text: /****************************************************************************
  Copyright (c) 2008-2010 Ricardo Quesada
  Copyright (c) 2009      Leonardo Kasperavičius
  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/CCParticleSystemQuad.h"
  #include <algorithm>
  #include <stddef.h> // offsetof
  #include "base/ccTypes.h"
  #include "2d/CCSpriteFrame.h"
  #include "2d/CCParticleBatchNode.h"
  #include "renderer/CCTextureAtlas.h"
  #include "renderer/CCRenderer.h"
  #include "base/CCDirector.h"
  #include "base/CCEventType.h"
  #include "base/CCConfiguration.h"
  #include "base/CCEventListenerCustom.h"
  #include "base/CCEventDispatcher.h"
  #include "base/ccUTF8.h"
  #include "renderer/ccShaders.h"
  #include "renderer/backend/ProgramState.h"
  
  NS_CC_BEGIN
  
  ParticleSystemQuad::ParticleSystemQuad()
  {
      auto& pipelinePS = _quadCommand.getPipelineDescriptor().programState;
      auto* program = backend::Program::getBuiltinProgram(backend::ProgramType::POSITION_TEXTURE_COLOR);
  
      //!!! support etc1 with alpha?
      pipelinePS = (new (std::nothrow) backend::ProgramState(program));
  
      _mvpMatrixLocaiton = pipelinePS->getUniformLocation("u_MVPMatrix");
      _textureLocation = pipelinePS->getUniformLocation("u_texture");
      
      auto vertexLayout = pipelinePS->getVertexLayout();
      const auto& attributeInfo = pipelinePS->getProgram()->getActiveAttributes();
      auto iter = attributeInfo.find("a_position");
      if(iter != attributeInfo.end())
      {
          vertexLayout->setAttribute("a_position", iter->second.location, backend::VertexFormat::FLOAT3, 0, false);
      }
      iter = attributeInfo.find("a_texCoord");
      if(iter != attributeInfo.end())
      {
          vertexLayout->setAttribute("a_texCoord", iter->second.location, backend::VertexFormat::FLOAT2, offsetof(V3F_C4B_T2F, texCoords), false);
      }
      iter = attributeInfo.find("a_color");
      if(iter != attributeInfo.end())
      {
          vertexLayout->setAttribute("a_color", iter->second.location, backend::VertexFormat::UBYTE4, offsetof(V3F_C4B_T2F, colors), true);
      }
      vertexLayout->setLayout(sizeof(V3F_C4B_T2F));
  }
  
  ParticleSystemQuad::~ParticleSystemQuad()
  {
      if (nullptr == _batchNode)
      {
          CC_SAFE_FREE(_quads);
          CC_SAFE_FREE(_indices);
      }
  
      CC_SAFE_RELEASE_NULL(_quadCommand.getPipelineDescriptor().programState);
  }
  
  // implementation ParticleSystemQuad
  
  ParticleSystemQuad * ParticleSystemQuad::create(const std::string& filename)
  {
      ParticleSystemQuad *ret = new (std::nothrow) ParticleSystemQuad();
      if (ret && ret->initWithFile(filename))
      {
          ret->autorelease();
          return ret;
      }
      CC_SAFE_DELETE(ret);
      return ret;
  }
  
  ParticleSystemQuad * ParticleSystemQuad::createWithTotalParticles(int numberOfParticles) {
      ParticleSystemQuad *ret = new (std::nothrow) ParticleSystemQuad();
      if (ret && ret->initWithTotalParticles(numberOfParticles))
      {
          ret->autorelease();
          return ret;
      }
      CC_SAFE_DELETE(ret);
      return ret;
  }
  
  ParticleSystemQuad * ParticleSystemQuad::create(ValueMap &dictionary)
  {
      ParticleSystemQuad *ret = new (std::nothrow) ParticleSystemQuad();
      if (ret && ret->initWithDictionary(dictionary))
      {
          ret->autorelease();
          return ret;
      }
      CC_SAFE_DELETE(ret);
      return ret;
  }
  
  //implementation ParticleSystemQuad
  // overriding the init method
  bool ParticleSystemQuad::initWithTotalParticles(int numberOfParticles)
  {
      // base initialization
      if( ParticleSystem::initWithTotalParticles(numberOfParticles) )
      {
          // allocating data space
          if( ! this->allocMemory() ) {
              this->release();
              return false;
          }
  
          initIndices();
  //        setupVBO();
  
