/** * Copyright (c) 2010-2012 cocos2d-x.org * Copyright (C) 2009 Matt Oswald * Copyright (c) 2009-2010 Ricardo Quesada * Copyright (c) 2011 Zynga Inc. * Copyright (c) 2011 Marco Tillemans * * http://www.cocos2d-x.org * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. * */ /** * paticle default capacity * @constant * @type Number */ cc.PARTICLE_DEFAULT_CAPACITY = 500; /** *

* cc.ParticleBatchNode is like a batch node: if it contains children, it will draw them in 1 single OpenGL call
* (often known as "batch draw").
* * A cc.ParticleBatchNode can reference one and only one texture (one image file, one texture atlas).
* Only the cc.ParticleSystems that are contained in that texture can be added to the cc.SpriteBatchNode.
* All cc.ParticleSystems added to a cc.SpriteBatchNode are drawn in one OpenGL ES draw call.
* If the cc.ParticleSystems are not added to a cc.ParticleBatchNode then an OpenGL ES draw call will be needed for each one, which is less efficient.
* * Limitations:
* - At the moment only cc.ParticleSystem is supported
* - All systems need to be drawn with the same parameters, blend function, aliasing, texture
* * Most efficient usage
* - Initialize the ParticleBatchNode with the texture and enough capacity for all the particle systems
* - Initialize all particle systems and add them as child to the batch node
*

* @class * @extends cc.ParticleSystem */ cc.ParticleBatchNode = cc.Node.extend(/** @lends cc.ParticleBatchNode# */{ TextureProtocol:true, //the blend function used for drawing the quads _blendFunc:null, _textureAtlas:null, ctor:function () { cc.Node.prototype.ctor.call(this); this._blendFunc = {src:cc.BLEND_SRC, dst:cc.BLEND_DST}; }, /** * initializes the particle system with cc.Texture2D, a capacity of particles * @param {cc.Texture2D|HTMLImageElement|HTMLCanvasElement} texture * @param {Number} capacity * @return {Boolean} */ initWithTexture:function (texture, capacity) { this._textureAtlas = new cc.TextureAtlas(); this._textureAtlas.initWithTexture(texture, capacity); // no lazy alloc in this node this._children.length = 0; if (cc.renderContextType === cc.WEBGL) this.setShaderProgram(cc.ShaderCache.getInstance().programForKey(cc.SHADER_POSITION_TEXTURECOLOR)); return true; }, /** * initializes the particle system with the name of a file on disk (for a list of supported formats look at the cc.Texture2D class), a capacity of particles * @param {String} fileImage * @param {Number} capacity * @return {Boolean} */ initWithFile:function (fileImage, capacity) { var tex = cc.TextureCache.getInstance().addImage(fileImage); return this.initWithTexture(tex, capacity); }, /** * initializes the particle system with the name of a file on disk (for a list of supported formats look at the cc.Texture2D class), a capacity of particles * @param {String} fileImage * @param {Number} capacity * @return {Boolean} */ init:function (fileImage, capacity) { var tex = cc.TextureCache.getInstance().addImage(fileImage); return this.initWithTexture(tex, capacity); }, /** * Add a child into the cc.ParticleBatchNode * @param {cc.ParticleSystem} child * @param {Number} zOrder * @param {Number} tag */ addChild:function (child, zOrder, tag) { if(!child) throw "cc.ParticleBatchNode.addChild() : child should be non-null"; if(!