text: /****************************************************************************
  Copyright (c) 2010-2012 cocos2d-x.org
  Copyright (c) 2008-2010 Ricardo Quesada
  Copyright (c) 2009      Leonardo Kasperavičius
  Copyright (c) 2011      Zynga Inc.
  
  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 "CCGL.h"
  #include "CCParticleSystemQuad.h"
  #include "sprite_nodes/CCSpriteFrame.h"
  #include "CCDirector.h"
  #include "CCParticleBatchNode.h"
  #include "textures/CCTextureAtlas.h"
  #include "shaders/CCShaderCache.h"
  #include "shaders/ccGLStateCache.h"
  #include "shaders/CCGLProgram.h"
  #include "support/TransformUtils.h"
  #include "support/CCNotificationCenter.h"
  #include "CCEventType.h"
  
  // extern
  #include "kazmath/GL/matrix.h"
  
  NS_CC_BEGIN
  
  //implementation CCParticleSystemQuad
  // overriding the init method
  bool CCParticleSystemQuad::initWithTotalParticles(unsigned int numberOfParticles)
  {
      // base initialization
      if( CCParticleSystem::initWithTotalParticles(numberOfParticles) ) 
      {
          // allocating data space
          if( ! this->allocMemory() ) {
              this->release();
              return false;
          }
  
          initIndices();
  #if CC_TEXTURE_ATLAS_USE_VAO
          setupVBOandVAO();
  #else
          setupVBO();
  #endif
  
          setShaderProgram(CCShaderCache::sharedShaderCache()->programForKey(kCCShader_PositionTextureColor));
          
          
          // Need to listen the event only when not use batchnode, because it will use VBO
          CCNotificationCenter::sharedNotificationCenter()->addObserver(this,
                                                                        callfuncO_selector(CCParticleSystemQuad::listenBackToForeground),
                                                                        EVNET_COME_TO_FOREGROUND,
                                                                        NULL);
          
          return true;
      }
      return false;
  }
  
  CCParticleSystemQuad::CCParticleSystemQuad()
  :m_pQuads(NULL)
  ,m_pIndices(NULL)
  #if CC_TEXTURE_ATLAS_USE_VAO
  ,m_uVAOname(0)
  #endif
  {
      memset(m_pBuffersVBO, 0, sizeof(m_pBuffersVBO));
  }
  
  CCParticleSystemQuad::~CCParticleSystemQuad()
  {
      if (NULL == m_pBatchNode)
      {
          CC_SAFE_FREE(m_pQuads);
          CC_SAFE_FREE(m_pIndices);
          glDeleteBuffers(2, &m_pBuffersVBO[0]);
  #if CC_TEXTURE_ATLAS_USE_VAO
          glDeleteVertexArrays(1, &m_uVAOname);
  #endif
      }
      
      CCNotificationCenter::sharedNotificationCenter()->removeObserver(this, EVNET_COME_TO_FOREGROUND);
  }
  
  // implementation CCParticleSystemQuad
  
  CCParticleSystemQuad * CCParticleSystemQuad::create(const char *plistFile)
  {
      CCParticleSystemQuad *pRet = new CCParticleSystemQuad();
      if (pRet && pRet->initWithFile(plistFile))
      {
          pRet->autorelease();
          return pRet;
      }
      CC_SAFE_DELETE(pRet);
      return pRet;
  }
  
  CCParticleSystemQuad * CCParticleSystemQuad::createWithTotalParticles(unsigned int numberOfParticles) {
      CCParticleSystemQuad *pRet = new CCParticleSystemQuad();
      if (pRet && pRet->initWithTotalParticles(numberOfParticles))
      {
          pRet->autorelease();
          return pRet;
      }
      CC_SAFE_DELETE(pRet);
      return pRet;
  }
  
  
  // pointRect should be in Texture coordinates, not pixel coordinates
  void CCParticleSystemQuad::initTexCoordsWithRect(const CCRect& pointRect)
  {
      // convert to Tex coords
  
      CCRect rect = CCRectMake(
          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());
  
      GLfloat wide = (GLfloat) pointRect.size.width;
      GLfloat high = (GLfloat) pointRect.size.height;
  
      if (m_pTexture)
      {
          wide = (GLfloat)m_pTexture->getPixelsWide();
          high = (GLfloat)m_pTexture->getPixelsHigh();
      }
  
