CCParticle3DRender.h 5.14 KB
/****************************************************************************
 Copyright (c) 2015-2016 Chukong Technologies Inc.
 Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
 
 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
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 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
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#pragma once

#include <vector>

#include "renderer/CCRenderState.h"
#include "renderer/backend/Types.h"
#include "renderer/CCMeshCommand.h"
#include "renderer/CCCallbackCommand.h"
#include "renderer/backend/Buffer.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);

    virtual void reset(){}

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;

    virtual void reset()override;
CC_CONSTRUCTOR_ACCESS:
    Particle3DQuadRender();
    virtual ~Particle3DQuadRender();

protected:

    bool initQuadRender(const std::string& texFile);

    void onBeforeDraw();
    void onAfterDraw();
    
protected:
    MeshCommand             _meshCommand;
    CallbackCommand         _beforeCommand;
    CallbackCommand         _afterCommand;
    Texture2D*              _texture         = nullptr;
    backend::ProgramState*  _programState    = nullptr;
    backend::Buffer*        _indexBuffer     = nullptr; //index buffer
    backend::Buffer*        _vertexBuffer    = nullptr; // vertex buffer
    
    struct posuvcolor
    {
        Vec3 position;
        Vec2 uv;
        Vec4 color;
    };

    std::vector<posuvcolor> _posuvcolors;   //vertex data
    std::vector<uint16_t> _indexData; //index data
    std::string _texFile;

    backend::UniformLocation    _locColor;
    backend::UniformLocation    _locTexture;
    backend::UniformLocation    _locPMatrix;

    //renderer state cache variables
    bool                        _rendererDepthTestEnabled   = true;
    backend::CompareFunction    _rendererDepthCmpFunc       = backend::CompareFunction::LESS;
    backend::CullMode           _rendererCullMode           = backend::CullMode::BACK;
    backend::Winding            _rendererWinding            = backend::Winding::COUNTER_CLOCK_WISE;
    bool                        _rendererDepthWrite         = false;
};

// 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;
    
    virtual void reset()override;
CC_CONSTRUCTOR_ACCESS:
    Particle3DModelRender();
    virtual ~Particle3DModelRender();
    
protected:
    std::vector<Sprite3D *> _spriteList;
    std::string _modelFile;
    std::string _texFile;
    Vec3 _spriteSize;
};

NS_CC_END