(child instanceof cc.ParticleSystem)) throw "cc.ParticleBatchNode.addChild() : only supports cc.ParticleSystem as children"; zOrder = (zOrder == null) ? child.getZOrder() : zOrder; tag = (tag == null) ? child.getTag() : tag; if(child.getTexture() != this._textureAtlas.getTexture()) throw "cc.ParticleSystem.addChild() : the child is not using the same texture id"; // If this is the 1st children, then copy blending function var childBlendFunc = child.getBlendFunc(); if (this._children.length === 0) this.setBlendFunc(childBlendFunc); else{ if((childBlendFunc.src != this._blendFunc.src) || (childBlendFunc.dst != this._blendFunc.dst)){ cc.log("cc.ParticleSystem.addChild() : Can't add a ParticleSystem that uses a different blending function"); return; } } //no lazy sorting, so don't call super addChild, call helper instead var pos = this._addChildHelper(child, zOrder, tag); //get new atlasIndex var atlasIndex = 0; if (pos != 0) { var p = this._children[pos - 1]; atlasIndex = p.getAtlasIndex() + p.getTotalParticles(); } else atlasIndex = 0; this.insertChild(child, atlasIndex); // update quad info child.setBatchNode(this); }, /** * Inserts a child into the cc.ParticleBatchNode * @param {cc.ParticleSystem} pSystem * @param {Number} index */ insertChild:function (pSystem, index) { var totalParticles = pSystem.getTotalParticles(); var locTextureAtlas = this._textureAtlas; var totalQuads = locTextureAtlas.getTotalQuads(); pSystem.setAtlasIndex(index); if (totalQuads + totalParticles > locTextureAtlas.getCapacity()) { this._increaseAtlasCapacityTo(totalQuads + totalParticles); // after a realloc empty quads of textureAtlas can be filled with gibberish (realloc doesn't perform calloc), insert empty quads to prevent it locTextureAtlas.fillWithEmptyQuadsFromIndex(locTextureAtlas.getCapacity() - totalParticles, totalParticles); } // make room for quads, not necessary for last child if (pSystem.getAtlasIndex() + totalParticles != totalQuads) locTextureAtlas.moveQuadsFromIndex(index, index + totalParticles); // increase totalParticles here for new particles, update method of particlesystem will fill the quads locTextureAtlas.increaseTotalQuadsWith(totalParticles); this._updateAllAtlasIndexes(); }, /** * @param {cc.ParticleSystem} child * @param {Boolean} cleanup */ removeChild:function (child, cleanup) { // explicit nil handling if (child == null) return; if(!(child instanceof cc.ParticleSystem)) throw "cc.ParticleBatchNode.removeChild(): only supports cc.ParticleSystem as children"; if(this._children.indexOf(child) == -1){ cc.log("cc.ParticleBatchNode.removeChild(): doesn't contain the sprite. Can't remove it"); return; } cc.Node.prototype.removeChild.call(this, child, cleanup); var locTextureAtlas = this._textureAtlas; // remove child helper locTextureAtlas.removeQuadsAtIndex(child.getAtlasIndex(), child.getTotalParticles()); // after memmove of data, empty the quads at the end of array locTextureAtlas.fillWithEmptyQuadsFromIndex(locTextureAtlas.getTotalQuads(), child.getTotalParticles()); // paticle could be reused for self rendering child.setBatchNode(null); this._updateAllAtlasIndexes(); }, /** * Reorder will be done in this function, no "lazy" reorder to particles * @param {cc.ParticleSystem} child * @param {Number} zOrder */ reorderChild:function (child, zOrder) { if(!child) throw "cc.ParticleBatchNode.reorderChild(): child should be non-null"; if(!(child instanceof cc.ParticleSystem)) throw "cc.ParticleBatchNode.reorderChild(): only supports cc.QuadParticleSystems as children"; if(this._children.indexOf(child) === -1){ cc.log("cc.ParticleBatchNode.reorderChild(): Child doesn't belong to batch"); return; } if (zOrder == child.getZOrder()) return; // no reordering if only 1 child if (this._children.length > 1) { var getIndexes = this._getCurrentIndex(child, zOrder); if (getIndexes.oldIndex != getIndexes.newIndex) { // reorder m_pChildren.array cc.ArrayRemoveObjectAtIndex(this._children, getIndexes.oldIndex); this._children = cc.ArrayAppendObjectToIndex(this._children, child, getIndexes.newIndex); // save old altasIndex var oldAtlasIndex = child.getAtlasIndex(); // update atlas index this._updateAllAtlasIndexes(); // Find new AtlasIndex var newAtlasIndex = 0; var locChildren = this._children; for (var i = 0; i < locChildren.length; i++) { var pNode = locChildren[i]; if (pNode == child) { newAtlasIndex = child.getAtlasIndex(); break; } } // reorder textureAtlas quads this._textureAtlas.moveQuadsFromIndex(oldAtlasIndex, child.getTotalParticles(), newAtlasIndex); child.updateWithNoTime(); } } child._setZOrder(zOrder); }, /** * @param {Number} index * @param {Boolean} doCleanup */ removeChildAtIndex:function (index, doCleanup) { this.removeChild(this._children[i], doCleanup); }, /** * @param {Boolean} doCleanup */ removeAllChildren:function (doCleanup) { var locChildren = this._children; for (var i = 0; i < locChildren.length; i++) { locChildren[i].setBatchNode(null); } cc.Node.prototype.removeAllChildren.call(this, doCleanup); this._textureAtlas.removeAllQuads(); }, /** * disables a particle by inserting a 0'd quad into the texture atlas * @param {Number} particleIndex */ disableParticle:function (particleIndex) { var quad = ((this._textureAtlas.getQuads())[particleIndex]); quad.br.vertices.x = quad.br.vertices.y = quad.tr.vertices.x = quad.tr.vertices.y = quad.tl.vertices.x = quad.tl.vertices.y = quad.bl.vertices.x = quad.bl.vertices.y = 0.0; this._textureAtlas._setDirty(true); }, /** * @override * @param {CanvasContext} ctx */ draw:function (ctx) { //cc.PROFILER_STOP("CCParticleBatchNode - draw"); if (cc.renderContextType === cc.CANVAS) return; if (this._textureAtlas.getTotalQuads() == 0) return; cc.NODE_DRAW_SETUP(this); cc.glBlendFuncForParticle(this._blendFunc.src, this._blendFunc.dst); this._textureAtlas.drawQuads(); //cc.PROFILER_STOP("CCParticleBatchNode - draw"); }, /** * returns the used texture * @return {cc.Texture2D|HTMLImageElement|HTMLCanvasElement} */ getTexture:function () { return this._textureAtlas.getTexture(); }, /** * sets a new texture. it will be retained * @param {cc.Texture2D|HTMLImageElement|HTMLCanvasElement} texture */ setTexture:function (texture) { this._textureAtlas.setTexture(texture); // If the new texture has No premultiplied alpha, AND the blendFunc hasn't been changed, then update it var locBlendFunc = this._blendFunc; if (texture && !texture.hasPremultipliedAlpha() && ( locBlendFunc.src == gl.BLEND_SRC && locBlendFunc.dst == gl.BLEND_DST )) { locBlendFunc.src = gl.SRC_ALPHA; locBlendFunc.dst = gl.ONE_MINUS_SRC_ALPHA; } }, /** * set the blending function used for the texture * @param {Number} src * @param {Number} dst */ setBlendFunc:function (src, dst) { if (dst === undefined){ this._blendFunc.src = src.src; this._blendFunc.dst = src.dst; } else{ this._blendFunc.src = src; this._blendFunc.src = dst; } }, /** * returns the blending function used for the texture * @return {cc.BlendFunc} */ getBlendFunc:function () { return {src:this._blendFunc.src, dst:this._blendFunc.dst}; }, // override visit. // Don't call visit on it's children visit:function (ctx) { if (cc.renderContextType === cc.CANVAS) return; // CAREFUL: // This visit is almost identical to cc.Node#visit // with the exception that it doesn't call visit on it's children // // The alternative is to have a void cc.Sprite#visit, but // although this is less mantainable, is faster // if (!this._visible) return; cc.kmGLPushMatrix(); if (this._grid && this._grid.isActive()) { this._grid.beforeDraw(); this.transformAncestors(); } this.transform(ctx); this.draw(ctx); if (this._grid && this._grid.isActive()) this._grid.afterDraw(this); cc.kmGLPopMatrix(); }, _updateAllAtlasIndexes:function () { var index = 0; var locChildren = this._children; for (var i = 0; i < locChildren.length; i++) { var child = locChildren[i]; child.setAtlasIndex(index); index += child.getTotalParticles(); } }, _increaseAtlasCapacityTo:function (quantity) { cc.log("cocos2d: cc.ParticleBatchNode: resizing TextureAtlas capacity from [" + this._textureAtlas.getCapacity() + "] to [" + quantity + "]."); if (!this._textureAtlas.resizeCapacity(quantity)) { // serious problems cc.log("cc.ParticleBatchNode._increaseAtlasCapacityTo() : WARNING: Not enough memory to resize the atlas"); } }, _searchNewPositionInChildrenForZ:function (z) { var locChildren = this._children; var count = locChildren.length; for (var i = 0; i < count; i++) { if (locChildren[i].getZOrder() > z) return i; } return count; }, _getCurrentIndex:function (child, z) { var foundCurrentIdx = false; var foundNewIdx = false; var newIndex = 0; var oldIndex = 0; var minusOne = 0, locChildren = this._children; var count = locChildren.length; for (var i = 0; i < count; i++) { var pNode = locChildren[i]; // new index if (pNode.getZOrder() > z && !foundNewIdx) { newIndex = i; foundNewIdx = true; if (foundCurrentIdx && foundNewIdx) break; } // current index if (child == pNode) { oldIndex = i; foundCurrentIdx = true; if (!foundNewIdx) minusOne = -1; if (foundCurrentIdx && foundNewIdx) break; } } if (!foundNewIdx) newIndex = count; newIndex += minusOne; return {newIndex:newIndex, oldIndex:oldIndex}; }, /** *

* 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
*

* @param {cc.ParticleSystem} child * @param {Number} z * @param {Number} aTag * @return {Number} * @private */ _addChildHelper:function (child, z, aTag) { if(!child) throw "cc.ParticleBatchNode._addChildHelper(): child should be non-null"; if(child.getParent()){ cc.log("cc.ParticleBatchNode._addChildHelper(): child already added. It can't be added again"); return null; } if (!this._children) this._children = []; //don't use a lazy insert var pos = this._searchNewPositionInChildrenForZ(z); this._children = cc.ArrayAppendObjectToIndex(this._children, child, pos); child.setTag(aTag); child._setZOrder(z); child.setParent(this); if (this._running) { child.onEnter(); child.onEnterTransitionDidFinish(); } return pos; }, _updateBlendFunc:function () { if (!this._textureAtlas.getTexture().hasPremultipliedAlpha()) { this._blendFunc.src = gl.SRC_ALPHA; this._blendFunc.dst = gl.ONE_MINUS_SRC_ALPHA; } }, /** * return the texture atlas used for drawing the quads * @return {cc.TextureAtlas} */ getTextureAtlas:function () { return this._textureAtlas; }, /** * set the texture atlas used for drawing the quads * @param {cc.TextureAtlas} textureAtlas */ setTextureAtlas:function (textureAtlas) { this._textureAtlas = textureAtlas; } }); /** * initializes the particle system with cc.Texture2D, a capacity of particles, which particle system to use * @param {cc.Texture2D|HTMLImageElement|HTMLCanvasElement} texture * @param {Number} capacity * @return {cc.ParticleBatchNode} */ cc.ParticleBatchNode.createWithTexture = function (texture, capacity) { var ret = new cc.ParticleBatchNode(); if (ret && ret.initWithTexture(texture, capacity)) return ret; return null; }; /** * initializes the particle system with the name of a file on disk (for a list of supported formats look at the cc.Texture2D class), a capacity of particles * @param {String} fileImage * @param capacity * @return {cc.ParticleBatchNode} */ cc.ParticleBatchNode.create = function (fileImage, capacity) { var ret = new cc.ParticleBatchNode(); if (ret && ret.init(fileImage, capacity)) return ret; return null; };