/**************************************************************************** Copyright (c) 2013 cocos2d-x.org 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 _SPRITE3D_TEST_H_ #define _SPRITE3D_TEST_H_ #include "BaseTest.h" #include namespace cocos2d { class Animate3D; class Sprite3D; class Delay; class Ray; class DrawNode3D; class GLProgramState; } DEFINE_TEST_SUITE(Sprite3DTests); class Sprite3DTestDemo : public TestCase { public: // overrides virtual std::string title() const override; }; class Sprite3DForceDepthTest : public Sprite3DTestDemo { public: CREATE_FUNC(Sprite3DForceDepthTest); Sprite3DForceDepthTest(); virtual std::string title() const override; virtual std::string subtitle() const override; }; class Sprite3DEmptyTest : public Sprite3DTestDemo { public: CREATE_FUNC(Sprite3DEmptyTest); Sprite3DEmptyTest(); virtual std::string title() const override; virtual std::string subtitle() const override; }; class Sprite3DBasicTest : public Sprite3DTestDemo { public: CREATE_FUNC(Sprite3DBasicTest); Sprite3DBasicTest(); virtual std::string title() const override; virtual std::string subtitle() const override; void addNewSpriteWithCoords(Vec2 p); void onTouchesEnded(const std::vector& touches, Event* event); }; class Sprite3DUVAnimationTest : public Sprite3DTestDemo { public: CREATE_FUNC(Sprite3DUVAnimationTest); Sprite3DUVAnimationTest(); virtual ~Sprite3DUVAnimationTest(); virtual std::string title() const override; virtual std::string subtitle() const override; protected: void cylinderUpdate(float dt); float _cylinder_texture_offset; float _shining_duraion; GLProgramState * _state; #if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WP8 || CC_TARGET_PLATFORM == CC_PLATFORM_WINRT) EventListenerCustom* _backToForegroundListener; #endif }; class Sprite3DFakeShadowTest : public Sprite3DTestDemo { public: enum State { State_None = 0, State_Idle = 0x01, State_Move = 0x02, State_Rotate = 0x04 }; CREATE_FUNC(Sprite3DFakeShadowTest); Sprite3DFakeShadowTest(); virtual ~Sprite3DFakeShadowTest(); virtual std::string title() const override; virtual std::string subtitle() const override; void Move(cocos2d::Ref* sender,int value); void updateCamera(float fDelta); void move3D(float elapsedTime); void updateState(float elapsedTime); bool isState(unsigned int state,unsigned int bit) const; void onTouchesBegan(const std::vector& touches, cocos2d::Event *event); void onTouchesMoved(const std::vector& touches, cocos2d::Event *event); void onTouchesEnded(const std::vector& touches, cocos2d::Event *event); private: cocos2d::Camera * _camera; Vec3 _targetPos; unsigned int _curState; cocos2d::Sprite3D * _plane; cocos2d::Sprite3D * _orc; GLProgramState * _state; #if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WP8 || CC_TARGET_PLATFORM == CC_PLATFORM_WINRT) EventListenerCustom* _backToForegroundListener; #endif }; class Sprite3DLightMapTest : public Sprite3DTestDemo { public: CREATE_FUNC(Sprite3DLightMapTest); Sprite3DLightMapTest(); virtual ~Sprite3DLightMapTest(); virtual std::string title() const override; virtual std::string subtitle() const override; void onTouchesMoved(const std::vector& touches, cocos2d::Event* event); private: Camera * _camera; }; class Sprite3DBasicToonShaderTest : public Sprite3DTestDemo { public: CREATE_FUNC(Sprite3DBasicToonShaderTest); Sprite3DBasicToonShaderTest(); virtual ~Sprite3DBasicToonShaderTest(); virtual std::string title() const override; virtual std::string subtitle() const override; protected: GLProgramState * _state; #if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WP8 || CC_TARGET_PLATFORM == CC_PLATFORM_WINRT) EventListenerCustom* _backToForegroundListener; #endif }; class EffectSprite3D; class Effect3D : public Ref { public: virtual void draw(const Mat4 &transform) = 0; virtual void setTarget(EffectSprite3D *sprite) = 0; protected: Effect3D() : _glProgramState(nullptr) {} virtual ~Effect3D() { CC_SAFE_RELEASE(_glProgramState); } protected: GLProgramState* _glProgramState; }; class