mirror of https://github.com/axmolengine/axmol.git
313 lines
8.9 KiB
C++
313 lines
8.9 KiB
C++
/****************************************************************************
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Copyright (c) 2009 On-Core
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Copyright (c) 2010-2012 cocos2d-x.org
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Copyright (c) 2013-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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Copyright (c) 2019-present Axmol Engine contributors (see AUTHORS.md).
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https://axmol.dev/
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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 "base/Object.h"
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#include "base/Types.h"
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#include "base/Director.h"
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#include "renderer/GroupCommand.h"
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#include "renderer/CustomCommand.h"
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#include "renderer/CallbackCommand.h"
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NS_AX_BEGIN
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class Texture2D;
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// class Grabber;
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// class GLProgram;
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class Node;
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namespace backend
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{
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class RenderTarget;
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}
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/**
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* @addtogroup _2d
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* @{
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*/
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/** Base class for Other grid.
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*/
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class AX_DLL GridBase : public Object
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{
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public:
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/**
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Destructor.
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* @js NA
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* @lua NA
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*/
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virtual ~GridBase();
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/**@{
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Interface for custom action when before or after draw.
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@js NA
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*/
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virtual void beforeBlit() {}
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virtual void afterBlit() {}
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/**@}*/
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/**Interface used to blit the texture with grid to screen.*/
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virtual void blit() = 0;
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/**Interface, Reuse the grid vertices.*/
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virtual void reuse() = 0;
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/**Interface, Calculate the vertices used for the blit.*/
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virtual void calculateVertexPoints() = 0;
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/**@{
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Init the Grid base.
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@param gridSize the size of the grid.
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@param texture The texture used for grab.
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@param flipped whether or not the grab texture should be flip by Y or not.
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@param rect The effective grid rect.
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*/
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bool initWithSize(const Vec2& gridSize);
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bool initWithSize(const Vec2& gridSize, const Rect& rect);
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bool initWithSize(const Vec2& gridSize, Texture2D* texture, bool flipped);
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bool initWithSize(const Vec2& gridSize, Texture2D* texture, bool flipped, const Rect& rect);
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/**@}*/
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/** @{
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Getter and setter of the active state of the grid.
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*/
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bool isActive() const { return _active; }
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void setActive(bool active);
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/**@}*/
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/** Get number of times that the grid will be reused. */
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int getReuseGrid() const { return _reuseGrid; }
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/** Set number of times that the grid will be reused. */
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void setReuseGrid(int reuseGrid) { _reuseGrid = reuseGrid; }
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/** The size of the grid. */
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const Vec2& getGridSize() const { return _gridSize; }
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/**Set the size of the grid.*/
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void setGridSize(const Vec2& gridSize) { _gridSize = gridSize; }
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/** Pixels between the grids. */
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const Vec2& getStep() const { return _step; }
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/**Get the pixels between the grids.*/
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void setStep(const Vec2& step) { _step = step; }
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/** is texture flipped. */
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bool isTextureFlipped() const { return _isTextureFlipped; }
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/**Set the texture flipped or not.*/
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void setTextureFlipped(bool flipped);
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/**@{
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Init and reset the status when render effects by using the grid.
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*/
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void beforeDraw();
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void afterDraw(Node* target);
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/**@}*/
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/**Change projection to 2D for grabbing.*/
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void set2DProjection();
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/**
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* @brief Set the effect grid rect.
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* @param rect The effect grid rect.
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*/
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void setGridRect(const Rect& rect);
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/**
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* @brief Get the effect grid rect.
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* @return Return the effect grid rect.