  #if CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL
      GLfloat left = (rect.origin.x*2+1) / (wide*2);
      GLfloat bottom = (rect.origin.y*2+1) / (high*2);
      GLfloat right = left + (rect.size.width*2-2) / (wide*2);
      GLfloat top = bottom + (rect.size.height*2-2) / (high*2);
  #else
      GLfloat left = rect.origin.x / wide;
      GLfloat bottom = rect.origin.y / high;
      GLfloat right = left + rect.size.width / wide;
      GLfloat 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
      CC_SWAP( top, bottom, float);
  
      ccV3F_C4B_T2F_Quad *quads = NULL;
      unsigned int start = 0, end = 0;
      if (m_pBatchNode)
      {
          quads = m_pBatchNode->getTextureAtlas()->getQuads();
          start = m_uAtlasIndex;
          end = m_uAtlasIndex + m_uTotalParticles;
      }
      else
      {
          quads = m_pQuads;
          start = 0;
          end = m_uTotalParticles;
      }
  
      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 CCParticleSystemQuad::setTextureWithRect(CCTexture2D *texture, const CCRect& rect)
  {
      // Only update the texture if is different from the current one
      if( !m_pTexture || texture->getName() != m_pTexture->getName() )
      {
          CCParticleSystem::setTexture(texture);
      }
  
      this->initTexCoordsWithRect(rect);
  }
  void CCParticleSystemQuad::setTexture(CCTexture2D* texture)
  {
      const CCSize& s = texture->getContentSize();
      this->setTextureWithRect(texture, CCRectMake(0, 0, s.width, s.height));
  }
  void CCParticleSystemQuad::setDisplayFrame(CCSpriteFrame *spriteFrame)
  {
      CCAssert(spriteFrame->getOffsetInPixels().equals(CCPointZero), 
               "QuadParticle only supports SpriteFrames with no offsets");
  
      // update texture before updating texture rect
      if ( !m_pTexture || spriteFrame->getTexture()->getName() != m_pTexture->getName())
      {
          this->setTexture(spriteFrame->getTexture());
      }
  }
  
  void CCParticleSystemQuad::initIndices()
  {
      for(unsigned int i = 0; i < m_uTotalParticles; ++i)
      {
          const unsigned int i6 = i*6;
          const unsigned int i4 = i*4;
          m_pIndices[i6+0] = (GLushort) i4+0;
          m_pIndices[i6+1] = (GLushort) i4+1;
          m_pIndices[i6+2] = (GLushort) i4+2;
  
          m_pIndices[i6+5] = (GLushort) i4+1;
          m_pIndices[i6+4] = (GLushort) i4+2;
          m_pIndices[i6+3] = (GLushort) i4+3;
      }
  }
  
  void CCParticleSystemQuad::updateQuadWithParticle(tCCParticle* particle, const CCPoint& newPosition)
  {
      ccV3F_C4B_T2F_Quad *quad;
  
      if (m_pBatchNode)
      {
          ccV3F_C4B_T2F_Quad *batchQuads = m_pBatchNode->getTextureAtlas()->getQuads();
          quad = &(batchQuads[m_uAtlasIndex+particle->atlasIndex]);
      }
      else
      {
          quad = &(m_pQuads[m_uParticleIdx]);
      }
      ccColor4B color = (m_bOpacityModifyRGB)
          ? ccc4( particle->color.r*particle->color.a*255, particle->color.g*particle->color.a*255, particle->color.b*particle->color.a*255, particle->color.a*255)
          : ccc4( particle->color.r*255, particle->color.g*255, particle->color.b*255, particle->color.a*255);
  
      quad->bl.colors = color;
      quad->br.colors = color;
      quad->tl.colors = color;
      quad->tr.colors = color;
  
      // vertices
      GLfloat size_2 = particle->size/2;
      if (particle->rotation) 
      {
          GLfloat x1 = -size_2;
          GLfloat y1 = -size_2;
  
          GLfloat x2 = size_2;
          GLfloat y2 = size_2;
          GLfloat x = newPosition.x;
          GLfloat y = newPosition.y;
  
