157 lines
5.3 KiB
C++
157 lines
5.3 KiB
C++
// Filename: meshDrawer.h
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// Created by: treeform (19dec08)
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// Changes by: treeform (12jan10)
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//
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////////////////////////////////////////////////////////////////////
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//
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// PANDA 3D SOFTWARE
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// Copyright (c) Carnegie Mellon University. All rights reserved.
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//
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// All use of this software is subject to the terms of the revised BSD
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// license. You should have received a copy of this license along
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// with this source code in a file named "LICENSE."
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//
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////////////////////////////////////////////////////////////////////
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#ifndef MESHDRAWER_H
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#define MESHDRAWER_H
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#include "pandabase.h"
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#include "luse.h"
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#include "pandaNode.h"
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#include "pointerTo.h"
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#include "lpoint2.h"
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#include "lvecBase2.h"
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#include "pnmImage.h"
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#include "nodePath.h"
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#include "texture.h"
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#include "geomVertexFormat.h"
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#include "geomVertexArrayFormat.h"
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#include "geomVertexData.h"
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#include "geomVertexWriter.h"
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#include "geomVertexRewriter.h"
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#include "boundingVolume.h"
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#include "nodePathCollection.h"
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#include "geomTristrips.h"
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#include "geomTriangles.h"
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#include "geom.h"
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#include "geomNode.h"
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#include "nodePath.h"
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////////////////////////////////////////////////////////////////////
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// Class : MeshDrawer
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// Description : Mesh drawer creates a single geom object that can be
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// shaped with different draw commands. This is an
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// efficient way to render bunch of billboards, particles,
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// fast changing triangles. Its implemented by recycling
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// same geom over and over again. Max budget specifies
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// how many triangles are allowed. Some uses of this
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// class can be : particle system, radar icons, health
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// bars, 2d icons, 2d ui, bullets, missile trails. Any
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// that can be drawn with triangles can be drawn with
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// this class. At the low level this uses the
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// GeomVertexRewriter's. The internal geom consists of
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// vertex, normal, uv and color channels.
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////////////////////////////////////////////////////////////////////
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class EXPCL_PANDA_GRUTIL MeshDrawer : public TypedObject {
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PUBLISHED:
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INLINE MeshDrawer();
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INLINE ~MeshDrawer();
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INLINE void set_budget(int budget);
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INLINE int get_budget();
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INLINE NodePath get_root();
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void begin(NodePath camera, NodePath render);
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INLINE void tri(const LVector3 &v1, const LVector4 &c1, const LVector2 &uv1,
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const LVector3 &v2, const LVector4 &c2, const LVector2 &uv2,
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const LVector3 &v3, const LVector4 &c3, const LVector2 &uv3);
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void particle(const LVector3 &pos, const LVector4 &frame, PN_stdfloat size, const LVector4 &color, PN_stdfloat rotation);
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void blended_particle(const LVector3 &pos, const LVector4 &frame1, const LVector4 &frame2,
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PN_stdfloat blend, PN_stdfloat size, const LVector4 &color, PN_stdfloat rotation);
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void billboard(const LVector3 &pos, const LVector4 &frame, PN_stdfloat size, const LVector4 &color);
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void segment(const LVector3 &start, const LVector3 &stop, const LVector4 &frame, PN_stdfloat thickness, const LVector4 &color);
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void cross_segment(const LVector3 &start, const LVector3 &stop, const LVector4 &frame, PN_stdfloat thickness, const LVector4 &color);
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void uneven_segment(const LVector3 &start, const LVector3 &stop,
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const LVector4 &frame, PN_stdfloat thickness_start, const LVector4 &color_start,
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PN_stdfloat thickness_stop, const LVector4 &color_stop);
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void link_segment(const LVector3 &pos, const LVector4 &frame, PN_stdfloat thickness, const LVector4 &color);
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void link_segment_end(const LVector4 &frame, const LVector4 &color);
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void explosion(const LVector3 &pos, const LVector4 &frame, PN_stdfloat size, const LVector4 &color,
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int seed, int number, PN_stdfloat distance);
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void stream(const LVector3 &start, const LVector3 &stop, const LVector4 &frame, PN_stdfloat size, const LVector4 &color,
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int number, PN_stdfloat offset);
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void geometry(NodePath node);
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void end();
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private:
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// use vars
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NodePath _root;
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NodePath _camera, _render;
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int _budget;
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// store regeneration geoms & nodes
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PT(Geom) _geom;
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PT(GeomNode) _geomnode;
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PT(GeomVertexData) _vdata;
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PT(GeomTriangles) _prim;
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CPT(GeomPrimitive) _dprim;
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// writers
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GeomVertexRewriter *_vertex;
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GeomVertexRewriter *_normal;
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GeomVertexRewriter *_uv;
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GeomVertexRewriter *_color;
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// billboard vectors
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LVector4 _colorv;
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LVector3 _normalv;
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LVector3 _eyePos;
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LVector3 _b1, _b2, _b3, _b4;
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LVector3 _up, _right;
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// clear indexes
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int _last_clear_index, _start_clear_index, _end_clear_index, _clear_index;
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// used for curves
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int _at_start;
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LVector3 _last_v1,_last_v2,_last_v3,_last_v4,_last_pos;
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PN_stdfloat _last_thickness;
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LVector4 _last_color;
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// bounding volume
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PT(BoundingVolume) _bv;
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// private create all the needed geoms
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void generator(int budget);
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public:
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static TypeHandle get_class_type() {
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return _type_handle;
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}
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static void init_type() {
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TypedObject::init_type();
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register_type(_type_handle, "MeshDrawer",
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TypedObject::get_class_type());
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}
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virtual TypeHandle get_type() const {
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return get_class_type();
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}
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virtual TypeHandle force_init_type() {init_type(); return get_class_type();}
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private:
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static TypeHandle _type_handle;
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};
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#include "meshDrawer.I"
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#endif /*MESHDRAWER_H*/
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