axmol/extensions/Particle3D/ParticleUniverse/ParticleRenders/CCPUParticle3DRender.h

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/****************************************************************************
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Copyright (C) 2013 Henry van Merode. All rights reserved.
Copyright (c) 2015 Chukong Technologies Inc.
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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.
****************************************************************************/
#ifndef __CC_PU_PARTICLE_3D_RENDER_H__
#define __CC_PU_PARTICLE_3D_RENDER_H__
#include "base/CCRef.h"
#include "math/CCMath.h"
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#include "extensions/Particle3D/CCParticle3DRender.h"
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#include <vector>
NS_CC_BEGIN
// particle render for quad
struct PUParticle3D;
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class CC_DLL PUParticle3DRender : public Particle3DRender
{
public:
virtual void prepare(){};
virtual void unPrepare(){};
virtual void updateRender(PUParticle3D *particle, float deltaTime, bool firstParticle){};
const std::string& getRenderType(void) const {return _renderType;};
void setRenderType(const std::string& observerType) {_renderType = observerType;};
virtual PUParticle3DRender* clone() = 0;
virtual void copyAttributesTo (PUParticle3DRender *render);
public:
bool autoRotate; // Means that the objects to render automatically rotate if the node to which the particle system is attached, rotates.
protected:
std::string _renderType;
};
class CC_DLL PUParticle3DEntityRender : public PUParticle3DRender
{
public:
virtual void setDepthTest(bool isDepthTest);
virtual void setDepthWrite(bool isDepthWrite);
virtual void copyAttributesTo (PUParticle3DRender *render);
CC_CONSTRUCTOR_ACCESS:
PUParticle3DEntityRender();
virtual ~PUParticle3DEntityRender();
protected:
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bool initRender(const std::string &texFile);
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protected:
struct VertexInfo
{
Vec3 position;
Vec2 uv;
Vec4 color;
};
MeshCommand* _meshCommand;
Texture2D* _texture;
GLProgramState* _glProgramState;
IndexBuffer* _indexBuffer; //index buffer
VertexBuffer* _vertexBuffer; // vertex buffer
std::vector<VertexInfo> _vertices;
std::vector<unsigned short> _indices;
std::string _texFile;
};
class CC_DLL PUParticle3DQuadRender : public PUParticle3DEntityRender
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{
public:
enum Type
{
POINT,
ORIENTED_COMMON,
ORIENTED_SELF,
ORIENTED_SHAPE,
PERPENDICULAR_COMMON,
PERPENDICULAR_SELF,
};
enum Origin
{
TOP_LEFT,
TOP_CENTER,
TOP_RIGHT,
CENTER_LEFT,
CENTER,
CENTER_RIGHT,
BOTTOM_LEFT,
BOTTOM_CENTER,
BOTTOM_RIGHT
};
enum RotateType
{
TEXTURE_COORDS,
VERTEX
};
static PUParticle3DQuadRender* create(const std::string& texFile = "");
void setType(Type type);
Type getType() const { return _type; }
void setOrigin(Origin origin) { _origin = origin; }
Origin getOrigin() const { return _origin; }
void setRotateType(RotateType type) { _rotateType = type; }
RotateType getRotateType() const { return _rotateType; }
void setCommonDirection(const Vec3 &dir) { _commonDir = dir; }
const Vec3& getCommonDirection() const { return _commonDir; }
void setCommonUp(const Vec3 &up) { _commonUp = up; }
const Vec3& getCommonUp() const { return _commonUp; }
unsigned short getTextureCoordsRows() const;
void setTextureCoordsRows(unsigned short textureCoordsRows);
unsigned short getTextureCoordsColumns() const;
void setTextureCoordsColumns(unsigned short textureCoordsColumns);
unsigned int getNumTextureCoords();
virtual void render(Renderer* renderer, const Mat4 &transform, ParticleSystem3D* particleSystem) override;
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virtual PUParticle3DQuadRender* clone();
virtual void copyAttributesTo (PUParticle3DRender *render);
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CC_CONSTRUCTOR_ACCESS:
PUParticle3DQuadRender();
virtual ~PUParticle3DQuadRender();
protected:
void getOriginOffset(int &offsetX, int &offsetY);
void determineUVCoords(PUParticle3D *particle);
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void fillVertex(unsigned short index, const cocos2d::Vec3 &pos, const cocos2d::Vec4 &color, const cocos2d::Vec2 &uv);
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void fillTriangle(unsigned short index, unsigned short v0, unsigned short v1, unsigned short v2);
protected:
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Type _type;
Origin _origin;
RotateType _rotateType;
Vec3 _commonDir;
Vec3 _commonUp;
unsigned short _textureCoordsRows;
unsigned short _textureCoordsColumns;
float _textureCoordsRowStep;
float _textureCoordsColStep;
};
// particle render for Sprite3D
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class CC_DLL PUParticle3DModelRender : public PUParticle3DRender
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{
public:
static PUParticle3DModelRender* create(const std::string& modelFile, const std::string &texFile = "");
virtual void render(Renderer* renderer, const Mat4 &transform, ParticleSystem3D* particleSystem) override;
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virtual PUParticle3DModelRender* clone();
virtual void copyAttributesTo (PUParticle3DRender *render);
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CC_CONSTRUCTOR_ACCESS:
PUParticle3DModelRender();
virtual ~PUParticle3DModelRender();
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protected:
std::vector<Sprite3D *> _spriteList;
std::string _modelFile;
std::string _texFile;
Vec3 _spriteSize;
};
class CC_DLL PUParticle3DBoxRender : public PUParticle3DEntityRender
{
public:
static PUParticle3DBoxRender* create(const std::string &texFile = "");
virtual void render(Renderer* renderer, const Mat4 &transform, ParticleSystem3D* particleSystem) override;
virtual PUParticle3DBoxRender* clone();
CC_CONSTRUCTOR_ACCESS:
PUParticle3DBoxRender();
virtual ~PUParticle3DBoxRender();
protected:
void reBuildIndices(unsigned short count);
};
class CC_DLL PUParticle3DSphereRender : public PUParticle3DEntityRender
{
public:
static PUParticle3DSphereRender* create(const std::string &texFile = "");
virtual void render(Renderer* renderer, const Mat4 &transform, ParticleSystem3D* particleSystem) override;
virtual PUParticle3DSphereRender* clone();
virtual void copyAttributesTo (PUParticle3DRender *render);
CC_CONSTRUCTOR_ACCESS:
PUParticle3DSphereRender();
virtual ~PUParticle3DSphereRender();
protected:
void buildBuffers(unsigned short count);
protected:
unsigned short _numberOfRings;
unsigned short _numberOfSegments;
std::vector<VertexInfo> _vertexTemplate;
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};
NS_CC_END
#endif