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sync #19996 and #19972: refactor DrawNode (#20021)
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* sync #19996 and #19972: refactor DrawNode

* fix compiling error
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minggo authored Aug 13, 2019
1 parent 935af58 commit ba2f9ac
Showing 1 changed file with 88 additions and 156 deletions.
244 changes: 88 additions & 156 deletions cocos/2d/CCDrawNode.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -37,65 +37,9 @@

NS_CC_BEGIN

// Vec2 == CGPoint in 32-bits, but not in 64-bits (OS X)
// that's why the "v2f" functions are needed
static Vec2 v2fzero(0.0f,0.0f);

static inline Vec2 v2f(float x, float y)
{
Vec2 ret(x, y);
return ret;
}

static inline Vec2 v2fadd(const Vec2 &v0, const Vec2 &v1)
{
return v2f(v0.x+v1.x, v0.y+v1.y);
}

static inline Vec2 v2fsub(const Vec2 &v0, const Vec2 &v1)
{
return v2f(v0.x-v1.x, v0.y-v1.y);
}

static inline Vec2 v2fmult(const Vec2 &v, float s)
static inline Tex2F v2ToTex2F(const Vec2 &v)
{
return v2f(v.x * s, v.y * s);
}

static inline Vec2 v2fperp(const Vec2 &p0)
{
return v2f(-p0.y, p0.x);
}

static inline Vec2 v2fneg(const Vec2 &p0)
{
return v2f(-p0.x, - p0.y);
}

static inline float v2fdot(const Vec2 &p0, const Vec2 &p1)
{
return p0.x * p1.x + p0.y * p1.y;
}

static inline Vec2 v2fnormalize(const Vec2 &p)
{
Vec2 r(p.x, p.y);
r.normalize();
return v2f(r.x, r.y);
}

static inline Vec2 __v2f(const Vec2 &v)
{
//#ifdef __LP64__
return v2f(v.x, v.y);
// #else
// return * ((Vec2*) &v);
// #endif
}

static inline Tex2F __t(const Vec2 &v)
{
return *(Tex2F*)&v;
return {v.x, v.y};
}

// implementation of DrawNode
Expand Down Expand Up @@ -318,9 +262,8 @@ void DrawNode::drawPoint(const Vec2& position, const float pointSize, const Colo
{
ensureCapacityGLPoint(1);

V2F_C4B_T2F *point = (V2F_C4B_T2F*)(_bufferGLPoint + _bufferCountGLPoint);
V2F_C4B_T2F a = {position, Color4B(color), Tex2F(pointSize,0)};
*point = a;
V2F_C4B_T2F *point = _bufferGLPoint + _bufferCountGLPoint;
*point = {position, Color4B(color), Tex2F(pointSize,0)};

_customCommandGLPoint.updateVertexBuffer(point, _bufferCountGLPoint*sizeof(V2F_C4B_T2F), sizeof(V2F_C4B_T2F));
_bufferCountGLPoint += 1;
Expand All @@ -337,11 +280,10 @@ void DrawNode::drawPoints(const Vec2 *position, unsigned int numberOfPoints, con
{
ensureCapacityGLPoint(numberOfPoints);

V2F_C4B_T2F *point = (V2F_C4B_T2F*)(_bufferGLPoint + _bufferCountGLPoint);
V2F_C4B_T2F *point = _bufferGLPoint + _bufferCountGLPoint;
for(unsigned int i=0; i < numberOfPoints; i++)
{
V2F_C4B_T2F a = {position[i], Color4B(color), Tex2F(pointSize,0)};
*(point + i) = a;
*(point + i) = {position[i], Color4B(color), Tex2F(pointSize,0)};
}

_customCommandGLPoint.updateVertexBuffer(point, _bufferCountGLPoint*sizeof(V2F_C4B_T2F), numberOfPoints*sizeof(V2F_C4B_T2F));
Expand All @@ -354,13 +296,10 @@ void DrawNode::drawLine(const Vec2 &origin, const Vec2 &destination, const Color
{
ensureCapacityGLLine(2);