  #if CC_ENABLE_CACHE_TEXTURE_DATA
          // Need to listen the event only when not use batchnode, because it will use VBO
          auto listener = EventListenerCustom::create(EVENT_RENDERER_RECREATED, CC_CALLBACK_1(ParticleSystemQuad::listenRendererRecreated, this));
          _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
  #endif
  
          return true;
      }
      return false;
  }
  
  // pointRect should be in Texture coordinates, not pixel coordinates
  void ParticleSystemQuad::initTexCoordsWithRect(const Rect& pointRect)
  {
      // convert to Tex coords
  
      Rect rect = Rect(
          pointRect.origin.x * CC_CONTENT_SCALE_FACTOR(),
          pointRect.origin.y * CC_CONTENT_SCALE_FACTOR(),
          pointRect.size.width * CC_CONTENT_SCALE_FACTOR(),
          pointRect.size.height * CC_CONTENT_SCALE_FACTOR());
  
      float wide = (float) pointRect.size.width;
      float high = (float) pointRect.size.height;
  
      if (_texture)
      {
          wide = (float)_texture->getPixelsWide();
          high = (float)_texture->getPixelsHigh();
      }
  
  #if CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL
      float left = (rect.origin.x*2+1) / (wide*2);
      float bottom = (rect.origin.y*2+1) / (high*2);
      float right = left + (rect.size.width*2-2) / (wide*2);
      float top = bottom + (rect.size.height*2-2) / (high*2);
  #else
      float left = rect.origin.x / wide;
      float bottom = rect.origin.y / high;
      float right = left + rect.size.width / wide;
      float top = bottom + rect.size.height / high;
  #endif // ! CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL
  
      // Important. Texture in cocos2d are inverted, so the Y component should be inverted
      std::swap(top, bottom);
  
      V3F_C4B_T2F_Quad *quads = nullptr;
      unsigned int start = 0, end = 0;
      if (_batchNode)
      {
          quads = _batchNode->getTextureAtlas()->getQuads();
          start = _atlasIndex;
          end = _atlasIndex + _totalParticles;
      }
      else
      {
          quads = _quads;
          start = 0;
          end = _totalParticles;
      }
  
      for(unsigned int i=start; i<end; i++) 
      {
          // bottom-left vertex:
          quads[i].bl.texCoords.u = left;
          quads[i].bl.texCoords.v = bottom;
          // bottom-right vertex:
          quads[i].br.texCoords.u = right;
          quads[i].br.texCoords.v = bottom;
          // top-left vertex:
          quads[i].tl.texCoords.u = left;
          quads[i].tl.texCoords.v = top;
          // top-right vertex:
          quads[i].tr.texCoords.u = right;
          quads[i].tr.texCoords.v = top;
      }
  }
  
  void ParticleSystemQuad::updateTexCoords()
  {
      if (_texture)
      {
          const Vec2& s = _texture->getContentSize();
          initTexCoordsWithRect(Rect(0, 0, s.width, s.height));
      }
  }
  
  void ParticleSystemQuad::setTextureWithRect(Texture2D *texture, const Rect& rect)
  {
      // Only update the texture if is different from the current one
      if( !_texture || texture->getBackendTexture() != _texture->getBackendTexture() )
      {
          ParticleSystem::setTexture(texture);
  
          auto programState = _quadCommand.getPipelineDescriptor().programState;
          programState->setTexture(_texture->getBackendTexture());
      }
  
      this->initTexCoordsWithRect(rect);
  }
  
  void ParticleSystemQuad::setTexture(Texture2D* texture)
  {
      const Vec2& s = texture->getContentSize();
      this->setTextureWithRect(texture, Rect(0, 0, s.width, s.height));
  }
  
  void ParticleSystemQuad::setDisplayFrame(SpriteFrame *spriteFrame)
  {
      CCASSERT(spriteFrame->getOffsetInPixels().isZero(), 
               "QuadParticle only supports SpriteFrames with no offsets");
  
      this->setTextureWithRect(spriteFrame->getTexture(), spriteFrame->getRect());
  }
  
  void ParticleSystemQuad::initIndices()
  {
      for(int i = 0; i < _totalParticles; ++i)
      {
          const unsigned int i6 = i*6;
          const unsigned int i4 = i*4;
          _indices[i6+0] = (unsigned short) i4+0;
          _indices[i6+1] = (unsigned short) i4+1;
          _indices[i6+2] = (unsigned short) i4+2;
  