          GLfloat r = (GLfloat)-CC_DEGREES_TO_RADIANS(particle->rotation);
          GLfloat cr = cosf(r);
          GLfloat sr = sinf(r);
          GLfloat ax = x1 * cr - y1 * sr + x;
          GLfloat ay = x1 * sr + y1 * cr + y;
          GLfloat bx = x2 * cr - y1 * sr + x;
          GLfloat by = x2 * sr + y1 * cr + y;
          GLfloat cx = x2 * cr - y2 * sr + x;
          GLfloat cy = x2 * sr + y2 * cr + y;
          GLfloat dx = x1 * cr - y2 * sr + x;
          GLfloat 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;
      } 
      else 
      {
          // bottom-left vertex:
          quad->bl.vertices.x = newPosition.x - size_2;
          quad->bl.vertices.y = newPosition.y - size_2;
  
          // bottom-right vertex:
          quad->br.vertices.x = newPosition.x + size_2;
          quad->br.vertices.y = newPosition.y - size_2;
  
          // top-left vertex:
          quad->tl.vertices.x = newPosition.x - size_2;
          quad->tl.vertices.y = newPosition.y + size_2;
  
          // top-right vertex:
          quad->tr.vertices.x = newPosition.x + size_2;
          quad->tr.vertices.y = newPosition.y + size_2;                
      }
  }
  void CCParticleSystemQuad::postStep()
  {
      glBindBuffer(GL_ARRAY_BUFFER, m_pBuffersVBO[0]);
  	
  	// Option 1: Sub Data
      glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(m_pQuads[0])*m_uTotalParticles, m_pQuads);
  	
  	// Option 2: Data
      //	glBufferData(GL_ARRAY_BUFFER, sizeof(quads_[0]) * particleCount, quads_, GL_DYNAMIC_DRAW);
  	
  	// Option 3: Orphaning + glMapBuffer
  	// glBufferData(GL_ARRAY_BUFFER, sizeof(m_pQuads[0])*m_uTotalParticles, NULL, GL_STREAM_DRAW);
  	// void *buf = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
  	// memcpy(buf, m_pQuads, sizeof(m_pQuads[0])*m_uTotalParticles);
  	// glUnmapBuffer(GL_ARRAY_BUFFER);
      
  	glBindBuffer(GL_ARRAY_BUFFER, 0);
      
  	CHECK_GL_ERROR_DEBUG();
  }
  
  // overriding draw method
  void CCParticleSystemQuad::draw()
  {    
      CCAssert(!m_pBatchNode,"draw should not be called when added to a particleBatchNode");
  
      CC_NODE_DRAW_SETUP();
  
      ccGLBindTexture2D( m_pTexture->getName() );
      ccGLBlendFunc( m_tBlendFunc.src, m_tBlendFunc.dst );
  
      CCAssert( m_uParticleIdx == m_uParticleCount, "Abnormal error in particle quad");
  
  #if CC_TEXTURE_ATLAS_USE_VAO
      //
      // Using VBO and VAO
      //
      ccGLBindVAO(m_uVAOname);
  
  #if CC_REBIND_INDICES_BUFFER
      glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_pBuffersVBO[1]);
  #endif
  
      glDrawElements(GL_TRIANGLES, (GLsizei) m_uParticleIdx*6, GL_UNSIGNED_SHORT, 0);
  
  #if CC_REBIND_INDICES_BUFFER
      glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  #endif
  
  #else
      //
      // Using VBO without VAO
      //
  
      #define kQuadSize sizeof(m_pQuads[0].bl)
  
      ccGLEnableVertexAttribs( kCCVertexAttribFlag_PosColorTex );
  
      glBindBuffer(GL_ARRAY_BUFFER, m_pBuffersVBO[0]);
      // vertices
      glVertexAttribPointer(kCCVertexAttrib_Position, 3, GL_FLOAT, GL_FALSE, kQuadSize, (GLvoid*) offsetof( ccV3F_C4B_T2F, vertices));
      // colors
      glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_UNSIGNED_BYTE, GL_TRUE, kQuadSize, (GLvoid*) offsetof( ccV3F_C4B_T2F, colors));
      // tex coords
      glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, kQuadSize, (GLvoid*) offsetof( ccV3F_C4B_T2F, texCoords));
      
      glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_pBuffersVBO[1]);
  
      glDrawElements(GL_TRIANGLES, (GLsizei) m_uParticleIdx*6, GL_UNSIGNED_SHORT, 0);
  
      glBindBuffer(GL_ARRAY_BUFFER, 0);
      glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  
  #endif
  
