.vertCount; i++)
_polyInfo.triangles.verts[i].colors = color4;
// related to issue #17116
// when switching from Quad to Slice9, the color will be obtained from _quad
// so it is important to update _quad colors as well.
_quad.bl.colors = _quad.tl.colors = _quad.br.colors = _quad.tr.colors = color4;
// renders using batch node
if (_renderMode == RenderMode::QUAD_BATCHNODE)
{
if (_atlasIndex != INDEX_NOT_INITIALIZED)
_textureAtlas->updateQuad(&_quad, _atlasIndex);
else
// no need to set it recursively
// update dirty_, don't update recursiveDirty_
setDirty(true);
}
// self render
// do nothing
}
void Sprite::setOpacityModifyRGB(bool modify)
{
if (_opacityModifyRGB != modify)
{
_opacityModifyRGB = modify;
updateColor();
}
}
bool Sprite::isOpacityModifyRGB() const
{
return _opacityModifyRGB;
}
// MARK: Frames
void Sprite::setSpriteFrame(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);
CCASSERT(spriteFrame, std::string("Invalid spriteFrameName :").append(spriteFrameName).c_str());
setSpriteFrame(spriteFrame);
}
void Sprite::setSpriteFrame(SpriteFrame *spriteFrame)
{
// retain the sprite frame
// do not removed by SpriteFrameCache::removeUnusedSpriteFrames
if (_spriteFrame != spriteFrame)
{
CC_SAFE_RELEASE(_spriteFrame);
_spriteFrame = spriteFrame;
spriteFrame->retain();
}
_unflippedOffsetPositionFromCenter = spriteFrame->getOffset();
Texture2D *texture = spriteFrame->getTexture();
// update texture before updating texture rect
if (texture != _texture)
setTexture(texture);
// update rect
_rectRotated = spriteFrame->isRotated();
setTextureRect(spriteFrame->getRect(), _rectRotated, spriteFrame->getOriginalSize());
if (spriteFrame->hasPolygonInfo())
{
_polyInfo = spriteFrame->getPolygonInfo();
_renderMode = RenderMode::POLYGON;
if (_flippedX) flipX();
if (_flippedY) flipY();
updateColor();
}
if (spriteFrame->hasAnchorPoint())
setAnchorPoint(spriteFrame->getAnchorPoint());
if (spriteFrame->hasCenterRect())
setCenterRect(spriteFrame->getCenterRect());
}
void Sprite::setDisplayFrameWithAnimationName(const std::string& animationName, unsigned int frameIndex)
{
CCASSERT(!animationName.empty(), "CCSprite#setDisplayFrameWithAnimationName. animationName must not be nullptr");
if (animationName.empty())
return;
Animation *a = AnimationCache::getInstance()->getAnimation(animationName);
CCASSERT(a, "CCSprite#setDisplayFrameWithAnimationName: Frame not found");
AnimationFrame* frame = a->getFrames().at(frameIndex);
CCASSERT(frame, "CCSprite#setDisplayFrame. Invalid frame");
setSpriteFrame(frame->getSpriteFrame());
}
bool Sprite::isFrameDisplayed(SpriteFrame *frame) const
{
Rect r = frame->getRect();
return (r.equals(_rect) &&
frame->getTexture() == _texture &&
frame->getOffset().equals(_unflippedOffsetPositionFromCenter));
}
SpriteFrame* Sprite::getSpriteFrame() const
{
if (nullptr != this->_spriteFrame)
return this->_spriteFrame;
return SpriteFrame::createWithTexture(_texture,
CC_RECT_POINTS_TO_PIXELS(_rect),
_rectRotated,
CC_POINT_POINTS_TO_PIXELS(_unflippedOffsetPositionFromCenter),
CC_SIZE_POINTS_TO_PIXELS(_originalContentSize));
}
SpriteBatchNode* Sprite::getBatchNode() const
{
return _batchNode;
}
void Sprite::setBatchNode(SpriteBatchNode *spriteBatchNode)
{
_batchNode = spriteBatchNode; // weak reference
// self render
if (! _batchNode)
{
if (_renderMode != RenderMode::SLICE9)
_renderMode = RenderMode::QUAD;
_atlasIndex = INDEX_NOT_INITIALIZED;
setTextureAtlas(nullptr);
_recursiveDirty = false;
setDirty(false);
float x1 = _offsetPosition.x;
float y1 = _offsetPosition.y;
float x2 = x1 + _rect.size.width;
float y2 = y1 + _rect.size.height;
_quad.bl.vertices.set( x1, y1, 0 );
_quad.br.vertices.set(x2, y1, 0);
_quad.tl.vertices.set(x1, y2, 0);
_quad.tr.vertices.set(x2, y2, 0);
}
else
{
// using batch
_renderMode = RenderMode::QUAD_BATCHNODE;
_transformToBatch = Mat4::IDENTITY;
setTextureAtlas(_batchNode->getTextureAtlas()); // weak ref
}
}
// MARK: Texture protocol
void Sprite::updateBlendFunc()
{
CCASSERT(_renderMode != RenderMode::QUAD_BATCHNODE, "CCSprite: updateBlendFunc doesn't work when the sprite is rendered using a SpriteBatchNode");
// it is possible to have an untextured sprite
backend::BlendDescriptor& blendDescriptor = _trianglesCommand.getPipelineDescriptor().blendDescriptor;
blendDescriptor.blendEnabled = true;
if (! _texture || ! _texture->hasPremultipliedAlpha())
{
_blendFunc = BlendFunc::ALPHA_NON_PREMULTIPLIED;
setOpacityModifyRGB(false);
}
else
{
_blendFunc = BlendFunc::ALPHA_PREMULTIPLIED;
setOpacityModifyRGB(true);
}
}
std::string Sprite::getDescription() const
{
char textureDescriptor[100];
if (_renderMode == RenderMode::QUAD_BATCHNODE)
sprintf(textureDescriptor, "<Sprite | Tag = %d, TextureID = %p>", _tag, _batchNode->getTextureAtlas()->getTexture()->getBackendTexture());
else
sprintf(textureDescriptor, "<Sprite | Tag = %d, TextureID = %p>", _tag, _texture->getBackendTexture());
return textureDescriptor;
}
const PolygonInfo& Sprite::getPolygonInfo() const
{
return _polyInfo;
}
void Sprite::setPolygonInfo(const PolygonInfo& info)
{
_polyInfo = info;
_renderMode = RenderMode::POLYGON;
}
void Sprite::setMVPMatrixUniform()
{
const auto& projectionMat = Director::getInstance()->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
auto programState = _trianglesCommand.getPipelineDescriptor().programState;
if (programState && _mvpMatrixLocation)
programState->setUniform(_mvpMatrixLocation, projectionMat.m, sizeof(projectionMat.m));
}
backend::ProgramState* Sprite::getProgramState() const
{
return _programState;
}
NS_CC_END