V2F_C4B_T2F *point = (V2F_C4B_T2F*)(_bufferGLLine + _bufferCountGLLine);
V2F_C4B_T2F *point = _bufferGLLine + _bufferCountGLLine;

V2F_C4B_T2F a = {origin, Color4B(color), Tex2F(0.0, 0.0)};
V2F_C4B_T2F b = {destination, Color4B(color), Tex2F(0.0, 0.0)};

*point = a;
*(point+1) = b;
*point = {origin, Color4B(color), Tex2F(0.0, 0.0)};
*(point+1) = {destination, Color4B(color), Tex2F(0.0, 0.0)};

_customCommandGLLine.updateVertexBuffer(point, _bufferCountGLLine*sizeof(V2F_C4B_T2F), 2*sizeof(V2F_C4B_T2F));
_bufferCountGLLine += 2;
Expand All @@ -370,10 +309,10 @@ void DrawNode::drawLine(const Vec2 &origin, const Vec2 &destination, const Color

void DrawNode::drawRect(const Vec2 &origin, const Vec2 &destination, const Color4F &color)
{
drawLine(Vec2(origin.x, origin.y), Vec2(destination.x, origin.y), color);
drawLine(Vec2(destination.x, origin.y), Vec2(destination.x, destination.y), color);
drawLine(Vec2(destination.x, destination.y), Vec2(origin.x, destination.y), color);
drawLine(Vec2(origin.x, destination.y), Vec2(origin.x, origin.y), color);
drawLine(origin, Vec2(destination.x, origin.y), color);
drawLine(Vec2(destination.x, origin.y), destination, color);
drawLine(destination, Vec2(origin.x, destination.y), color);
drawLine(Vec2(origin.x, destination.y), origin, color);
}

void DrawNode::drawPoly(const Vec2 *poli, unsigned int numberOfPoints, bool closePolygon, const Color4F &color)
Expand All @@ -390,25 +329,20 @@ void DrawNode::drawPoly(const Vec2 *poli, unsigned int numberOfPoints, bool clos
ensureCapacityGLLine(vertex_count);
}

V2F_C4B_T2F *point = (V2F_C4B_T2F*)(_bufferGLLine + _bufferCountGLLine);
V2F_C4B_T2F *point = _bufferGLLine + _bufferCountGLLine;
V2F_C4B_T2F *cursor = point;

unsigned int i = 0;
for(; i<numberOfPoints-1; i++)
for(; i < numberOfPoints - 1; i++)
{
V2F_C4B_T2F a = {poli[i], Color4B(color), Tex2F(0.0, 0.0)};
V2F_C4B_T2F b = {poli[i+1], Color4B(color), Tex2F(0.0, 0.0)};

*point = a;
*(point+1) = b;
*point = {poli[i], Color4B(color), Tex2F(0.0, 0.0)};
*(point + 1) = {poli[i+1], Color4B(color), Tex2F(0.0, 0.0)};
point += 2;
}
if(closePolygon)
{
V2F_C4B_T2F a = {poli[i], Color4B(color), Tex2F(0.0, 0.0)};
V2F_C4B_T2F b = {poli[0], Color4B(color), Tex2F(0.0, 0.0)};
*point = a;
*(point+1) = b;
*point = {poli[i], Color4B(color), Tex2F(0.0, 0.0)};
*(point + 1) = {poli[0], Color4B(color), Tex2F(0.0, 0.0)};
}