      CC_INCREMENT_GL_DRAWS(1);
      CHECK_GL_ERROR_DEBUG();
  }
  
  void CCParticleSystemQuad::setTotalParticles(unsigned 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 > m_uAllocatedParticles )
      {
          // Allocate new memory
          size_t particlesSize = tp * sizeof(tCCParticle);
          size_t quadsSize = sizeof(m_pQuads[0]) * tp * 1;
          size_t indicesSize = sizeof(m_pIndices[0]) * tp * 6 * 1;
  
          tCCParticle* particlesNew = (tCCParticle*)realloc(m_pParticles, particlesSize);
          ccV3F_C4B_T2F_Quad* quadsNew = (ccV3F_C4B_T2F_Quad*)realloc(m_pQuads, quadsSize);
          GLushort* indicesNew = (GLushort*)realloc(m_pIndices, indicesSize);
  
          if (particlesNew && quadsNew && indicesNew)
          {
              // Assign pointers
              m_pParticles = particlesNew;
              m_pQuads = quadsNew;
              m_pIndices = indicesNew;
  
              // Clear the memory
              // XXX: Bug? If the quads are cleared, then drawing doesn't work... WHY??? XXX
              memset(m_pParticles, 0, particlesSize);
              memset(m_pQuads, 0, quadsSize);
              memset(m_pIndices, 0, indicesSize);
  
              m_uAllocatedParticles = tp;
          }
          else
          {
              // Out of memory, failed to resize some array
              if (particlesNew) m_pParticles = particlesNew;
              if (quadsNew) m_pQuads = quadsNew;
              if (indicesNew) m_pIndices = indicesNew;
  
              CCLOG("Particle system: out of memory");
              return;
          }
  
          m_uTotalParticles = tp;
  
          // Init particles
          if (m_pBatchNode)
          {
              for (unsigned int i = 0; i < m_uTotalParticles; i++)
              {
                  m_pParticles[i].atlasIndex=i;
              }
          }
  
          initIndices();
  #if CC_TEXTURE_ATLAS_USE_VAO
          setupVBOandVAO();
  #else
          setupVBO();
  #endif
      }
      else
      {
          m_uTotalParticles = tp;
      }
      
      resetSystem();
  }
  
  #if CC_TEXTURE_ATLAS_USE_VAO
  void CCParticleSystemQuad::setupVBOandVAO()
  {
      // clean VAO
      glDeleteBuffers(2, &m_pBuffersVBO[0]);
      glDeleteVertexArrays(1, &m_uVAOname);
      
      glGenVertexArrays(1, &m_uVAOname);
      ccGLBindVAO(m_uVAOname);
  
  #define kQuadSize sizeof(m_pQuads[0].bl)
  
      glGenBuffers(2, &m_pBuffersVBO[0]);
  
      glBindBuffer(GL_ARRAY_BUFFER, m_pBuffersVBO[0]);
      glBufferData(GL_ARRAY_BUFFER, sizeof(m_pQuads[0]) * m_uTotalParticles, m_pQuads, GL_DYNAMIC_DRAW);
  
      // vertices
      glEnableVertexAttribArray(kCCVertexAttrib_Position);
      glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, kQuadSize, (GLvoid*) offsetof( ccV3F_C4B_T2F, vertices));
  
      // colors
      glEnableVertexAttribArray(kCCVertexAttrib_Color);
      glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_UNSIGNED_BYTE, GL_TRUE, kQuadSize, (GLvoid*) offsetof( ccV3F_C4B_T2F, colors));
  
      // tex coords
      glEnableVertexAttribArray(kCCVertexAttrib_TexCoords);
      glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, kQuadSize, (GLvoid*) offsetof( ccV3F_C4B_T2F, texCoords));
  
      glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_pBuffersVBO[1]);
      glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(m_pIndices[0]) * m_uTotalParticles * 6, m_pIndices, GL_STATIC_DRAW);
  
