CCMotionStreak3D.cpp 12.5 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
/****************************************************************************
Copyright (c) 2011      ForzeField Studios S.L.
Copyright (c) 2010-2012 cocos2d-x.org
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 false 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 "3d/CCMotionStreak3D.h"
#include <stddef.h> // offsetof
#include "base/ccTypes.h"
#include "math/CCVertex.h"
#include "base/CCDirector.h"
#include "base/ccUtils.h"
#include "renderer/CCTextureCache.h"
#include "renderer/CCTexture2D.h"
#include "renderer/CCRenderer.h"
#include "renderer/CCRenderState.h"
#include "renderer/ccShaders.h"

NS_CC_BEGIN

MotionStreak3D::MotionStreak3D()
: _startingPositionInitialized(false)
, _texture(nullptr)
, _blendFunc(BlendFunc::ALPHA_NON_PREMULTIPLIED)
, _positionR2D(0.f, 0.f)
, _sweepAxis(0.f, 1.f, 0.f)
, _stroke(0.0f)
, _fadeDelta(0.0f)
, _minSeg(0.0f)
, _maxPoints(0)
, _nuPoints(0)
, _previousNuPoints(0)
{
}

MotionStreak3D::~MotionStreak3D()
{
    CC_SAFE_RELEASE(_texture);
}

MotionStreak3D* MotionStreak3D::create(float fade, float minSeg, float stroke, const Color3B& color, const std::string& path)
{
    MotionStreak3D *ret = new (std::nothrow) MotionStreak3D();
    if (ret && ret->initWithFade(fade, minSeg, stroke, color, path))
    {
        ret->autorelease();
        return ret;
    }

    CC_SAFE_DELETE(ret);
    return nullptr;
}

MotionStreak3D* MotionStreak3D::create(float fade, float minSeg, float stroke, const Color3B& color, Texture2D* texture)
{
    MotionStreak3D *ret = new (std::nothrow) MotionStreak3D();
    if (ret && ret->initWithFade(fade, minSeg, stroke, color, texture))
    {
        ret->autorelease();
        return ret;
    }

    CC_SAFE_DELETE(ret);
    return nullptr;
}

bool MotionStreak3D::initWithFade(float fade, float minSeg, float stroke, const Color3B& color, const std::string& path)
{
    CCASSERT(!path.empty(), "Invalid filename");

    Texture2D *texture = Director::getInstance()->getTextureCache()->addImage(path);
    return initWithFade(fade, minSeg, stroke, color, texture);
}

bool MotionStreak3D::initWithFade(float fade, float minSeg, float stroke, const Color3B& color, Texture2D* texture)
{
    Node::setPosition(Vec2::ZERO);
    setAnchorPoint(Vec2::ZERO);
    setIgnoreAnchorPointForPosition(true);
    _startingPositionInitialized = false;

    _positionR.setZero();
    _minSeg = (minSeg == -1.0f) ? stroke/5.0f : minSeg;
    _minSeg *= _minSeg;

    _stroke = stroke;
    _fadeDelta = 1.0f/fade;

    _maxPoints = (int)(fade*60.0f)+2;
    _nuPoints = 0;
    
    _pointState.resize(_maxPoints);
    _pointVertexes.resize(_maxPoints);

    _vertexData.resize(_maxPoints * 2);

    // Set blend mode
    _blendFunc = BlendFunc::ALPHA_NON_PREMULTIPLIED;

    // shader state
    auto* program = backend::Program::getBuiltinProgram(backend::ProgramType::POSITION_TEXTURE_COLOR);
    _programState = new backend::ProgramState(program);

    _customCommand.getPipelineDescriptor().programState = _programState;

    initCustomCommand();

    setTexture(texture);
    setColor(color);
    scheduleUpdate();

    return true;
}

void MotionStreak3D::initCustomCommand()
{
    _customCommand.setDrawType(CustomCommand::DrawType::ARRAY);
    _customCommand.setPrimitiveType(CustomCommand::PrimitiveType::TRIANGLE_STRIP);

    auto& pipelineDescriptor = _customCommand.getPipelineDescriptor();
    auto layout = _programState->getVertexLayout();
    const auto& attributeInfo = _programState->getProgram()->getActiveAttributes();
    auto iter = attributeInfo.find("a_position");
    if(iter != attributeInfo.end())
    {
        layout->setAttribute("a_position", iter->second.location, backend::VertexFormat::FLOAT3, 0, false);
    }
    
