/**************************************************************************** Copyright (c) 2015 Chukong Technologies Inc. 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_PARTICLE_3D_RENDER_H__ #define __CC_PARTICLE_3D_RENDER_H__ #include #include "renderer/CCRenderState.h" #include "base/CCRef.h" #include "math/CCMath.h" NS_CC_BEGIN class ParticleSystem3D; class Renderer; class MeshCommand; class Sprite3D; class GLProgramState; class IndexBuffer; class VertexBuffer; class Texture2D; /** * 3d particle render */ class CC_DLL Particle3DRender : public Ref { friend class ParticleSystem3D; public: virtual void render(Renderer* renderer, const Mat4 &transform, ParticleSystem3D* particleSystem) = 0; /** Perform activities when a Renderer is started. */ virtual void notifyStart(); /** Perform activities when a Renderer is stopped. */ virtual void notifyStop(); /** Notify that the Particle System is rescaled. */ virtual void notifyRescaled(const Vec3& scale); void setVisible(bool isVisible) { _isVisible = isVisible; } bool isVisible() const { return _isVisible; } void setDepthTest(bool isDepthTest); void setDepthWrite(bool isDepthWrite); void setBlendFunc(const BlendFunc& blendFunc); void copyAttributesTo (Particle3DRender *render); CC_CONSTRUCTOR_ACCESS: Particle3DRender(); virtual ~Particle3DRender(); protected: ParticleSystem3D *_particleSystem; RenderState::StateBlock* _stateBlock; bool _isVisible; Vec3 _rendererScale; bool _depthTest; bool _depthWrite; }; // particle render for quad class CC_DLL Particle3DQuadRender : public Particle3DRender { public: static Particle3DQuadRender* create(const std::string& texFile = ""); virtual void render(Renderer* renderer, const Mat4 &transform, ParticleSystem3D* particleSystem) override; CC_CONSTRUCTOR_ACCESS: Particle3DQuadRender(); virtual ~Particle3DQuadRender(); protected: bool initQuadRender(const std::string& texFile); protected: MeshCommand* _meshCommand; Texture2D* _texture; GLProgramState* _glProgramState; IndexBuffer* _indexBuffer; //index buffer VertexBuffer* _vertexBuffer; // vertex buffer struct posuvcolor { Vec3 position; Vec2 uv; Vec4 color; }; std::vector _posuvcolors; //vertex data std::vector _indexData; //index data }; // particle render for Sprite3D class CC_DLL Particle3DModelRender : public Particle3DRender { public: static Particle3DModelRender* create(const std::string& modelFile, const std::string &texFile = ""); virtual void render(Renderer* renderer, const Mat4 &transform, ParticleSystem3D* particleSystem) override; CC_CONSTRUCTOR_ACCESS: Particle3DModelRender(); virtual ~Particle3DModelRender(); protected: std::vector _spriteList; std::string _modelFile; std::string _texFile; Vec3 _spriteSize; }; NS_CC_END #endif