          _indices[i6+5] = (unsigned short) i4+1;
          _indices[i6+4] = (unsigned short) i4+2;
          _indices[i6+3] = (unsigned short) i4+3;
      }
  }
  
  inline void updatePosWithParticle(V3F_C4B_T2F_Quad *quad, const Vec2& newPosition,float size,float rotation)
  {
      // vertices
      float size_2 = size/2;
      float x1 = -size_2;
      float y1 = -size_2;
      
      float x2 = size_2;
      float y2 = size_2;
      float x = newPosition.x;
      float y = newPosition.y;
      
      float r = (float)-CC_DEGREES_TO_RADIANS(rotation);
      float cr = cosf(r);
      float sr = sinf(r);
      float ax = x1 * cr - y1 * sr + x;
      float ay = x1 * sr + y1 * cr + y;
      float bx = x2 * cr - y1 * sr + x;
      float by = x2 * sr + y1 * cr + y;
      float cx = x2 * cr - y2 * sr + x;
      float cy = x2 * sr + y2 * cr + y;
      float dx = x1 * cr - y2 * sr + x;
      float dy = x1 * sr + y2 * cr + y;
      
      // bottom-left
      quad->bl.vertices.x = ax;
      quad->bl.vertices.y = ay;
      
      // bottom-right vertex:
      quad->br.vertices.x = bx;
      quad->br.vertices.y = by;
      
      // top-left vertex:
      quad->tl.vertices.x = dx;
      quad->tl.vertices.y = dy;
      
      // top-right vertex:
      quad->tr.vertices.x = cx;
      quad->tr.vertices.y = cy;
  }
  
  void ParticleSystemQuad::updateParticleQuads()
  {
      if (_particleCount <= 0) {
          return;
      }
   
      Vec2 currentPosition;
      if (_positionType == PositionType::FREE)
      {
          currentPosition = this->convertToWorldSpace(Vec2::ZERO);
      }
      else if (_positionType == PositionType::RELATIVE)
      {
          currentPosition = _position;
      }
      
      V3F_C4B_T2F_Quad *startQuad;
      Vec2 pos = Vec2::ZERO;
      if (_batchNode)
      {
          V3F_C4B_T2F_Quad *batchQuads = _batchNode->getTextureAtlas()->getQuads();
          startQuad = &(batchQuads[_atlasIndex]);
          pos = _position;
      }
      else
      {
          startQuad = &(_quads[0]);
      }
      
      if( _positionType == PositionType::FREE )
      {
          Vec3 p1(currentPosition.x, currentPosition.y, 0);
          Mat4 worldToNodeTM = getWorldToNodeTransform();
          worldToNodeTM.transformPoint(&p1);
          Vec3 p2;
          Vec2 newPos;
          float* startX = _particleData.startPosX;
          float* startY = _particleData.startPosY;
          float* x = _particleData.posx;
          float* y = _particleData.posy;
          float* s = _particleData.size;
          float* r = _particleData.rotation;
          V3F_C4B_T2F_Quad* quadStart = startQuad;
          for (int i = 0 ; i < _particleCount; ++i, ++startX, ++startY, ++x, ++y, ++quadStart, ++s, ++r)
          {
              p2.set(*startX, *startY, 0);
              worldToNodeTM.transformPoint(&p2);
              newPos.set(*x,*y);
              p2 = p1 - p2;
              newPos.x -= p2.x - pos.x;
              newPos.y -= p2.y - pos.y;
              updatePosWithParticle(quadStart, newPos, *s, *r);
          }
      }
      else if( _positionType == PositionType::RELATIVE )
      {
          Vec2 newPos;
          float* startX = _particleData.startPosX;
          float* startY = _particleData.startPosY;
          float* x = _particleData.posx;
          float* y = _particleData.posy;
          float* s = _particleData.size;
          float* r = _particleData.rotation;
          V3F_C4B_T2F_Quad* quadStart = startQuad;
          for (int i = 0 ; i < _particleCount; ++i, ++startX, ++startY, ++x, ++y, ++quadStart, ++s, ++r)
          {
              newPos.set(*x, *y);
              newPos.x = *x - (currentPosition.x - *startX);
              newPos.y = *y - (currentPosition.y - *startY);
              newPos += pos;
              updatePosWithParticle(quadStart, newPos, *s, *r);
          }
      }
      else
      {
          Vec2 newPos;
          float* startX = _particleData.startPosX;
          float* startY = _particleData.startPosY;
          float* x = _particleData.posx;
          float* y = _particleData.posy;
          float* s = _particleData.size;
          float* r = _particleData.rotation;
          V3F_C4B_T2F_Quad* quadStart = startQuad;
          for (int i = 0 ; i < _particleCount; ++i, ++startX, ++startY, ++x, ++y, ++quadStart, ++s, ++r)
          {
              newPos.set(*x + pos.x, *y + pos.y);
              updatePosWithParticle(quadStart, newPos, *s, *r);
          }
      }
      
