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CCParticleBatchNode.m
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CCParticleBatchNode.m
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/*
* cocos2d for iPhone: http://www.cocos2d-iphone.org
*
* Copyright (C) 2009 Matt Oswald
*
* Copyright (c) 2009-2010 Ricardo Quesada
* Copyright (c) 2011 Zynga Inc.
*
* Copyright (c) 2011 Marco Tillemans
*
* 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.
*
*/
#import "CCParticleBatchNode.h"
#import "CCTextureCache.h"
#import "CCTextureAtlas.h"
#import "ccConfig.h"
#import "ccMacros.h"
#import "CCGrid.h"
#import "Support/CGPointExtension.h"
#import "CCParticleSystem.h"
#import "CCParticleSystem.h"
#import "CCShaderCache.h"
#import "CCGLProgram.h"
#import "ccGLState.h"
#import "Support/base64.h"
#import "Support/ZipUtils.h"
#import "Support/CCFileUtils.h"
#import "kazmath/GL/matrix.h"
#define kCCParticleDefaultCapacity 500
//need to set z-order manualy, because fast reordering of childs would be complexer / slower
@implementation CCNode (extension)
-(void) setZOrder:(NSUInteger) z
{
zOrder_ = z;
}
@end
@interface CCParticleBatchNode (private)
-(void) updateAllAtlasIndexes;
-(void) increaseAtlasCapacityTo:(NSUInteger) quantity;
-(NSUInteger) searchNewPositionInChildrenForZ:(NSInteger)z;
-(void) getCurrentIndex:(NSUInteger*)oldIndex newIndex:(NSUInteger*)newIndex forChild:(CCNode*)child z:(NSInteger)z;
-(NSUInteger) addChildHelper: (CCNode*) child z:(NSInteger)z tag:(NSInteger) aTag;
@end
@implementation CCParticleBatchNode
@synthesize textureAtlas = textureAtlas_;
@synthesize blendFunc = blendFunc_;
/*
* creation with CCTexture2D
*/
+(id)batchNodeWithTexture:(CCTexture2D *)tex
{
return [[[self alloc] initWithTexture:tex capacity:kCCParticleDefaultCapacity] autorelease];
}
+(id)batchNodeWithTexture:(CCTexture2D *)tex capacity:(NSUInteger) capacity
{
return [[[self alloc] initWithTexture:tex capacity:capacity] autorelease];
}
/*
* creation with File Image
*/
+(id)batchNodeWithFile:(NSString*)fileImage capacity:(NSUInteger)capacity
{
return [[[self alloc] initWithFile:fileImage capacity:capacity] autorelease];
}
+(id)batchNodeWithFile:(NSString*) imageFile
{
return [[[self alloc] initWithFile:imageFile capacity:kCCParticleDefaultCapacity] autorelease];
}
/*
* init with CCTexture2D
*/
-(id)initWithTexture:(CCTexture2D *)tex capacity:(NSUInteger)capacity
{
if (self = [super init])
{
textureAtlas_ = [[CCTextureAtlas alloc] initWithTexture:tex capacity:capacity];
// no lazy alloc in this node
children_ = [[CCArray alloc] initWithCapacity:capacity];
blendFunc_.src = CC_BLEND_SRC;
blendFunc_.dst = CC_BLEND_DST;
self.shaderProgram = [[CCShaderCache sharedShaderCache] programForKey:kCCShader_PositionTextureColor];
}
return self;
}
/*
* init with FileImage
*/
-(id)initWithFile:(NSString *)fileImage capacity:(NSUInteger)capacity
{
CCTexture2D *tex = [[CCTextureCache sharedTextureCache] addImage:fileImage];
return [self initWithTexture:tex capacity:capacity];
}
-(NSString*) description
{
return [NSString stringWithFormat:@"<%@ = %08X | Tag = %i>", [self class], self, tag_ ];
}
-(void)dealloc
{
[textureAtlas_ release];
[super dealloc];
}
#pragma mark CCParticleBatchNode - composition
// override visit.