    iter = attributeInfo.find("a_color");
    if(iter != attributeInfo.end())
    {
        layout->setAttribute("a_color", iter->second.location, backend::VertexFormat::UBYTE4, offsetof(VertexData, color), true);
    }
    
    iter = attributeInfo.find("a_texCoord");
    if(iter != attributeInfo.end())
    {
        layout->setAttribute("a_texCoord", iter->second.location, backend::VertexFormat::FLOAT2, offsetof(VertexData, texPos), false);
    }
    layout->setLayout(sizeof(VertexData));

    auto &blend = pipelineDescriptor.blendDescriptor;
    blend.blendEnabled = true;
    blend.sourceAlphaBlendFactor = blend.sourceRGBBlendFactor = _blendFunc.src;
    blend.destinationAlphaBlendFactor = blend.destinationRGBBlendFactor = _blendFunc.dst;

    _locMVP = _programState->getUniformLocation("u_MVPMatrix");
    _locTexture = _programState->getUniformLocation("u_texture");

    _customCommand.createVertexBuffer(sizeof(VertexData), _vertexData.size(), CustomCommand::BufferUsage::DYNAMIC);
}

void MotionStreak3D::setPosition(const Vec2& position)
{
    if (!_startingPositionInitialized) {
        _startingPositionInitialized = true;
    }
    _positionR = Vec3(position.x, position.y, 0);
}

void MotionStreak3D::setPosition(float x, float y)
{
    if (!_startingPositionInitialized) {
        _startingPositionInitialized = true;
    }
    _positionR.x = x;
    _positionR.y = y;
}

void MotionStreak3D::setPosition3D(const Vec3& position)
{
    if (!_startingPositionInitialized) {
        _startingPositionInitialized = true;
    }
    _positionR = position;
}

void MotionStreak3D::setRotation3D(const Vec3& /*rotation*/)
{}

void MotionStreak3D::setRotationQuat(const Quaternion& /*quat*/)
{}

const Vec2& MotionStreak3D::getPosition() const
{
    _positionR2D.x = _positionR.x;
    _positionR2D.y = _positionR.y;
    return _positionR2D;
}

void MotionStreak3D::getPosition(float* x, float* y) const
{
    *x = _positionR.x;
    *y = _positionR.y;
}

float MotionStreak3D::getPositionX() const
{
    return _positionR.x;
}

Vec3 MotionStreak3D::getPosition3D() const
{
    return Vec3(_positionR.x, _positionR.y, getPositionZ());
}

void MotionStreak3D::setPositionX(float x)
{
    if (!_startingPositionInitialized) {
        _startingPositionInitialized = true;
    }
    _positionR.x = x;
}

float MotionStreak3D::getPositionY() const
{
    return  _positionR.y;
}

void MotionStreak3D::setPositionY(float y)
{
    if (!_startingPositionInitialized) {
        _startingPositionInitialized = true;
    }
    _positionR.y = y;
}

void MotionStreak3D::tintWithColor(const Color3B& colors)
{
    setColor(colors);

    // Fast assignation
    for(unsigned int i = 0; i<_nuPoints*2; i++) 
    {
        auto &color = _vertexData[i].color;
        color.set(colors.r, colors.g, colors.b, color.a);
    }
}

Texture2D* MotionStreak3D::getTexture() const
{
    return _texture;
}

void MotionStreak3D::setTexture(Texture2D *texture)
{
    if (_texture != texture)
    {
        CC_SAFE_RETAIN(texture);
        CC_SAFE_RELEASE(_texture);
        _texture = texture;
        _programState->setTexture(_locTexture, 0, _texture->getBackendTexture());
    }
}

void MotionStreak3D::setBlendFunc(const BlendFunc &blendFunc)
{
    _blendFunc = blendFunc;
}

const BlendFunc& MotionStreak3D::getBlendFunc() const
{
    return _blendFunc;
}

void MotionStreak3D::setOpacity(uint8_t /*opacity*/)
{
    CCASSERT(false, "Set opacity no supported");
}

uint8_t MotionStreak3D::getOpacity() const
{
    CCASSERT(false, "Opacity no supported");
    return 0;
}

void MotionStreak3D::setOpacityModifyRGB(bool /*bValue*/)
{
}

bool MotionStreak3D::isOpacityModifyRGB() const
{
    return false;
}

void MotionStreak3D::update(float delta)
{
    if (!_startingPositionInitialized)
    {
        return;
    }
    
    delta *= _fadeDelta;

    unsigned int newIdx, newIdx2, i, i2;
    unsigned int mov = 0;