_customCommandGLLine.updateVertexBuffer(cursor, _bufferCountGLLine*sizeof(V2F_C4B_T2F), vertex_count*sizeof(V2F_C4B_T2F));
Expand Down Expand Up @@ -559,77 +493,77 @@ void DrawNode::drawDot(const Vec2 &pos, float radius, const Color4F &color)

void DrawNode::drawRect(const Vec2 &p1, const Vec2 &p2, const Vec2 &p3, const Vec2& p4, const Color4F &color)
{
drawLine(Vec2(p1.x, p1.y), Vec2(p2.x, p2.y), color);
drawLine(Vec2(p2.x, p2.y), Vec2(p3.x, p3.y), color);
drawLine(Vec2(p3.x, p3.y), Vec2(p4.x, p4.y), color);
drawLine(Vec2(p4.x, p4.y), Vec2(p1.x, p1.y), color);
drawLine(p1, p2, color);
drawLine(p2, p3, color);
drawLine(p3, p4, color);
drawLine(p4, p1, color);
}

void DrawNode::drawSegment(const Vec2 &from, const Vec2 &to, float radius, const Color4F &color)
{
unsigned int vertex_count = 6*3;
ensureCapacity(vertex_count);

Vec2 a = __v2f(from);
Vec2 b = __v2f(to);
Vec2 n = v2fnormalize(v2fperp(v2fsub(b, a)));
Vec2 t = v2fperp(n);
Vec2 nw = v2fmult(n, radius);
Vec2 tw = v2fmult(t, radius);
Vec2 v0 = v2fsub(b, v2fadd(nw, tw));
Vec2 v1 = v2fadd(b, v2fsub(nw, tw));
Vec2 v2 = v2fsub(b, nw);
Vec2 v3 = v2fadd(b, nw);
Vec2 v4 = v2fsub(a, nw);
Vec2 v5 = v2fadd(a, nw);
Vec2 v6 = v2fsub(a, v2fsub(nw, tw));
Vec2 v7 = v2fadd(a, v2fadd(nw, tw));
Vec2 a = from;
Vec2 b = to;


Vec2 n = ((b - a).getPerp()).getNormalized();
Vec2 t = n.getPerp();

Vec2 nw = n * radius;
Vec2 tw = t * radius;
Vec2 v0 = b - (nw + tw);
Vec2 v1 = b + (nw - tw);
Vec2 v2 = b - nw;
Vec2 v3 = b + nw;
Vec2 v4 = a - nw;
Vec2 v5 = a + nw;
Vec2 v6 = a - (nw - tw);
Vec2 v7 = a + (nw + tw);


V2F_C4B_T2F_Triangle *triangles = (V2F_C4B_T2F_Triangle *)(_buffer + _bufferCount);

V2F_C4B_T2F_Triangle triangles0 = {
{v0, Color4B(color), __t(v2fneg(v2fadd(n, t)))},
{v1, Color4B(color), __t(v2fsub(n, t))},
{v2, Color4B(color), __t(v2fneg(n))},
{v0, Color4B(color), v2ToTex2F(-(n + t))},
{v1, Color4B(color), v2ToTex2F(n - t)},
{v2, Color4B(color), v2ToTex2F(-n)},
};
triangles[0] = triangles0;

V2F_C4B_T2F_Triangle triangles1 = {
{v3, Color4B(color), __t(n)},
{v1, Color4B(color), __t(v2fsub(n, t))},
{v2, Color4B(color), __t(v2fneg(n))},
{v3, Color4B(color), v2ToTex2F(n)},
{v1, Color4B(color), v2ToTex2F(n - t)},
{v2, Color4B(color), v2ToTex2F(-n)},
};
triangles[1] = triangles1;

V2F_C4B_T2F_Triangle triangles2 = {
{v3, Color4B(color), __t(n)},
{v4, Color4B(color), __t(v2fneg(n))},
{v2, Color4B(color), __t(v2fneg(n))},
{v3, Color4B(color), v2ToTex2F(n)},
{v4, Color4B(color), v2ToTex2F(-n)},
{v2, Color4B(color), v2ToTex2F(-n)},
};
triangles[2] = triangles2;