// Don't call visit on it's children
-(void) visit
{
// CAREFUL:
// This visit is almost identical to CCNode#visit
// with the exception that it doesn't call visit on it's children
//
// The alternative is to have a void CCSprite#visit, but
// although this is less mantainable, is faster
//
if (!visible_)
return;
kmGLPushMatrix();
if ( grid_ && grid_.active) {
[grid_ beforeDraw];
[self transformAncestors];
}
[self transform];
[self draw];
if ( grid_ && grid_.active)
[grid_ afterDraw:self];
kmGLPopMatrix();
}
// override addChild:
-(void) addChild:(CCParticleSystem*)child z:(NSInteger)z tag:(NSInteger) aTag
{
NSAssert( child != nil, @"Argument must be non-nil");
NSAssert( [child isKindOfClass:[CCParticleSystem class]], @"CCParticleBatchNode only supports CCQuadParticleSystems as children");
NSAssert( child.texture.name == textureAtlas_.texture.name, @"CCParticleSystem is not using the same texture id");
// If this is the 1st children, then copy blending function
if( [children_ count] == 0 )
blendFunc_ = [child blendFunc];
NSAssert( blendFunc_.src == child.blendFunc.src && blendFunc_.dst == child.blendFunc.dst, @"Can't add a PaticleSystem that uses a differnt blending function");
//no lazy sorting, so don't call super addChild, call helper instead
NSUInteger pos = [self addChildHelper:child z:z tag:aTag];
//get new atlasIndex
NSUInteger atlasIndex;
if (pos != 0)
atlasIndex = [[children_ objectAtIndex:pos-1] atlasIndex] + [[children_ objectAtIndex:pos-1] totalParticles];
else
atlasIndex = 0;
[self insertChild:child inAtlasAtIndex:atlasIndex];
// update quad info
[child setBatchNode:self];
}
// don't use lazy sorting, reordering the particle systems quads afterwards would be too complex
// XXX research whether lazy sorting + freeing current quads and calloc a new block with size of capacity would be faster
// XXX or possibly using vertexZ for reordering, that would be fastest
// this helper is almost equivalent to CCNode's addChild, but doesn't make use of the lazy sorting
-(NSUInteger) addChildHelper: (CCNode*) child z:(NSInteger)z tag:(NSInteger) aTag
{
NSAssert( child != nil, @"Argument must be non-nil");
NSAssert( child.parent == nil, @"child already added. It can't be added again");
if( ! children_ )
children_ = [[CCArray alloc] initWithCapacity:4];
//don't use a lazy insert
NSUInteger pos = [self searchNewPositionInChildrenForZ:z];
[children_ insertObject:child atIndex:pos];
child.tag = aTag;
[child setZOrder:z];
[child setParent: self];
if( isRunning_ ) {
[child onEnter];
[child onEnterTransitionDidFinish];
}
return pos;
}
// Reorder will be done in this function, no "lazy" reorder to particles
-(void) reorderChild:(CCParticleSystem*)child z:(NSInteger)z
{
NSAssert( child != nil, @"Child must be non-nil");
NSAssert( [children_ containsObject:child], @"Child doesn't belong to batch" );
if( z == child.zOrder )
return;
// no reordering if only 1 child
if( [children_ count] > 1)
{
NSUInteger newIndex, oldIndex;
[self getCurrentIndex:&oldIndex newIndex:&newIndex forChild:child z:z];
if( oldIndex != newIndex ) {
// reorder children_ array
[child retain];
[children_ removeObjectAtIndex:oldIndex];
[children_ insertObject:child atIndex:newIndex];
[child release];
// save old altasIndex
NSUInteger oldAtlasIndex = child.atlasIndex;
// update atlas index
[self updateAllAtlasIndexes];
// Find new AtlasIndex
NSUInteger newAtlasIndex = 0;
for( NSUInteger i=0;i < [children_ count];i++) {
CCParticleSystem *node = [children_ objectAtIndex:i];
if( node == child ) {
newAtlasIndex = [child atlasIndex];
break;
}
}
// reorder textureAtlas quads
[textureAtlas_ moveQuadsFromIndex:oldAtlasIndex amount:child.totalParticles atIndex:newAtlasIndex];
[child updateWithNoTime];
}
}
[child setZOrder:z];
}
-(void) getCurrentIndex:(NSUInteger*)oldIndex newIndex:(NSUInteger*)newIndex forChild:(CCNode*)child z:(NSInteger)z
{
BOOL foundCurrentIdx = NO;
BOOL foundNewIdx = NO;
NSInteger minusOne = 0;
NSUInteger count = [children_ count];
for( NSUInteger i=0; i < count; i++ ) {
CCNode *node = [children_ objectAtIndex:i];
// new index
if( node.zOrder > z && ! foundNewIdx ) {
*newIndex = i;
foundNewIdx = YES;
if( foundCurrentIdx && foundNewIdx )
break;
}
// current index
if( child == node ) {
*oldIndex = i;
foundCurrentIdx = YES;