    // Update current points
    for(i = 0; i<_nuPoints; i++)
    {
        _pointState[i]-=delta;

        if(_pointState[i] <= 0)
            mov++;
        else
        {
            newIdx = i-mov;

            if(mov>0)
            {
                // Move data
                _pointState[newIdx] = _pointState[i];

                // Move point
                _pointVertexes[newIdx] = _pointVertexes[i];

                // Move vertices
                i2 = i*2;
                newIdx2 = newIdx*2;
                _vertexData[newIdx2].pos = _vertexData[i2].pos;
                _vertexData[newIdx2+1].pos = _vertexData[i2+1].pos;

                // Move color
                _vertexData[newIdx2].color = _vertexData[i2].color;
                _vertexData[newIdx2 + 1].color = _vertexData[i2 + 1].color;
            }else
                newIdx2 = newIdx*2;

            const uint8_t op = (uint8_t)(_pointState[newIdx] * 255.0f);
            _vertexData[newIdx2].color.a = op;
            _vertexData[newIdx2+1].color.a = op;
        }
    }
    _nuPoints-=mov;

    // Append new point
    bool appendNewPoint = true;
    if(_nuPoints >= _maxPoints)
    {
        appendNewPoint = false;
    }

    else if(_nuPoints>0)
    {
        bool a1 = (_pointVertexes[_nuPoints-1] - _positionR).lengthSquared() < _minSeg;
        bool a2 = (_nuPoints == 1) ? false : ((_pointVertexes[_nuPoints-2] - _positionR).lengthSquared() < (_minSeg * 2.0f));
        if(a1 || a2)
        {
            appendNewPoint = false;
        }
    }

    if(appendNewPoint)
    {
        _pointVertexes[_nuPoints] = _positionR;
        _pointState[_nuPoints] = 1.0f;

        // Color assignment
        _vertexData[_nuPoints * 2].color = Color4B(_displayedColor, 255);
        _vertexData[_nuPoints * 2 + 1].color = Color4B(_displayedColor, 255);


        // Generate polygon
        {
            float stroke = _stroke * 0.5f;
            _vertexData[_nuPoints * 2].pos = _pointVertexes[_nuPoints] + (_sweepAxis * stroke);
            _vertexData[_nuPoints * 2 + 1].pos = _pointVertexes[_nuPoints] - (_sweepAxis * stroke);
        }

        _nuPoints ++;
    }

    // Updated Tex Coords only if they are different than previous step
    if( _nuPoints  && _previousNuPoints != _nuPoints ) {
        float texDelta = 1.0f / _nuPoints;
        for( i=0; i < _nuPoints; i++ ) {
            _vertexData[i*2].texPos = Tex2F(0, texDelta*i);
            _vertexData[i*2+1].texPos = Tex2F(1, texDelta*i);
        }

        _previousNuPoints = _nuPoints;
    }
}

void MotionStreak3D::reset()
{
    _nuPoints = 0;
}

void MotionStreak3D::draw(Renderer *renderer, const Mat4 &transform, uint32_t flags)
{
    if(_nuPoints <= 1)
        return;
    _beforeCommand.init(_globalZOrder);
    _afterCommand.init(_globalZOrder);
    _customCommand.init(_globalZOrder, transform, flags);
    
    auto pmatrix = Director::getInstance()->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
    auto mvpMatrix = pmatrix * transform;
    
    _programState->setUniform(_locMVP, mvpMatrix.m, sizeof(mvpMatrix.m));

    _beforeCommand.func = CC_CALLBACK_0(MotionStreak3D::onBeforeDraw, this);
    _afterCommand.func = CC_CALLBACK_0(MotionStreak3D::onAfterDraw, this);
    
    _customCommand.updateVertexBuffer(_vertexData.data(), sizeof(_vertexData[0]) * _nuPoints * 2);

    _customCommand.setVertexDrawInfo(0, _nuPoints * 2);

    renderer->addCommand(&_beforeCommand);
    renderer->addCommand(&_customCommand);
    renderer->addCommand(&_afterCommand);
    CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1, _nuPoints*2);
}

void MotionStreak3D::onBeforeDraw()
{
    auto *renderer = Director::getInstance()->getRenderer();
    _rendererDepthTest = renderer->getDepthTest();
    _rendererCullface = renderer->getCullMode();

    renderer->setCullMode(CullMode::NONE);
    renderer->setDepthTest(true);
}

void MotionStreak3D::onAfterDraw()
{
    auto *renderer = Director::getInstance()->getRenderer();
    renderer->setDepthTest(_rendererDepthTest);
    renderer->setCullMode(_rendererCullface);
}

NS_CC_END