mirror of https://github.com/axmolengine/axmol.git
269 lines
7.9 KiB
C++
269 lines
7.9 KiB
C++
/****************************************************************************
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Copyright (C) 2013 Henry van Merode. All rights reserved.
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Copyright (c) 2015-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#pragma once
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#include <vector>
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#include "base/CCRef.h"
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#include "math/CCMath.h"
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#include "extensions/Particle3D/CCParticle3DRender.h"
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#include "renderer/CCRenderState.h"
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#include "renderer/backend/Types.h"
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#include "renderer/backend/Buffer.h"
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NS_CC_BEGIN
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// particle render for quad
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struct PUParticle3D;
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class CC_DLL PURender : public Particle3DRender
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{
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public:
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virtual void prepare(){};
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virtual void unPrepare(){};
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virtual void updateRender(PUParticle3D* particle, float deltaTime, bool firstParticle);
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const std::string& getRenderType() const {return _renderType;};
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void setRenderType(const std::string& observerType) {_renderType = observerType;};
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virtual PURender* clone() = 0;
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void copyAttributesTo(PURender* render);
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public:
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bool autoRotate; // Means that the objects to render automatically rotate if the node to which the particle system is attached, rotates.
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protected:
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std::string _renderType;
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};
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class CC_DLL PUParticle3DEntityRender : public PURender
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{
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public:
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void copyAttributesTo(PUParticle3DEntityRender *render);
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virtual void reset()override;
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CC_CONSTRUCTOR_ACCESS:
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PUParticle3DEntityRender();
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virtual ~PUParticle3DEntityRender();
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protected:
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bool initRender(const std::string &texFile);
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void onBeforeDraw();
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void onAfterDraw();
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protected:
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struct VertexInfo
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{
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Vec3 position;
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Vec2 uv;
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Vec4 color;
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};
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MeshCommand _meshCommand;
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RenderState::StateBlock _stateBlock;
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Texture2D* _texture = nullptr;
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backend::ProgramState* _programState = nullptr;
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backend::Buffer* _indexBuffer = nullptr; //index buffer
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backend::Buffer* _vertexBuffer = nullptr; // vertex buffer
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std::vector<VertexInfo> _vertices;
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std::vector<uint16_t> _indices;
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std::string _texFile;
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backend::UniformLocation _locColor;
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backend::UniformLocation _locTexture;
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backend::UniformLocation _locPMatrix;
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//renderer state cache variables
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bool _rendererDepthTestEnabled = true;
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backend::CompareFunction _rendererDepthCmpFunc = backend::CompareFunction::LESS;
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backend::CullMode _rendererCullMode = backend::CullMode::BACK;
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backend::Winding _rendererWinding = backend::Winding::COUNTER_CLOCK_WISE;
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bool _rendererDepthWrite = false;
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};
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class CC_DLL PUParticle3DQuadRender : public PUParticle3DEntityRender
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{
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public:
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enum Type
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{
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POINT,
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ORIENTED_COMMON,
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ORIENTED_SELF,
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ORIENTED_SHAPE,
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PERPENDICULAR_COMMON,
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PERPENDICULAR_SELF,
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};
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enum Origin
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{
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TOP_LEFT,
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TOP_CENTER,
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TOP_RIGHT,
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CENTER_LEFT,
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CENTER,
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CENTER_RIGHT,
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BOTTOM_LEFT,
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BOTTOM_CENTER,
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BOTTOM_RIGHT
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};
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enum RotateType
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{
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TEXTURE_COORDS,
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VERTEX
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};
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static PUParticle3DQuadRender* create(const std::string& texFile = "");
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void setType(Type type);
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Type getType() const { return _type; }
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void setOrigin(Origin origin) { _origin = origin; }
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Origin getOrigin() const { return _origin; }
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void setRotateType(RotateType type) { _rotateType = type; }
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RotateType getRotateType() const { return _rotateType; }
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void setCommonDirection(const Vec3 &dir) { _commonDir = dir; }
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const Vec3& getCommonDirection() const { return _commonDir; }
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void setCommonUp(const Vec3 &up) { _commonUp = up; }
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const Vec3& getCommonUp() const { return _commonUp; }
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unsigned short getTextureCoordsRows() const;
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void setTextureCoordsRows(unsigned short textureCoordsRows);
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unsigned short getTextureCoordsColumns() const;
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void setTextureCoordsColumns(unsigned short textureCoordsColumns);
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unsigned int getNumTextureCoords();
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virtual void render(Renderer* renderer, const Mat4 &transform, ParticleSystem3D* particleSystem) override;
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virtual PUParticle3DQuadRender* clone() override;
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void copyAttributesTo(PUParticle3DQuadRender *render);
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CC_CONSTRUCTOR_ACCESS:
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PUParticle3DQuadRender();
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virtual ~PUParticle3DQuadRender();
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protected:
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void getOriginOffset(int &offsetX, int &offsetY);
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void determineUVCoords(PUParticle3D *particle);
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void fillVertex(unsigned short index, const Vec3 &pos, const Vec4 &color, const Vec2 &uv);
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void fillTriangle(unsigned short index, unsigned short v0, unsigned short v1, unsigned short v2);
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protected:
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Type _type;
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Origin _origin;
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RotateType _rotateType;
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Vec3 _commonDir;
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Vec3 _commonUp;
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unsigned short _textureCoordsRows;
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unsigned short _textureCoordsColumns;
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float _textureCoordsRowStep;
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float _textureCoordsColStep;
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};
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// particle render for Sprite3D
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class CC_DLL PUParticle3DModelRender : public PURender
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{
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public:
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static PUParticle3DModelRender* create(const std::string& modelFile, const std::string &texFile = "");
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virtual void render(Renderer* renderer, const Mat4 &transform, ParticleSystem3D* particleSystem) override;
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virtual PUParticle3DModelRender* clone() override;
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void copyAttributesTo(PUParticle3DModelRender *render);
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virtual void reset()override;
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CC_CONSTRUCTOR_ACCESS:
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PUParticle3DModelRender();
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virtual ~PUParticle3DModelRender();
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protected:
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std::vector<Sprite3D *> _spriteList;
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std::string _modelFile;
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std::string _texFile;
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Vec3 _spriteSize;
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};
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class CC_DLL PUParticle3DBoxRender : public PUParticle3DEntityRender
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{
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public:
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static PUParticle3DBoxRender* create(const std::string &texFile = "");
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virtual void render(Renderer* renderer, const Mat4 &transform, ParticleSystem3D* particleSystem) override;
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virtual PUParticle3DBoxRender* clone() override;
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CC_CONSTRUCTOR_ACCESS:
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PUParticle3DBoxRender();
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virtual ~PUParticle3DBoxRender();
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protected:
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void reBuildIndices(unsigned short count);
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};
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class CC_DLL PUSphereRender : public PUParticle3DEntityRender
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{
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public:
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static PUSphereRender* create(const std::string &texFile = "");
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virtual void render(Renderer* renderer, const Mat4 &transform, ParticleSystem3D* particleSystem) override;
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virtual PUSphereRender* clone() override;
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void copyAttributesTo(PUSphereRender *render);
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CC_CONSTRUCTOR_ACCESS:
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PUSphereRender();
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virtual ~PUSphereRender();
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protected:
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void buildBuffers(unsigned short count);
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protected:
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unsigned short _numberOfRings;
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unsigned short _numberOfSegments;
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std::vector<VertexInfo> _vertexTemplate;
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};
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NS_CC_END
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