if( ! foundNewIdx )
minusOne = -1;
if( foundCurrentIdx && foundNewIdx )
break;
}
}
if( ! foundNewIdx )
*newIndex = count;
*newIndex += minusOne;
}
-(NSUInteger) searchNewPositionInChildrenForZ: (NSInteger) z
{
NSUInteger count = [children_ count];
for( NSUInteger i=0; i < count; i++ ) {
CCNode *child = [children_ objectAtIndex:i];
if (child.zOrder > z)
return i;
}
return count;
}
// override removeChild:
-(void)removeChild: (CCParticleSystem*) child cleanup:(BOOL)doCleanup
{
// explicit nil handling
if (child == nil)
return;
NSAssert([children_ containsObject:child], @"CCParticleBatchNode doesn't contain the sprite. Can't remove it");
[super removeChild:child cleanup:doCleanup];
// remove child helper
[textureAtlas_ removeQuadsAtIndex:child.atlasIndex amount:child.totalParticles];
// after memmove of data, empty the quads at the end of array
[textureAtlas_ fillWithEmptyQuadsFromIndex:textureAtlas_.totalQuads amount:child.totalParticles];
// paticle could be reused for self rendering
[child setBatchNode:nil];
[self updateAllAtlasIndexes];
}
-(void)removeChildAtIndex:(NSUInteger)index cleanup:(BOOL) doCleanup
{
[self removeChild:(CCParticleSystem *)[children_ objectAtIndex:index] cleanup:doCleanup];
}
-(void)removeAllChildrenWithCleanup:(BOOL)doCleanup
{
[children_ makeObjectsPerformSelector:@selector(useSelfRender)];
[super removeAllChildrenWithCleanup:doCleanup];
[textureAtlas_ removeAllQuads];
}
#pragma mark CCParticleBatchNode - draw
-(void) draw
{
CC_PROFILER_STOP(@"CCParticleBatchNode - draw");
if( textureAtlas_.totalQuads == 0 )
return;
CC_NODE_DRAW_SETUP();
ccGLBlendFunc( blendFunc_.src, blendFunc_.dst );
[textureAtlas_ drawQuads];
CC_PROFILER_STOP(@"CCParticleBatchNode - draw");
}
#pragma mark CCParticleBatchNode - private
-(void) increaseAtlasCapacityTo:(NSUInteger) quantity
{
CCLOG(@"cocos2d: CCParticleBatchNode: resizing TextureAtlas capacity from [%lu] to [%lu].",
(long)textureAtlas_.capacity,
(long)quantity);
if( ! [textureAtlas_ resizeCapacity:quantity] ) {
// serious problems
CCLOG(@"cocos2d: WARNING: Not enough memory to resize the atlas");
NSAssert(NO,@"XXX: CCParticleBatchNode #increaseAtlasCapacity SHALL handle this assert");
}
}
//sets a 0'd quad into the quads array
-(void) disableParticle:(NSUInteger)particleIndex
{
ccV3F_C4B_T2F_Quad* quad = &((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 = 0.0f;
}
#pragma mark CCParticleBatchNode - add / remove / reorder helper methods
// add child helper
-(void) insertChild:(CCParticleSystem*) pSystem inAtlasAtIndex:(NSUInteger)index
{
pSystem.atlasIndex = index;
if(textureAtlas_.totalQuads + pSystem.totalParticles > textureAtlas_.capacity)
{
[self increaseAtlasCapacityTo:textureAtlas_.totalQuads + pSystem.totalParticles];
// after a realloc empty quads of textureAtlas can be filled with gibberish (realloc doesn't perform calloc), insert empty quads to prevent it
[textureAtlas_ fillWithEmptyQuadsFromIndex:textureAtlas_.capacity - pSystem.totalParticles amount:pSystem.totalParticles];
}
// make room for quads, not necessary for last child
if (pSystem.atlasIndex + pSystem.totalParticles != textureAtlas_.totalQuads)
[textureAtlas_ moveQuadsFromIndex:index to:index+pSystem.totalParticles];
// increase totalParticles here for new particles, update method of particlesystem will fill the quads
[textureAtlas_ increaseTotalQuadsWith:pSystem.totalParticles];
[self updateAllAtlasIndexes];
}
//rebuild atlas indexes
-(void) updateAllAtlasIndexes
{
CCParticleSystem *child;
NSUInteger index = 0;
CCARRAY_FOREACH(children_,child)
{
child.atlasIndex = index;
index += child.totalParticles;
}
}
#pragma mark CCParticleBatchNode - CocosNodeTexture protocol
-(void) updateBlendFunc
{
if( ! [textureAtlas_.texture hasPremultipliedAlpha] ) {
blendFunc_.src = GL_SRC_ALPHA;
blendFunc_.dst = GL_ONE_MINUS_SRC_ALPHA;
}
}
-(void) setTexture:(CCTexture2D*)texture
{
textureAtlas_.texture = texture;
// If the new texture has No premultiplied alpha, AND the blendFunc hasn't been changed, then update it
if( texture && ! [texture hasPremultipliedAlpha] && ( blendFunc_.src == CC_BLEND_SRC && blendFunc_.dst == CC_BLEND_DST ) )
{
blendFunc_.src = GL_SRC_ALPHA;
blendFunc_.dst = GL_ONE_MINUS_SRC_ALPHA;
}
}
-(CCTexture2D*) texture
{
return textureAtlas_.texture;
}
@end