mirror of https://github.com/axmolengine/axmol.git
160 lines
5.0 KiB
C++
160 lines
5.0 KiB
C++
/****************************************************************************
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Copyright (c) 2010-2011 cocos2d-x.org
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Copyright (c) 2009 On-Core
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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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#ifndef __EFFECTS_CCGRID_H__
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#define __EFFECTS_CCGRID_H__
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#include "CCObject.h"
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#include "CCNode.h"
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#include "CCCamera.h"
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#include "ccTypes.h"
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#include "CCTexture2D.h"
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#include "CCDirector.h"
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#include "kazmath/mat4.h"
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namespace cocos2d
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{
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class CCTexture2D;
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class CCGrabber;
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class CCGLProgram;
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/** Base class for other
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*/
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class CCGridBase : public CCObject
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{
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public:
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virtual ~CCGridBase(void);
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/** wheter or not the grid is active */
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inline bool isActive(void) { return m_bActive; }
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void setActive(bool bActive);
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/** number of times that the grid will be reused */
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inline int getReuseGrid(void) { return m_nReuseGrid; }
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inline void setReuseGrid(int nReuseGrid) { m_nReuseGrid = nReuseGrid; }
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/** size of the grid */
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inline const ccGridSize& getGridSize(void) { return m_sGridSize; }
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inline void setGridSize(const ccGridSize& gridSize) { m_sGridSize = gridSize; }
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/** pixels between the grids */
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inline const CCPoint& getStep(void) { return m_obStep; }
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inline void setStep(const CCPoint& step) { m_obStep = step; }
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/** is texture flipped */
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inline bool isTextureFlipped(void) { return m_bIsTextureFlipped; }
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void setIsTextureFlipped(bool bFlipped);
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bool initWithSize(const ccGridSize& gridSize, CCTexture2D *pTexture, bool bFlipped);
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bool initWithSize(const ccGridSize& gridSize);
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void beforeDraw(void);
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void afterDraw(CCNode *pTarget);
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virtual void blit(void);
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virtual void reuse(void);
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virtual void calculateVertexPoints(void);
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public:
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static CCGridBase* gridWithSize(const ccGridSize& gridSize, CCTexture2D *texture, bool flipped);
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static CCGridBase* gridWithSize(const ccGridSize& gridSize);
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void set2DProjection(void);
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protected:
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bool m_bActive;
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int m_nReuseGrid;
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ccGridSize m_sGridSize;
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CCTexture2D *m_pTexture;
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CCPoint m_obStep;
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CCGrabber *m_pGrabber;
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bool m_bIsTextureFlipped;
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CCGLProgram* m_pShaderProgram;
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ccDirectorProjection m_directorProjection;
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};
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/**
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CCGrid3D is a 3D grid implementation. Each vertex has 3 dimensions: x,y,z
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*/
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class CCGrid3D : public CCGridBase
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{
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public:
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CCGrid3D();
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~CCGrid3D(void);
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/** returns the vertex at a given position */
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ccVertex3F vertex(const ccGridSize& pos);
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/** returns the original (non-transformed) vertex at a given position */
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ccVertex3F originalVertex(const ccGridSize& pos);
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/** sets a new vertex at a given position */
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void setVertex(const ccGridSize& pos, const ccVertex3F& vertex);
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virtual void blit(void);
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virtual void reuse(void);
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virtual void calculateVertexPoints(void);
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public:
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static CCGrid3D* gridWithSize(const ccGridSize& gridSize, CCTexture2D *pTexture, bool bFlipped);
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static CCGrid3D* gridWithSize(const ccGridSize& gridSize);
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protected:
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GLvoid *m_pTexCoordinates;
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GLvoid *m_pVertices;
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GLvoid *m_pOriginalVertices;
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GLushort *m_pIndices;
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};
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/**
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CCTiledGrid3D is a 3D grid implementation. It differs from Grid3D in that
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the tiles can be separated from the grid.
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*/
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class CCTiledGrid3D : public CCGridBase
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{
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public:
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CCTiledGrid3D();
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~CCTiledGrid3D(void);
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/** returns the tile at the given position */
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ccQuad3 tile(const ccGridSize& pos);
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/** returns the original tile (untransformed) at the given position */
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ccQuad3 originalTile(const ccGridSize& pos);
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/** sets a new tile */
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void setTile(const ccGridSize& pos, const ccQuad3& coords);
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virtual void blit(void);
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virtual void reuse(void);
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virtual void calculateVertexPoints(void);
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public:
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static CCTiledGrid3D* gridWithSize(const ccGridSize& gridSize, CCTexture2D *pTexture, bool bFlipped);
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static CCTiledGrid3D* gridWithSize(const ccGridSize& gridSize);
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protected:
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GLvoid *m_pTexCoordinates;
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GLvoid *m_pVertices;
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GLvoid *m_pOriginalVertices;
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GLushort *m_pIndices;
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};
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}
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#endif // __EFFECTS_CCGRID_H__
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