Effect3DOutline: public Effect3D { public: static Effect3DOutline* create(); void setOutlineColor(const Vec3& color); void setOutlineWidth(float width); virtual void draw(const Mat4 &transform) override; virtual void setTarget(EffectSprite3D *sprite) override; protected: Effect3DOutline(); virtual ~Effect3DOutline(); bool init(); Vec3 _outlineColor; float _outlineWidth; //weak reference EffectSprite3D* _sprite; #if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WP8 || CC_TARGET_PLATFORM == CC_PLATFORM_WINRT) EventListenerCustom* _backToForegroundListener; #endif protected: static const std::string _vertShaderFile; static const std::string _fragShaderFile; static const std::string _keyInGLProgramCache; static const std::string _vertSkinnedShaderFile; static const std::string _fragSkinnedShaderFile; static const std::string _keySkinnedInGLProgramCache; static GLProgram* getOrCreateProgram(bool isSkinned = false); }; class Sprite3DHitTest : public Sprite3DTestDemo { public: CREATE_FUNC(Sprite3DHitTest); Sprite3DHitTest(); virtual std::string title() const override; virtual std::string subtitle() const override; }; class EffectSprite3D : public Sprite3D { public: static EffectSprite3D* createFromObjFileAndTexture(const std::string& objFilePath, const std::string& textureFilePath); static EffectSprite3D* create(const std::string& path); void setEffect3D(Effect3D* effect); void addEffect(Effect3DOutline* effect, ssize_t order); virtual void draw(Renderer *renderer, const Mat4 &transform, uint32_t flags) override; protected: EffectSprite3D(); virtual ~EffectSprite3D(); std::vector> _effects; Effect3D* _defaultEffect; CustomCommand _command; }; class Sprite3DEffectTest : public Sprite3DTestDemo { public: CREATE_FUNC(Sprite3DEffectTest); Sprite3DEffectTest(); virtual std::string title() const override; virtual std::string subtitle() const override; void addNewSpriteWithCoords(Vec2 p); void onTouchesEnded(const std::vector& touches, Event* event); }; class AsyncLoadSprite3DTest : public Sprite3DTestDemo { public: CREATE_FUNC(AsyncLoadSprite3DTest); AsyncLoadSprite3DTest(); virtual ~AsyncLoadSprite3DTest(); virtual std::string title() const override; virtual std::string subtitle() const override; void menuCallback_asyncLoadSprite(Ref* sender); void asyncLoad_Callback(Sprite3D* sprite, void* param); protected: std::vector _paths; //model paths to be loaded }; class Sprite3DWithSkinTest : public Sprite3DTestDemo { public: CREATE_FUNC(Sprite3DWithSkinTest); Sprite3DWithSkinTest(); virtual std::string title() const override; virtual std::string subtitle() const override; void addNewSpriteWithCoords(Vec2 p); void switchAnimationQualityCallback(Ref* sender); void onTouchesEnded(const std::vector& touches, Event* event); private: std::vector _sprits; bool _highQuality; MenuItemFont* _menuItem; }; class Sprite3DWithSkinOutlineTest : public Sprite3DTestDemo { public: CREATE_FUNC(Sprite3DWithSkinOutlineTest); Sprite3DWithSkinOutlineTest(); virtual std::string title() const override; virtual std::string subtitle() const override; void addNewSpriteWithCoords(Vec2 p); void onTouchesEnded(const std::vector& touches, Event* event); }; class Animate3DTest : public Sprite3DTestDemo { public: CREATE_FUNC(Animate3DTest); Animate3DTest(); ~Animate3DTest(); virtual std::string title() const override; virtual std::string subtitle() const override; void onTouchesEnded(const std::vector& touches, Event* event); virtual void update(float dt) override; protected: void addSprite3D(); enum class State { SWIMMING, SWIMMING_TO_HURT, HURT, HURT_TO_SWIMMING, }; void reachEndCallBack(); void renewCallBack(); cocos2d::Sprite3D* _sprite; cocos2d::Action* _swim; cocos2d::Animate3D* _hurt; float _elapseTransTime; State _state; MoveTo* _moveAction; }; class AttachmentTest : public Sprite3DTestDemo { public: CREATE_FUNC(AttachmentTest); AttachmentTest(); virtual std::string title() const override; virtual std::string subtitle() const override; void onTouchesEnded(const