/**************************************************************************** Copyright (c) 2014-2016 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. ****************************************************************************/ #ifndef __DRAW_NODE_3D_H__ #define __DRAW_NODE_3D_H__ #include "cocos2d.h" NS_CC_BEGIN /** * Copy DrawNode for 3D geometry drawing. */ class DrawNode3D : public cocos2d::Node { public: /** creates and initialize a DrawNode3D node */ static cocos2d::DrawNode3D* create(); /** * Draw 3D Line */ void drawLine(const cocos2d::Vec3& from, const cocos2d::Vec3& to, const Color4F& color); /** * Draw 3D cube * @param point to a vertex array who has 8 element. * vertices[0]:Left-top-front, * vertices[1]:Left-bottom-front, * vertices[2]:Right-bottom-front, * vertices[3]:Right-top-front, * vertices[4]:Right-top-back, * vertices[5]:Right-bottom-back, * vertices[6]:Left-bottom-back, * vertices[7]:Left-top-back. * @param color */ void drawCube(cocos2d::Vec3* vertices, const Color4F& color); /** Clear the geometry in the node's buffer. */ void clear(); /** * @js NA * @lua NA */ const BlendFunc& getBlendFunc() const; /** * @code * When this function bound into js or lua,the parameter will be changed * In js: var setBlendFunc(var src, var dst) * @endcode * @lua NA */ void setBlendFunc(const BlendFunc& blendFunc); void updateCommand(cocos2d::Renderer* renderer, const cocos2d::Mat4& transform, uint32_t flags); // Overrides virtual void draw(cocos2d::Renderer* renderer, const cocos2d::Mat4& transform, uint32_t flags) override; CC_CONSTRUCTOR_ACCESS : DrawNode3D(); virtual ~DrawNode3D(); virtual bool init() override; protected: void onBeforeDraw(); void onAfterDraw(); struct V3F_C4B { cocos2d::Vec3 vertices; Color4B colors; }; void ensureCapacity(int count); BlendFunc _blendFunc; cocos2d::CustomCommand _customCommand; backend::ProgramState* _programStateLine = nullptr; backend::DepthStencilDescriptor* _depthstencilDescriptor = nullptr; backend::UniformLocation _locMVPMatrix; std::vector _bufferLines; private: CC_DISALLOW_COPY_AND_ASSIGN(DrawNode3D); bool _isDirty = true; bool _rendererDepthTestEnabled = true; }; NS_CC_END #endif // __DRAW_NODE_3D_H__