119 lines
3.7 KiB
C++
119 lines
3.7 KiB
C++
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/****************************************************************************
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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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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#include "stdneb.h"
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#include "QuadRenderable.h"
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#include "foundation/meshbuilder/parallelogrambuilder.h"
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#include "GraphicSystem.h"
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namespace Graphic
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{
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using namespace Math;
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using namespace RenderBase;
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struct _vertex
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{
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public:
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Math::float3 position;
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Math::float2 uv;
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};
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__ImplementClass(QuadRenderable,'QRGS',Core::RefCounted)
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QuadRenderable::QuadRenderable()
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: m_Width(1),
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m_Height(1)
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{
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m_handle = RenderBase::PrimitiveHandle();
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GraphicSystem::Instance()->AddQuadRenderable(this);
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}
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QuadRenderable::~QuadRenderable()
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{
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Discard();
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}
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void QuadRenderable::Discard()
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{
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if (m_handle.IsValid())
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{
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GraphicSystem::Instance()->RemovePrimitive(m_handle);
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m_handle = RenderBase::PrimitiveHandle();
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}
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}
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void QuadRenderable::Setup(int width, int height)
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{
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GraphicSystem* gs = GraphicSystem::Instance();
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Discard();
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m_Width = width;
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m_Height = height;
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float widthPixel = gs->GetHorizontalTexelOffset() * 2.0f / width;
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float heightPixel = gs->GetVerticalTexelOffset() * 2.0f / height;
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n_assert(!m_handle.IsValid());
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VertexBufferData2 vbd2;
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IndexBufferData2 ibd2;
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RenderBase::VertexComponents& vertexComponents = vbd2.GetVertexComponents();
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vertexComponents.Append(VertexComponent(VertexComponent::Position,0, VertexComponent::Float3));
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vertexComponents.Append(VertexComponent(VertexComponent::TexCoord,0, VertexComponent::Float2));
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n_assert(!m_handle.IsValid());
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vbd2.Setup(RECT_VERTEX_COUNT, sizeof(_vertex),
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RenderBase::BufferData::Static, RenderBase::PrimitiveTopology::TriangleList, true);
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ibd2.Setup(RECT_INDICES_COUNT, RenderBase::BufferData::Static, RenderBase::IndexBufferData::Int16, true);
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_vertex* vs = vbd2.GetBufferPtr<_vertex>();
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#if RENDERDEVICE_OPENGLES
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vs[0].uv = Math::float2(0,1);
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vs[1].uv = Math::float2(1,1);
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vs[2].uv = Math::float2(0,0);
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vs[3].uv = Math::float2(1,0);
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#else
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vs[0].uv = Math::float2(0,0);
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vs[1].uv = Math::float2(1,0);
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vs[2].uv = Math::float2(0,1);
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vs[3].uv = Math::float2(1,1);
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#endif
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// offset vertices
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float3 top(0.0f, 1.0f, 0.0f);
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float3 right(1.0f, 0.0f, 0.0f);
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float3 center(0.0f, 0.0f, 0.0f);
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MeshBuilder::ParallelogramBuilder::Set(vs, top, right, center, 0);
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for (int i = 0; i < RECT_VERTEX_COUNT; i++)
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{
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vs[i].position.x() += widthPixel;
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vs[i].position.y() -= heightPixel;
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}
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ushort* indices = ibd2.GetBufferPtr<ushort>();
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MeshBuilder::ParallelogramBuilder::SetIndices(indices);
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m_handle = gs->CreatePrimitiveHandle(&vbd2, &ibd2);
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}
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}
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