V2F_C4B_T2F_Triangle triangles3 = {
{v3, Color4B(color), __t(n)},
{v4, Color4B(color), __t(v2fneg(n))},
{v5, Color4B(color), __t(n) },
{v3, Color4B(color), v2ToTex2F(n)},
{v4, Color4B(color), v2ToTex2F(-n)},
{v5, Color4B(color), v2ToTex2F(n) },
};
triangles[3] = triangles3;

V2F_C4B_T2F_Triangle triangles4 = {
{v6, Color4B(color), __t(v2fsub(t, n))},
{v4, Color4B(color), __t(v2fneg(n)) },
{v5, Color4B(color), __t(n)},
{v6, Color4B(color), v2ToTex2F(t - n)},
{v4, Color4B(color), v2ToTex2F(-n) },
{v5, Color4B(color), v2ToTex2F(n)},
};
triangles[4] = triangles4;

V2F_C4B_T2F_Triangle triangles5 = {
{v6, Color4B(color), __t(v2fsub(t, n))},
{v7, Color4B(color), __t(v2fadd(n, t))},
{v5, Color4B(color), __t(n)},
{v6, Color4B(color), v2ToTex2F(t - n)},
{v7, Color4B(color), v2ToTex2F(t + n)},
{v5, Color4B(color), v2ToTex2F(n)},
};
triangles[5] = triangles5;

Expand All @@ -655,9 +589,9 @@ void DrawNode::drawPolygon(const Vec2 *verts, int count, const Color4F &fillColo
for (int i = 0; i < count-2; i++)
{
V2F_C4B_T2F_Triangle tmp = {
{verts[0], Color4B(fillColor), __t(v2fzero)},
{verts[i+1], Color4B(fillColor), __t(v2fzero)},
{verts[i+2], Color4B(fillColor), __t(v2fzero)},
{verts[0], Color4B(fillColor), v2ToTex2F(Vec2::ZERO)},
{verts[i+1], Color4B(fillColor), v2ToTex2F(Vec2::ZERO)},
{verts[i+2], Color4B(fillColor), v2ToTex2F(Vec2::ZERO)},
};

*cursor++ = tmp;
Expand All @@ -666,50 +600,48 @@ void DrawNode::drawPolygon(const Vec2 *verts, int count, const Color4F &fillColo
if(outline)
{
struct ExtrudeVerts {Vec2 offset, n;};
struct ExtrudeVerts* extrude = (struct ExtrudeVerts*)malloc(sizeof(struct ExtrudeVerts)*count);
memset(extrude, 0, sizeof(struct ExtrudeVerts)*count);
struct ExtrudeVerts* extrude = (struct ExtrudeVerts*)malloc(sizeof(struct ExtrudeVerts) * count);

for (int i = 0; i < count; i++)
{
Vec2 v0 = __v2f(verts[(i-1+count)%count]);
Vec2 v1 = __v2f(verts[i]);
Vec2 v2 = __v2f(verts[(i+1)%count]);
Vec2 v0 = verts[(i-1+count)%count];
Vec2 v1 = verts[i];
Vec2 v2 = verts[(i+1)%count];

Vec2 n1 = v2fnormalize(v2fperp(v2fsub(v1, v0)));
Vec2 n2 = v2fnormalize(v2fperp(v2fsub(v2, v1)));
Vec2 n1 = ((v1 - v0).getPerp()).getNormalized();
Vec2 n2 = ((v2 - v1).getPerp()).getNormalized();

Vec2 offset = v2fmult(v2fadd(n1, n2), 1.0f / (v2fdot(n1, n2) + 1.0f));
struct ExtrudeVerts tmp = {offset, n2};
extrude[i] = tmp;
Vec2 offset = (n1 + n2) * (1.0f / (Vec2::dot(n1, n2) + 1.0f));
extrude[i] = {offset, n2};
}

for(int i = 0; i < count; i++)
{
int j = (i+1)%count;
Vec2 v0 = __v2f(verts[i]);
Vec2 v1 = __v2f(verts[j]);
Vec2 v0 = verts[i];
Vec2 v1 = verts[j];

