/**************************************************************************** Copyright (c) 2010-2012 cocos2d-x.org Copyright (c) 2009 On-Core 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 __EFFECTS_CCGRID_H__ #define __EFFECTS_CCGRID_H__ #include "cocoa/CCObject.h" #include "base_nodes/CCNode.h" #include "CCCamera.h" #include "ccTypes.h" #include "textures/CCTexture2D.h" #include "CCDirector.h" #include "kazmath/mat4.h" NS_CC_BEGIN class CCTexture2D; class CCGrabber; class CCGLProgram; /** * @addtogroup effects * @{ */ /** Base class for other */ class CC_DLL CCGridBase : public CCObject { public: virtual ~CCGridBase(void); /** whether or not the grid is active */ inline bool isActive(void) { return m_bActive; } void setActive(bool bActive); /** number of times that the grid will be reused */ inline int getReuseGrid(void) { return m_nReuseGrid; } inline void setReuseGrid(int nReuseGrid) { m_nReuseGrid = nReuseGrid; } /** size of the grid */ inline const CCSize& getGridSize(void) { return m_sGridSize; } inline void setGridSize(const CCSize& gridSize) { m_sGridSize = gridSize; } /** pixels between the grids */ inline const CCPoint& getStep(void) { return m_obStep; } inline void setStep(const CCPoint& step) { m_obStep = step; } /** is texture flipped */ inline bool isTextureFlipped(void) { return m_bIsTextureFlipped; } void setTextureFlipped(bool bFlipped); bool initWithSize(const CCSize& gridSize, CCTexture2D *pTexture, bool bFlipped); bool initWithSize(const CCSize& gridSize); void beforeDraw(void); void afterDraw(CCNode *pTarget); virtual void blit(void); virtual void reuse(void); virtual void calculateVertexPoints(void); public: /** create one Grid */ static CCGridBase* create(const CCSize& gridSize, CCTexture2D *texture, bool flipped); /** create one Grid */ static CCGridBase* create(const CCSize& gridSize); void set2DProjection(void); protected: bool m_bActive; int m_nReuseGrid; CCSize m_sGridSize; CCTexture2D *m_pTexture; CCPoint m_obStep; CCGrabber *m_pGrabber; bool m_bIsTextureFlipped; CCGLProgram* m_pShaderProgram; ccDirectorProjection m_directorProjection; }; /** CCGrid3D is a 3D grid implementation. Each vertex has 3 dimensions: x,y,z */ class CC_DLL CCGrid3D : public CCGridBase { public: CCGrid3D(); ~CCGrid3D(void); /** returns the vertex at a given position */ ccVertex3F vertex(const CCPoint& pos); /** returns the original (non-transformed) vertex at a given position */ ccVertex3F originalVertex(const CCPoint& pos); /** sets a new vertex at a given position */ void setVertex(const CCPoint& pos, const ccVertex3F& vertex); virtual void blit(void); virtual void reuse(void); virtual void calculateVertexPoints(void); public: /** create one Grid */ static CCGrid3D* create(const CCSize& gridSize, CCTexture2D *pTexture, bool bFlipped); /** create one Grid */ static CCGrid3D* create(const CCSize& gridSize); protected: GLvoid *m_pTexCoordinates; GLvoid *m_pVertices; GLvoid *m_pOriginalVertices; GLushort *m_pIndices; }; /** CCTiledGrid3D is a 3D grid implementation. It differs from Grid3D in that the tiles can be separated from the grid. */ class CC_DLL CCTiledGrid3D : public CCGridBase { public: CCTiledGrid3D(); ~CCTiledGrid3D(void); /** returns the tile at the given position */ ccQuad3 tile(const CCPoint& pos); /** returns the original tile (untransformed) at the given position */ ccQuad3 originalTile(const CCPoint& pos); /** sets a new tile */ void setTile(const CCPoint& pos, const ccQuad3& coords); virtual void blit(void); virtual void reuse(void); virtual void calculateVertexPoints(void); public: /** create one Grid */ static CCTiledGrid3D* create(const CCSize& gridSize, CCTexture2D *pTexture, bool bFlipped); /** create one Grid */ static CCTiledGrid3D* create(const CCSize& gridSize); protected: GLvoid *m_pTexCoordinates; GLvoid *m_pVertices; GLvoid *m_pOriginalVertices; GLushort *m_pIndices; }; // end of effects group /// @} NS_CC_END #endif // __EFFECTS_CCGRID_H__