      //set color
      if(_opacityModifyRGB)
      {
          V3F_C4B_T2F_Quad* quad = startQuad;
          float* r = _particleData.colorR;
          float* g = _particleData.colorG;
          float* b = _particleData.colorB;
          float* a = _particleData.colorA;
          
          for (int i = 0; i < _particleCount; ++i,++quad,++r,++g,++b,++a)
          {
              uint8_t colorR = *r * *a * 255;
              uint8_t colorG = *g * *a * 255;
              uint8_t colorB = *b * *a * 255;
              uint8_t colorA = *a * 255;
              quad->bl.colors.set(colorR, colorG, colorB, colorA);
              quad->br.colors.set(colorR, colorG, colorB, colorA);
              quad->tl.colors.set(colorR, colorG, colorB, colorA);
              quad->tr.colors.set(colorR, colorG, colorB, colorA);
          }
      }
      else
      {
          V3F_C4B_T2F_Quad* quad = startQuad;
          float* r = _particleData.colorR;
          float* g = _particleData.colorG;
          float* b = _particleData.colorB;
          float* a = _particleData.colorA;
          
          for (int i = 0; i < _particleCount; ++i,++quad,++r,++g,++b,++a)
          {
              uint8_t colorR = *r * 255;
              uint8_t colorG = *g * 255;
              uint8_t colorB = *b * 255;
              uint8_t colorA = *a * 255;
              quad->bl.colors.set(colorR, colorG, colorB, colorA);
              quad->br.colors.set(colorR, colorG, colorB, colorA);
              quad->tl.colors.set(colorR, colorG, colorB, colorA);
              quad->tr.colors.set(colorR, colorG, colorB, colorA);
          }
      }
  }
  
  // overriding draw method
  void ParticleSystemQuad::draw(Renderer *renderer, const Mat4 &transform, uint32_t flags)
  {
      //quad command
      if(_particleCount > 0)
      {
          auto programState = _quadCommand.getPipelineDescriptor().programState;
  
          cocos2d::Mat4 projectionMat = _director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
          programState->setUniform(_mvpMatrixLocaiton, projectionMat.m, sizeof(projectionMat.m));
          
          _quadCommand.init(_globalZOrder, _texture, _blendFunc, _quads, _particleCount, transform, flags);
          renderer->addCommand(&_quadCommand);
      }
  }
  
  void ParticleSystemQuad::setTotalParticles(int tp)
  {
      // If we are setting the total number of particles to a number higher
      // than what is allocated, we need to allocate new arrays
      if( tp > _allocatedParticles )
      {
          // Allocate new memory
          size_t quadsSize = sizeof(_quads[0]) * tp * 1;
          size_t indicesSize = sizeof(_indices[0]) * tp * 6 * 1;
  
          _particleData.release();
          if (!_particleData.init(tp))
          {
              CCLOG("Particle system: not enough memory");
              return;
          }
          V3F_C4B_T2F_Quad* quadsNew = (V3F_C4B_T2F_Quad*)realloc(_quads, quadsSize);
          unsigned short* indicesNew = (unsigned short*)realloc(_indices, indicesSize);
  
          if (quadsNew && indicesNew)
          {
              // Assign pointers
              _quads = quadsNew;
              _indices = indicesNew;
  
