/**************************************************************************** Copyright (c) 2010-2011 cocos2d-x.org Copyright (c) 2008-2010 Ricardo Quesada Copyright (c) 2009 Leonardo Kasperavičius Copyright (c) 2011 ynga 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_SYSTEM_QUAD_H__ #define __CC_PARTICLE_SYSTEM_QUAD_H__ #include "CCParticleSystem.h" NS_CC_BEGIN class CCSpriteFrame; /** @brief CCParticleSystemQuad is a subclass of CCParticleSystem It includes all the features of ParticleSystem. Special features and Limitations: - Particle size can be any float number. - The system can be scaled - The particles can be rotated - On 1st and 2nd gen iPhones: It is only a bit slower that CCParticleSystemPoint - On 3rd gen iPhone and iPads: It is MUCH faster than CCParticleSystemPoint - It consumes more RAM and more GPU memory than CCParticleSystemPoint - It supports subrects @since v0.8 */ class CC_DLL CCParticleSystemQuad : public CCParticleSystem { protected: ccV3F_C4B_T2F_Quad *m_pQuads; // quads to be rendered GLushort *m_pIndices; // indices #if CC_TEXTURE_ATLAS_USE_VAO GLuint m_uVAOname; #endif GLuint m_pBuffersVBO[2]; //0: vertex 1: indices public: CCParticleSystemQuad(); virtual ~CCParticleSystemQuad(); /** creates an initializes a CCParticleSystemQuad from a plist file. This plist files can be creted manually or with Particle Designer: */ static CCParticleSystemQuad * particleWithFile(const char *plistFile); /** initialices the indices for the vertices*/ void setupIndices(); /** initilizes the texture with a rectangle measured Points */ void initTexCoordsWithRect(const CCRect& rect); /** Sets a new CCSpriteFrame as particle. WARNING: this method is experimental. Use setTexture:withRect instead. @since v0.99.4 */ void setDisplayFrame(CCSpriteFrame *spriteFrame); /** Sets a new texture with a rect. The rect is in Points. @since v0.99.4 */ void setTextureWithRect(CCTexture2D *texture, const CCRect& rect); // super methods virtual bool initWithTotalParticles(unsigned int numberOfParticles); virtual void setTexture(CCTexture2D* texture); virtual void updateQuadWithParticle(tCCParticle* particle, const CCPoint& newPosition); virtual void postStep(); virtual void draw(); virtual void setBatchNode(CCParticleBatchNode* batchNode); virtual void setTotalParticles(unsigned int tp); private: #if CC_TEXTURE_ATLAS_USE_VAO void setupVBOandVAO(); #else void setupVBO(); #endif bool allocMemory(); }; NS_CC_END #endif //__CC_PARTICLE_SYSTEM_QUAD_H__