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*/
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const Rect& getGridRect() const { return _gridRect; }
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protected:
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void updateBlendState();
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bool _active = false;
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int _reuseGrid = 0;
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Vec2 _gridSize;
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Texture2D* _texture = nullptr;
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Vec2 _step;
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bool _isTextureFlipped = false;
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Director::Projection _directorProjection = Director::Projection::_2D;
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Rect _gridRect;
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Color4F _clearColor = {0, 0, 0, 0};
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CustomCommand _drawCommand;
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//CallbackCommand _beforeDrawCommand;
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//CallbackCommand _afterDrawCommand;
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//CallbackCommand _beforeBlitCommand;
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//CallbackCommand _afterBlitCommand;
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// New
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backend::RenderTarget* _oldRenderTarget = nullptr;
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backend::RenderTarget* _renderTarget = nullptr;
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backend::UniformLocation _mvpMatrixLocation;
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backend::UniformLocation _textureLocation;
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backend::ProgramState* _programState = nullptr;
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BlendFunc _blendFunc;
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};
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/**
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Grid3D is a 3D grid implementation. Each vertex has 3 dimensions: x,y,z
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*/
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class AX_DLL Grid3D : public GridBase
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{
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public:
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/** create one Grid. */
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static Grid3D* create(const Vec2& gridSize);
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/** create one Grid. */
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static Grid3D* create(const Vec2& gridSize, const Rect& rect);
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/** create one Grid. */
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static Grid3D* create(const Vec2& gridSize, Texture2D* texture, bool flipped);
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/** create one Grid. */
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static Grid3D* create(const Vec2& gridSize, Texture2D* texture, bool flipped, const Rect& rect);
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/**
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Constructor.
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* @js ctor
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*/
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Grid3D();
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/**
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Destructor.
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* @js NA
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* @lua NA
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*/
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~Grid3D();
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/** Returns the vertex at a given position.
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* @js NA
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* @lua NA
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*/
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Vec3 getVertex(const Vec2& pos) const;
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/** Returns the original (non-transformed) vertex at a given position.
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* @js NA
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* @lua NA
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*/
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Vec3 getOriginalVertex(const Vec2& pos) const;
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/** Sets a new vertex at a given position.
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* @lua NA
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*/
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void setVertex(const Vec2& pos, const Vec3& vertex);
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/**@{
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Implementations for interfaces in base class.
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*/
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virtual void beforeBlit() override;
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virtual void afterBlit() override;
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virtual void blit() override;
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virtual void reuse() override;
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virtual void calculateVertexPoints() override;
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/**@}*/
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/**@{
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Getter and Setter for depth test state when blit.
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@js NA
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*/
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void setNeedDepthTestForBlit(bool neededDepthTest) { _needDepthTestForBlit = neededDepthTest; }
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bool getNeedDepthTestForBlit() const { return _needDepthTestForBlit; }
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/**@}*/
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protected:
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void updateVertexBuffer();
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void updateVertexAndTexCoordinate();
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void* _vertexBuffer = nullptr;
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void* _texCoordinates = nullptr;
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void* _vertices = nullptr;
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void* _originalVertices = nullptr;
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unsigned short* _indices = nullptr;
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bool _needDepthTestForBlit = false;
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bool _oldDepthTest = false;
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bool _oldDepthWrite = false;
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};
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/**
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TiledGrid3D 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 AX_DLL TiledGrid3D : public GridBase
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{
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public:
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/** Create one Grid. */
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static TiledGrid3D* create(const Vec2& gridSize);
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/** Create one Grid. */
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static TiledGrid3D* create(const Vec2& gridSize, const Rect& rect);
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/** Create one Grid. */
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static TiledGrid3D* create(const Vec2& gridSize, Texture2D* texture, bool flipped);
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/** Create one Grid. */
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static TiledGrid3D* create(const Vec2& gridSize, Texture2D* texture, bool flipped, const Rect& rect);
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/**@{
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Implementations for interfaces in base class.
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*/
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virtual void blit() override;
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virtual void reuse() override;
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virtual void calculateVertexPoints() override;
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/**@}*/
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/** Returns the tile at the given position.
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* @js NA
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* @lua NA
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*/
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Quad3 getTile(const Vec2& pos) const;
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/** Returns the original tile (untransformed) at the given position.
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* @js NA
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* @lua NA
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*/
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Quad3 getOriginalTile(const Vec2& pos) const;
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/** Sets a new tile.
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* @lua NA
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*/
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void setTile(const Vec2& pos, const Quad3& coords);
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protected:
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/**
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Constructor.
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* @js ctor
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*/
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TiledGrid3D() = default;
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/**
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Destructor.
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* @js NA
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* @lua NA
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*/
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~TiledGrid3D();
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void updateVertexBuffer();
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void updateVertexAndTexCoordinate();
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void* _texCoordinates = nullptr;
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void* _vertices = nullptr;
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void* _originalVertices = nullptr;
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unsigned short* _indices = nullptr;
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void* _vertexBuffer = nullptr;
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};
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// end of effects group
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/// @}
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NS_AX_END
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