      // Must unbind the VAO before changing the element buffer.
      ccGLBindVAO(0);
      glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
      glBindBuffer(GL_ARRAY_BUFFER, 0);
  
      CHECK_GL_ERROR_DEBUG();
  }
  #else
  
  void CCParticleSystemQuad::setupVBO()
  {
      glDeleteBuffers(2, &m_pBuffersVBO[0]);
      
      glGenBuffers(2, &m_pBuffersVBO[0]);
  
      glBindBuffer(GL_ARRAY_BUFFER, m_pBuffersVBO[0]);
      glBufferData(GL_ARRAY_BUFFER, sizeof(m_pQuads[0]) * m_uTotalParticles, m_pQuads, GL_DYNAMIC_DRAW);
      glBindBuffer(GL_ARRAY_BUFFER, 0);
  
      glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_pBuffersVBO[1]);
      glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(m_pIndices[0]) * m_uTotalParticles * 6, m_pIndices, GL_STATIC_DRAW);
      glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  
      CHECK_GL_ERROR_DEBUG();
  }
  
  #endif
  
  void CCParticleSystemQuad::listenBackToForeground(CCObject *obj)
  {
  #if CC_TEXTURE_ATLAS_USE_VAO
          setupVBOandVAO();
  #else
          setupVBO();
  #endif
  }
  
  bool CCParticleSystemQuad::allocMemory()
  {
      CCAssert( ( !m_pQuads && !m_pIndices), "Memory already alloced");
      CCAssert( !m_pBatchNode, "Memory should not be alloced when not using batchNode");
  
      CC_SAFE_FREE(m_pQuads);
      CC_SAFE_FREE(m_pIndices);
  
      m_pQuads = (ccV3F_C4B_T2F_Quad*)malloc(m_uTotalParticles * sizeof(ccV3F_C4B_T2F_Quad));
      m_pIndices = (GLushort*)malloc(m_uTotalParticles * 6 * sizeof(GLushort));
      
      if( !m_pQuads || !m_pIndices) 
      {
          CCLOG("cocos2d: Particle system: not enough memory");
          CC_SAFE_FREE(m_pQuads);
          CC_SAFE_FREE(m_pIndices);
  
          return false;
      }
  
      memset(m_pQuads, 0, m_uTotalParticles * sizeof(ccV3F_C4B_T2F_Quad));
      memset(m_pIndices, 0, m_uTotalParticles * 6 * sizeof(GLushort));
  
      return true;
  }
  
  void CCParticleSystemQuad::setBatchNode(CCParticleBatchNode * batchNode)
  {
      if( m_pBatchNode != batchNode ) 
      {
          CCParticleBatchNode* oldBatch = m_pBatchNode;
  
          CCParticleSystem::setBatchNode(batchNode);
  
          // NEW: is self render ?
          if( ! batchNode ) 
          {
              allocMemory();
              initIndices();
              setTexture(oldBatch->getTexture());
  #if CC_TEXTURE_ATLAS_USE_VAO
              setupVBOandVAO();
  #else
              setupVBO();
  #endif
          }
          // OLD: was it self render ? cleanup
          else if( !oldBatch )
          {
              // copy current state to batch
              ccV3F_C4B_T2F_Quad *batchQuads = m_pBatchNode->getTextureAtlas()->getQuads();
              ccV3F_C4B_T2F_Quad *quad = &(batchQuads[m_uAtlasIndex] );
              memcpy( quad, m_pQuads, m_uTotalParticles * sizeof(m_pQuads[0]) );
  
              CC_SAFE_FREE(m_pQuads);
              CC_SAFE_FREE(m_pIndices);
  
              glDeleteBuffers(2, &m_pBuffersVBO[0]);
  #if CC_TEXTURE_ATLAS_USE_VAO
              glDeleteVertexArrays(1, &m_uVAOname);
  #endif
          }
      }
  }
  
  CCParticleSystemQuad * CCParticleSystemQuad::create() {
      CCParticleSystemQuad *pParticleSystemQuad = new CCParticleSystemQuad();
      if (pParticleSystemQuad && pParticleSystemQuad->init())
      {
          pParticleSystemQuad->autorelease();
          return pParticleSystemQuad;
      }
      CC_SAFE_DELETE(pParticleSystemQuad);
      return NULL;
  }
  
  NS_CC_END
  