/**************************************************************************** Copyright (c) 2008-2010 Ricardo Quesada Copyright (c) 2009 Leonardo Kasperavičius Copyright (c) 2010-2012 cocos2d-x.org Copyright (c) 2011 Zynga Inc. Copyright (c) 2013-2017 Chukong Technologies Inc. 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 in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: 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 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ****************************************************************************/ #ifndef __RUZMLPARTICLE_SYSTEM_QUAD_H__ #define __RUZMLPARTICLE_SYSTEM_QUAD_H__ #include "ZMLParticleSystem.h" #include "RUDefine.h" NS_RU_BEGIN struct PARTICLE_VERTEX_INFO{ Vec4 TexturePercentage; Tex2F bl; Tex2F br; Tex2F tl; Tex2F tr; }; class ZMLParticleSystemQuad : public ZMLParticleSystem { public: /** Creates a Particle Emitter. * * @return An autoreleased ZMLParticleSystemQuad object. */ static ZMLParticleSystemQuad * create(); /** Creates a Particle Emitter with a number of particles. * * @param numberOfParticles A given number of particles. * @return An autoreleased ZMLParticleSystemQuad object. */ static ZMLParticleSystemQuad * createWithTotalParticles(int numberOfParticles); /** Creates an initializes a ZMLParticleSystemQuad from a plist file. This plist files can be created manually or with Particle Designer. * * @param filename Particle plist file name. * @return An autoreleased ZMLParticleSystemQuad object. */ static ZMLParticleSystemQuad * create(const std::string& filename); /** Creates a Particle Emitter with a dictionary. * * @param dictionary Particle dictionary. * @return An autoreleased ZMLParticleSystemQuad object. */ static ZMLParticleSystemQuad * create(ValueMap &dictionary); static ZMLParticleSystemQuad *createWithJsonFile(string path); static ZMLParticleSystemQuad *createWithJsonString(string jsonStr); /** Sets a new texture with a rect. The rect is in Points. @since v0.99.4 * @js NA * @lua NA * * @param texture A given texture. 8 @param rect A given rect, in points. */ void setTextureWithRect(Texture2D *texture, const Rect& rect, bool isrotaed, Vec2 offset, Vec2 originalSize); /** Listen the event that renderer was recreated on Android/WP8. * @js NA * @lua NA * * @param event the event that renderer was recreated on Android/WP8. */ void listenRendererRecreated(EventCustom* event); /** * @js NA * @lua NA */ virtual void setTexture(Texture2D* texture) override; /** * @js NA * @lua NA */ virtual void updateParticleQuads() override; /** * @js NA * @lua NA */ virtual void postStep() override; /** * @js NA * @lua NA */ virtual void draw(Renderer *renderer, const Mat4 &transform, uint32_t flags) override; /** * @js NA * @lua NA */ virtual void setBatchNode(ParticleBatchNode* batchNode) override; /** * @js NA * @lua NA */ virtual void setTotalParticles(int tp) override; virtual std::string getDescription() const override; void SetAlphaTexture(Texture2D* tex); void UpdateGLProgramState(); CC_CONSTRUCTOR_ACCESS: /** * @js ctor */ ZMLParticleSystemQuad(); /** * @js NA * @lua NA */ virtual ~ZMLParticleSystemQuad(); // Overrides /** * @js NA * @lua NA */ virtual bool initWithTotalParticles(int numberOfParticles) override; void setCbOnExit(std::function cb); //normalMap void setLightSprite(ClightSprite*lightSprite){ assert(lightSprite); if(m_lightSprite==NULL){ m_lightSprite=lightSprite; m_lightSprite->retain(); }else{ m_lightSprite->release(); m_lightSprite=lightSprite; m_lightSprite->retain(); } } ClightSprite* getLightSprite(){return m_lightSprite;} void setKBump(float value){_colorPower = value;} float getKBump()const{return _colorPower;} protected: /** initializes the indices for the vertices*/ void initIndices(); /** initializes the texture with a rectangle measured Points */ void initTexCoordsWithRect(const Rect& rect, bool isrotaed, Vec2 offset, Vec2 originalSize); /** Updates texture coords */ void updateTexCoords(); void setupVBOandVAO(); void setupVBO(); bool allocMemory(); virtual void onExit() override; V3F_C4B_T2F_Quad *_quads; // quads to be rendered GLushort *_indices; // indices GLuint _VAOname; GLuint _buffersVBO[2]; //0: vertex 1: indices QuadCommand _quadCommand; // quad command ClightSprite*m_lightSprite; Cmaterial m_material; CustomCommand _passUnifoAndBindTexCommand; void onPassUnifoAndBindTex(const Mat4 &transform, uint32_t flags); protected: // float * _uvleft; // float * _uvbottom; // float * _uvright; // float * _uvtop; PARTICLE_VERTEX_INFO *_vertexInfo; public: void addSpriteFrame(SpriteFrame *spriteFrame); void addSpriteFrame(const std::string &spriteFrameName); void autoUpdateTexture(); private: CC_DISALLOW_COPY_AND_ASSIGN(ZMLParticleSystemQuad); std::function _cbOnExit; std::string _plName; }; // end of _2d group /// @} NS_RU_END #endif //__RUZMLPARTICLE_SYSTEM_QUAD_H__