              // Clear the memory
              memset(_quads, 0, quadsSize);
              memset(_indices, 0, indicesSize);
              
              _allocatedParticles = tp;
          }
          else
          {
              // Out of memory, failed to resize some array
              if (quadsNew) _quads = quadsNew;
              if (indicesNew) _indices = indicesNew;
  
              CCLOG("Particle system: out of memory");
              return;
          }
  
          _totalParticles = tp;
  
          // Init particles
          if (_batchNode)
          {
              for (int i = 0; i < _totalParticles; i++)
              {
                  _particleData.atlasIndex[i] = i;
              }
          }
  
          initIndices();
  //        setupVBO();
          
          // fixed http://www.cocos2d-x.org/issues/3990
          // Updates texture coords.
          updateTexCoords();
      }
      else
      {
          _totalParticles = tp;
      }
      
      // fixed issue #5762
      // reset the emission rate
      setEmissionRate(_totalParticles / _life);
      
      resetSystem();
  }
  
  void ParticleSystemQuad::listenRendererRecreated(EventCustom* /*event*/)
  {
      //when comes to foreground in android, _buffersVBO and _VAOname is a wild handle
      //before recreating, we need to reset them to 0
  //    memset(_buffersVBO, 0, sizeof(_buffersVBO));
  //    if (Configuration::getInstance()->supportsShareableVAO())
  //    {
  //        _VAOname = 0;
  //        setupVBOandVAO();
  //    }
  //    else
  //    {
  //        setupVBO();
  //    }
  }
  
  bool ParticleSystemQuad::allocMemory()
  {
      CCASSERT( !_batchNode, "Memory should not be alloced when not using batchNode");
  
      CC_SAFE_FREE(_quads);
      CC_SAFE_FREE(_indices);
  
      _quads = (V3F_C4B_T2F_Quad*)malloc(_totalParticles * sizeof(V3F_C4B_T2F_Quad));
      _indices = (unsigned short*)malloc(_totalParticles * 6 * sizeof(unsigned short));
      
      if( !_quads || !_indices) 
      {
          CCLOG("cocos2d: Particle system: not enough memory");
          CC_SAFE_FREE(_quads);
          CC_SAFE_FREE(_indices);
  
          return false;
      }
  
      memset(_quads, 0, _totalParticles * sizeof(V3F_C4B_T2F_Quad));
      memset(_indices, 0, _totalParticles * 6 * sizeof(unsigned short));
  
      return true;
  }
  
  void ParticleSystemQuad::setBatchNode(ParticleBatchNode * batchNode)
  {
      if( _batchNode != batchNode ) 
      {
          ParticleBatchNode* oldBatch = _batchNode;
  
          ParticleSystem::setBatchNode(batchNode);
  
          // NEW: is self render ?
          if( ! batchNode ) 
          {
              allocMemory();
              initIndices();
              setTexture(oldBatch->getTexture());
  //            setupVBO();
          }
          // OLD: was it self render ? cleanup
          else if( !oldBatch )
          {
              // copy current state to batch
              V3F_C4B_T2F_Quad *batchQuads = _batchNode->getTextureAtlas()->getQuads();
              V3F_C4B_T2F_Quad *quad = &(batchQuads[_atlasIndex] );
              memcpy( quad, _quads, _totalParticles * sizeof(_quads[0]) );
  
              CC_SAFE_FREE(_quads);
              CC_SAFE_FREE(_indices);
          }
      }
  }
  
  ParticleSystemQuad * ParticleSystemQuad::create() {
      ParticleSystemQuad *particleSystemQuad = new (std::nothrow) ParticleSystemQuad();
      if (particleSystemQuad && particleSystemQuad->init())
      {
          particleSystemQuad->autorelease();
          return particleSystemQuad;
      }
      CC_SAFE_DELETE(particleSystemQuad);
      return nullptr;
  }
  
  std::string ParticleSystemQuad::getDescription() const
  {
      return StringUtils::format("<ParticleSystemQuad | Tag = %d, Total Particles = %d>", _tag, _totalParticles);
  }
  NS_CC_END
  