Panda3D
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00001 // Filename: meshDrawer.h 00002 // Created by: treeform (19dec08) 00003 // Changes by: treeform (12jan10) 00004 // 00005 //////////////////////////////////////////////////////////////////// 00006 // 00007 // PANDA 3D SOFTWARE 00008 // Copyright (c) Carnegie Mellon University. All rights reserved. 00009 // 00010 // All use of this software is subject to the terms of the revised BSD 00011 // license. You should have received a copy of this license along 00012 // with this source code in a file named "LICENSE." 00013 // 00014 //////////////////////////////////////////////////////////////////// 00015 00016 #ifndef MESHDRAWER_H 00017 #define MESHDRAWER_H 00018 00019 #include "pandabase.h" 00020 #include "luse.h" 00021 #include "pandaNode.h" 00022 #include "pointerTo.h" 00023 #include "lpoint2.h" 00024 #include "lvecBase2.h" 00025 #include "pnmImage.h" 00026 #include "nodePath.h" 00027 #include "texture.h" 00028 #include "geomVertexFormat.h" 00029 #include "geomVertexArrayFormat.h" 00030 #include "geomVertexData.h" 00031 #include "geomVertexWriter.h" 00032 #include "geomVertexRewriter.h" 00033 #include "boundingVolume.h" 00034 00035 #include "nodePathCollection.h" 00036 00037 #include "geomTristrips.h" 00038 #include "geomTriangles.h" 00039 #include "geom.h" 00040 #include "geomNode.h" 00041 #include "nodePath.h" 00042 00043 //////////////////////////////////////////////////////////////////// 00044 // Class : MeshDrawer 00045 // Description : Mesh drawer creates a single geom object that can be 00046 // shaped with different draw commands. This is an 00047 // efficient way to render bunch of billboards, particles, 00048 // fast changing triangles. Its implemented by recycling 00049 // same geom over and over again. Max budget specifies 00050 // how many triangles are allowed. Some uses of this 00051 // class can be : particle system, radar icons, health 00052 // bars, 2d icons, 2d ui, bullets, missile trails. Any 00053 // that can be drawn with triangles can be drawn with 00054 // this class. At the low level this uses the 00055 // GeomVertexRewriter's. The internal geom consists of 00056 // vertex, normal, uv and color channels. 00057 //////////////////////////////////////////////////////////////////// 00058 class EXPCL_PANDA_GRUTIL MeshDrawer : public TypedObject { 00059 PUBLISHED: 00060 INLINE MeshDrawer(); 00061 INLINE ~MeshDrawer(); 00062 00063 INLINE void set_budget(int budget); 00064 INLINE int get_budget(); 00065 00066 INLINE NodePath get_root(); 00067 00068 void begin(NodePath camera, NodePath render); 00069 INLINE void tri(const LVector3 &v1, const LVector4 &c1, const LVector2 &uv1, 00070 const LVector3 &v2, const LVector4 &c2, const LVector2 &uv2, 00071 const LVector3 &v3, const LVector4 &c3, const LVector2 &uv3); 00072 00073 void particle(const LVector3 &pos, const LVector4 &frame, PN_stdfloat size, const LVector4 &color, PN_stdfloat rotation); 00074 void blended_particle(const LVector3 &pos, const LVector4 &frame1, const LVector4 &frame2, 00075 PN_stdfloat blend, PN_stdfloat size, const LVector4 &color, PN_stdfloat rotation); 00076 void billboard(const LVector3 &pos, const LVector4 &frame, PN_stdfloat size, const LVector4 &color); 00077 void segment(const LVector3 &start, const LVector3 &stop, const LVector4 &frame, PN_stdfloat thickness, const LVector4 &color); 00078 void cross_segment(const LVector3 &start, const LVector3 &stop, const LVector4 &frame, PN_stdfloat thickness, const LVector4 &color); 00079 void uneven_segment(const LVector3 &start, const LVector3 &stop, 00080 const LVector4 &frame, PN_stdfloat thickness_start, const LVector4 &color_start, 00081 PN_stdfloat thickness_stop, const LVector4 &color_stop); 00082 00083 void link_segment(const LVector3 &pos, const LVector4 &frame, PN_stdfloat thickness, const LVector4 &color); 00084 void link_segment_end(const LVector4 &frame, const LVector4 &color); 00085 00086 void explosion(const LVector3 &pos, const LVector4 &frame, PN_stdfloat size, const LVector4 &color, 00087 int seed, int number, PN_stdfloat distance); 00088 void stream(const LVector3 &start, const LVector3 &stop, const LVector4 &frame, PN_stdfloat size, const LVector4 &color, 00089 int number, PN_stdfloat offset); 00090 void geometry(NodePath node); 00091 void end(); 00092 00093 private: 00094 00095 // use vars 00096 NodePath _root; 00097 NodePath _camera, _render; 00098 int _budget; 00099 00100 // store regeneration geoms & nodes 00101 PT(Geom) _geom; 00102 PT(GeomNode) _geomnode; 00103 PT(GeomVertexData) _vdata; 00104 PT(GeomTriangles) _prim; 00105 CPT(GeomPrimitive) _dprim; 00106 00107 // writers 00108 GeomVertexRewriter *_vertex; 00109 GeomVertexRewriter *_normal; 00110 GeomVertexRewriter *_uv; 00111 GeomVertexRewriter *_color; 00112 00113 // billboard vectors 00114 LVector4 _colorv; 00115 LVector3 _normalv; 00116 LVector3 _eyePos; 00117 LVector3 _b1, _b2, _b3, _b4; 00118 LVector3 _up, _right; 00119 00120 // clear indexes 00121 int _last_clear_index, _start_clear_index, _end_clear_index, _clear_index; 00122 00123 // used for curves 00124 int _at_start; 00125 LVector3 _last_v1,_last_v2,_last_v3,_last_v4,_last_pos; 00126 PN_stdfloat _last_thickness; 00127 LVector4 _last_color; 00128 00129 // bounding volume 00130 PT(BoundingVolume) _bv; 00131 00132 // private create all the needed geoms 00133 void generator(int budget); 00134 00135 public: 00136 static TypeHandle get_class_type() { 00137 return _type_handle; 00138 } 00139 static void init_type() { 00140 TypedObject::init_type(); 00141 register_type(_type_handle, "MeshDrawer", 00142 TypedObject::get_class_type()); 00143 } 00144 virtual TypeHandle get_type() const { 00145 return get_class_type(); 00146 } 00147 virtual TypeHandle force_init_type() {init_type(); return get_class_type();} 00148 00149 private: 00150 static TypeHandle _type_handle; 00151 00152 }; 00153 00154 #include "meshDrawer.I" 00155 00156 #endif /*MESHDRAWER_H*/