Vec2 n0 = extrude[i].n;

Vec2 offset0 = extrude[i].offset;
Vec2 offset1 = extrude[j].offset;

Vec2 inner0 = v2fsub(v0, v2fmult(offset0, borderWidth));
Vec2 inner1 = v2fsub(v1, v2fmult(offset1, borderWidth));
Vec2 outer0 = v2fadd(v0, v2fmult(offset0, borderWidth));
Vec2 outer1 = v2fadd(v1, v2fmult(offset1, borderWidth));
Vec2 inner0 = v0 - offset0 * borderWidth;
Vec2 inner1 = v1 - offset1 * borderWidth;
Vec2 outer0 = v0 + offset0 * borderWidth;
Vec2 outer1 = v1 + offset1 * borderWidth;

V2F_C4B_T2F_Triangle tmp1 = {
{inner0, Color4B(borderColor), __t(v2fneg(n0))},
{inner1, Color4B(borderColor), __t(v2fneg(n0))},
{outer1, Color4B(borderColor), __t(n0)}
{inner0, Color4B(borderColor), v2ToTex2F(-n0)},
{inner1, Color4B(borderColor), v2ToTex2F(-n0)},
{outer1, Color4B(borderColor), v2ToTex2F(n0)}
};
*cursor++ = tmp1;

V2F_C4B_T2F_Triangle tmp2 = {
{inner0, Color4B(borderColor), __t(v2fneg(n0))},
{outer0, Color4B(borderColor), __t(n0)},
{outer1, Color4B(borderColor), __t(n0)}
{inner0, Color4B(borderColor), v2ToTex2F(-n0)},
{outer0, Color4B(borderColor), v2ToTex2F(n0)},
{outer1, Color4B(borderColor), v2ToTex2F(n0)}
};
*cursor++ = tmp2;
}
Expand All @@ -732,12 +664,12 @@ void DrawNode::drawSolidRect(const Vec2 &origin, const Vec2 &destination, const
Vec2(origin.x, destination.y)
};

drawSolidPoly(vertices, 4, color );
drawSolidPoly(vertices, 4, color);
}

void DrawNode::drawSolidPoly(const Vec2 *poli, unsigned int numberOfPoints, const Color4F &color)
{
drawPolygon(poli, numberOfPoints, color, 0.0, Color4F(0.0, 0.0, 0.0, 0.0));
drawPolygon(poli, numberOfPoints, color, 0.0, Color4F());
}

void DrawNode::drawSolidCircle(const Vec2& center, float radius, float angle, unsigned int segments, float scaleX, float scaleY, const Color4F &color)
Expand Down Expand Up @@ -774,9 +706,9 @@ void DrawNode::drawTriangle(const Vec2 &p1, const Vec2 &p2, const Vec2 &p3, cons
ensureCapacity(vertex_count);

Color4B col = Color4B(color);
V2F_C4B_T2F a = {Vec2(p1.x, p1.y), col, Tex2F(0.0, 0.0) };
V2F_C4B_T2F b = {Vec2(p2.x, p2.y), col, Tex2F(0.0, 0.0) };
V2F_C4B_T2F c = {Vec2(p3.x, p3.y), col, Tex2F(0.0, 0.0) };
V2F_C4B_T2F a = {p1, col, Tex2F(0.0, 0.0) };
V2F_C4B_T2F b = {p2, col, Tex2F(0.0, 0.0) };
V2F_C4B_T2F c = {p3, col, Tex2F(0.0, 0.0) };

V2F_C4B_T2F_Triangle *triangles = (V2F_C4B_T2F_Triangle *)(_buffer + _bufferCount);
V2F_C4B_T2F_Triangle triangle = {a, b, c};
Expand Down

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