mirror of https://github.com/axmolengine/axmol.git
169 lines
5.1 KiB
C
169 lines
5.1 KiB
C
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/****************************************************************************
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Copyright (c) 2015-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#pragma once
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#include <vector>
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#include "renderer/CCRenderState.h"
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#include "renderer/backend/Types.h"
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#include "renderer/CCMeshCommand.h"
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#include "renderer/CCCallbackCommand.h"
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#include "renderer/backend/Buffer.h"
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#include "base/CCRef.h"
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#include "math/CCMath.h"
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NS_CC_BEGIN
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class ParticleSystem3D;
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class Renderer;
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class MeshCommand;
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class Sprite3D;
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class GLProgramState;
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class IndexBuffer;
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class VertexBuffer;
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class Texture2D;
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/**
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* 3d particle render
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*/
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class CC_DLL Particle3DRender : public Ref
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{
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friend class ParticleSystem3D;
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public:
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virtual void render(Renderer* renderer, const Mat4 &transform, ParticleSystem3D* particleSystem) = 0;
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/** Perform activities when a Renderer is started.
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*/
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virtual void notifyStart();
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/** Perform activities when a Renderer is stopped.
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*/
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virtual void notifyStop();
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/** Notify that the Particle System is rescaled.
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*/
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virtual void notifyRescaled(const Vec3& scale);
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void setVisible(bool isVisible) { _isVisible = isVisible; }
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bool isVisible() const { return _isVisible; }
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void setDepthTest(bool isDepthTest);
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void setDepthWrite(bool isDepthWrite);
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void setBlendFunc(const BlendFunc& blendFunc);
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void copyAttributesTo (Particle3DRender *render);
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virtual void reset(){}
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CC_CONSTRUCTOR_ACCESS:
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Particle3DRender();
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virtual ~Particle3DRender();
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protected:
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ParticleSystem3D *_particleSystem;
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RenderState::StateBlock _stateBlock;
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bool _isVisible;
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Vec3 _rendererScale;
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bool _depthTest;
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bool _depthWrite;
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};
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// particle render for quad
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class CC_DLL Particle3DQuadRender : public Particle3DRender
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{
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public:
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static Particle3DQuadRender* create(const std::string& texFile = "");
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virtual void render(Renderer* renderer, const Mat4 &transform, ParticleSystem3D* particleSystem) override;
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virtual void reset()override;
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CC_CONSTRUCTOR_ACCESS:
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Particle3DQuadRender();
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virtual ~Particle3DQuadRender();
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protected:
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bool initQuadRender(const std::string& texFile);
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void onBeforeDraw();
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void onAfterDraw();
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protected:
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MeshCommand _meshCommand;
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CallbackCommand _beforeCommand;
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CallbackCommand _afterCommand;
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Texture2D* _texture = nullptr;
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backend::ProgramState* _programState = nullptr;
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backend::Buffer* _indexBuffer = nullptr; //index buffer
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backend::Buffer* _vertexBuffer = nullptr; // vertex buffer
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struct posuvcolor
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{
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Vec3 position;
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Vec2 uv;
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Vec4 color;
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};
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std::vector<posuvcolor> _posuvcolors; //vertex data
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std::vector<uint16_t> _indexData; //index data
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std::string _texFile;
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backend::UniformLocation _locColor;
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backend::UniformLocation _locTexture;
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backend::UniformLocation _locPMatrix;
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//renderer state cache variables
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bool _rendererDepthTestEnabled = true;
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backend::CompareFunction _rendererDepthCmpFunc = backend::CompareFunction::LESS;
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backend::CullMode _rendererCullMode = backend::CullMode::BACK;
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backend::Winding _rendererWinding = backend::Winding::COUNTER_CLOCK_WISE;
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bool _rendererDepthWrite = false;
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};
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// particle render for Sprite3D
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class CC_DLL Particle3DModelRender : public Particle3DRender
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{
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public:
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static Particle3DModelRender* create(const std::string& modelFile, const std::string &texFile = "");
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virtual void render(Renderer* renderer, const Mat4 &transform, ParticleSystem3D* particleSystem) override;
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virtual void reset()override;
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CC_CONSTRUCTOR_ACCESS:
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Particle3DModelRender();
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virtual ~Particle3DModelRender();
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protected:
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std::vector<Sprite3D *> _spriteList;
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std::string _modelFile;
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std::string _texFile;
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Vec3 _spriteSize;
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};
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NS_CC_END
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