std::vector& touches, Event* event); void addNewSpriteWithCoords(Vec2 p); protected: bool _hasWeapon; cocos2d::Sprite3D* _sprite; }; class Sprite3DReskinTest : public Sprite3DTestDemo { public: CREATE_FUNC(Sprite3DReskinTest); Sprite3DReskinTest(); virtual std::string title() const override; virtual std::string subtitle() const override; void onTouchesEnded(const std::vector& touches, Event* event); void addNewSpriteWithCoords(Vec2 p); void menuCallback_reSkin(Ref* sender); protected: void applyCurSkin(); enum class SkinType { UPPER_BODY = 0, PANTS, SHOES, HAIR, FACE, HAND, GLASSES, MAX_TYPE, }; std::vector _skins[(int)SkinType::MAX_TYPE]; //all skins int _curSkin[(int)SkinType::MAX_TYPE]; //current skin index cocos2d::Sprite3D* _sprite; }; class Sprite3DWithOBBPerformanceTest : public Sprite3DTestDemo { public: CREATE_FUNC(Sprite3DWithOBBPerformanceTest); Sprite3DWithOBBPerformanceTest(); virtual std::string title() const override; virtual std::string subtitle() const override; virtual void update(float dt) override; void addNewOBBWithCoords(Vec2 p); void addNewSpriteWithCoords(Vec2 p); void onTouchesBegan(const std::vector& touches, Event* event); void onTouchesEnded(const std::vector& touches, Event* event); void onTouchesMoved(const std::vector& touches, Event* event); void addOBBCallback(Ref* sender); void delOBBCallback(Ref* sender); void addOBBWithCount(float value); void delOBBWithCount(float value); protected: cocos2d::Sprite3D* _sprite; std::vector _obb; DrawNode3D* _drawOBB; Label* _labelCubeCount; MoveTo* _moveAction; OBB _obbt; DrawNode3D* _drawDebug; bool _hasCollider; std::set _intersetList; void initDrawBox(); void reachEndCallBack(); void unproject(const Mat4& viewProjection, const Size* viewport, Vec3* src, Vec3* dst); void calculateRayByLocationInView(Ray* ray, const Vec2& location); }; class Sprite3DMirrorTest : public Sprite3DTestDemo { public: CREATE_FUNC(Sprite3DMirrorTest); Sprite3DMirrorTest(); virtual std::string title() const override; virtual std::string subtitle() const override; void addNewSpriteWithCoords(Vec2 p); protected: bool _hasWeapon; cocos2d::Sprite3D* _sprite; cocos2d::Sprite3D* _mirrorSprite; }; class QuaternionTest : public Sprite3DTestDemo { public: CREATE_FUNC(QuaternionTest); QuaternionTest(); virtual std::string title() const override; virtual std::string subtitle() const override; void addNewSpriteWithCoords(Vec2 p); virtual void update(float delta) override; protected: cocos2d::Sprite3D* _sprite; float _arcSpeed; float _radius; float _accAngle; }; // 3d + 2d use case class UseCaseSprite3D : public Sprite3DTestDemo { public: CREATE_FUNC(UseCaseSprite3D); UseCaseSprite3D(); virtual std::string title() const override; virtual std::string subtitle() const override; virtual void update(float delta) override; void menuCallback_Message(Ref* sender); protected: void switchCase(); enum class USECASE{ _3D_WITH_2D, _UI_3D_UI, MAX_CASE_NUM, }; cocos2d::Label* _label; int _caseIdx; // use case index std::string _useCaseTitles[(int)USECASE::MAX_CASE_NUM]; }; // node animation test, cocos2d-x supports both skeletal animation and node animation class NodeAnimationTest : public Sprite3DTestDemo { public: CREATE_FUNC(NodeAnimationTest); NodeAnimationTest(); virtual std::string title() const override; virtual std::string subtitle() const override; void addNewSpriteWithCoords(Vec2 p); protected: std::vector _sprites; int _vectorIndex; }; namespace cocos2d { class TextureCube; class Skybox; } class Sprite3DCubeMapTest : public Sprite3DTestDemo { public: CREATE_FUNC(Sprite3DCubeMapTest); Sprite3DCubeMapTest(); ~Sprite3DCubeMapTest(); virtual std::string title() const override; virtual std::string subtitle() const override; void addNewSpriteWithCoords(Vec2); protected: cocos2d::TextureCube* _textureCube; Skybox* _skyBox; Sprite3D* _teapot; #if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WP8 || CC_TARGET_PLATFORM == CC_PLATFORM_WINRT) EventListenerCustom* _backToForegroundListener; #endif }; #endif