genesis-3d_engine/Engine/app/particlefeature/components/particlerendercomponent.h
zhongdaohuan ad5cd7b16a * upate genesis-3d engine to version 1.3.1.
match the genesis editor version 1.3.1.921.
2014-06-19 16:26:14 +08:00

266 lines
7.9 KiB
C++

/****************************************************************************
Copyright (c) 2011-2013,WebJet Business Division,CYOU
http://www.genesis-3d.com.cn
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 __particlerendercomponent_H__
#define __particlerendercomponent_H__
#include "graphicfeature/components/rendercomponent.h"
#include "particlefeature/components/particlerenderobject.h"
#include "rendersystem/base/PrimitiveGroup.h"
#include "particles/particlesystem.h"
#include "resource/meshres.h"
namespace App
{
class ParticleRenderComponent: public RenderComponent
{
__DeclareSubClass(ParticleRenderComponent, RenderComponent );
public:
ParticleRenderComponent();
virtual ~ParticleRenderComponent();
/// setup callbacks for this Component, call by Actor in OnActivate()
virtual void SetupCallbacks(void);
/// @Component::SetupAcceptedMessages override to register accepted messages
virtual void SetupAcceptedMessages();
/// @Component::SetupAcceptedMessages handle a single message
virtual void HandleMessage(const GPtr<Messaging::Message>& msg);
virtual void UpdateRenderLayer();
virtual void SetVisible(bool bVis);
virtual void GetReferenceResourceId(Util::Array<Resources::ReferenceResource>& list) const;
void GetTargetInfo(ushort& partType , Util::Array<Math::matrix44>& mMats, Util::Array<Math::float4>& mColors);
void CalculateBBox(Math::bbox& box, const Util::Array<Math::matrix44>& matlist) ;
bool IsSetTransParam() const ;
/// delete shader iD
void RemoveShader( IndexT iSubMesh );
const GPtr<Particles::ParticleSystem>& GetParticleSystem(void) const;
/// Init Method
void InitParticleSystem();
void InitMobielParticle();
/// Do not use this Method. except use a temp ParticleSystem
void SetParticleSystem( const GPtr<Particles::ParticleSystem>& parSys);
/// set meshid
void SetMeshID(const Resources::ResourceId& meshID, Resources::Priority priority = Resources::ResourcePriority::MeshDefault );
/// get meshid
const Resources::ResourceId& GetMeshID(void) const;
/// set meshid
void SetTemplateID(const Resources::ResourceId& templateID);
/// get meshid
const Resources::ResourceId& GetTemplateID(void) const;
/// get meshloadpriority
const int GetMeshLoadPriority(void) const;
/// set emitter meshid
void SetEmitMeshRes(const Resources::ResourceId& meshID, int techIdx = 0, int emitIdx = 0 );
/// get emitter meshid
const Resources::ResourceId& GetEmitMeshID(void) const;
///
const GPtr<Resources::MeshRes> GetMesh() const;
// Serialization
// @ISerialization::GetVersion. when change storage, must add SerializeVersion count
virtual Version GetVersion() const;
// @ISerialization::Load
virtual void Load( Version ver, AppReader* pReader, const Serialization::SerializationArgs* args );
// @ISerialization::Save
virtual void Save( AppWriter* pWriter ) const;
// copy from other component
virtual void CopyFrom( const GPtr<Component>& pComponent );
struct RenderData
{
ushort mPartType;
ushort mSubmeshIndex;
ushort mTargetIndex;
RenderBase::PrimitiveHandle mPrimitiveHandle;
};
const RenderData* GetRenderData( IndexT index) const ;
void OnParticleDataChange();
void NeedUpdate();
Graphic::Camera* _getCurrentCamera() const;
void SetShaderMask();
#ifdef __GENESIS_EDITOR__
virtual void SetEditorVisible(bool bVis);
#endif
protected:
typedef ParticleRenderObject RenderObjectType;
typedef GPtr<RenderObjectType> ParticleRenderObjectPtr;
/// @Component::OnActivate called from Actor::ActivateComponents()
virtual void OnActivate();
/// @Component::OnDeactivate called from Actor::DeactivateComponents()
virtual void OnDeactivate();
// @Component::_OnDestroy called only form Actor::Destroy
virtual void OnDestroy();
virtual void OnRenderSceneChanged();
virtual void _OnBeginFrame();
virtual void _OnFrame();
/// @Component::Component called after movement has happened.
virtual void _OnMoveAfter();
void BuildRenderData(void);
void DiscardRenderData(void);
void UpdateRenderData(void);
bool CheckMeshChanged(void);
void OnParticleSystemChange();
void SetRenderShapeEnable(bool enable);
void _SetRenderable(const GPtr<Resources::MeshRes>& meshRes, IndexT index, RenderObjectType::RenderableType* renderable);
void _UpdateRenderable(IndexT index, SizeT activeVertexCount, SizeT activeIndexCount, signed char sort, RenderObjectType::RenderableType* renderable);
void LoadEmitterMesh(void);
void _AttachRenderObject();
void _DeattachRenderObject();
void _updateTarget(Graphic::Camera* camera);
SizeT _fpsControl();
protected:
Graphic::Camera* mCurCamera;
Util::Array<RenderData> mRenderDates;
GPtr<Resources::PrimitiveResInfo> mPrimitiveResInfo;
GPtr<Resources::PrimitiveResInfo> mEmitMeshRes;
friend class ParticleRenderer;
GPtr<Particles::ParticleSystem> mParticleSystem;
Graphic::MeshInfo mMeshInfo;
ParticleRenderObjectPtr mRenderObject;
IndexT mSelectTech;
Resources::ResourceId mTemplateName;
bool mShowSimpleShape;
bool mIsBuild;
bool mIsAttached;
bool mIsTrans;
};
//------------------------------------------------------------------------
inline
const ParticleRenderComponent::RenderData*
ParticleRenderComponent::GetRenderData( IndexT index) const
{
if ( index >= 0 && index < mRenderDates.Size() )
{
return &( mRenderDates[index] );
}
else
{
return NULL;
}
}
//-------------------------------------------------------------------------
inline bool ParticleRenderComponent::IsSetTransParam() const
{
return mIsTrans;
}
//------------------------------------------------------------------------
inline
const GPtr<Particles::ParticleSystem>&
ParticleRenderComponent::GetParticleSystem(void) const
{
return mParticleSystem;
}
//------------------------------------------------------------------------
inline
const Resources::ResourceId&
ParticleRenderComponent::GetMeshID( void ) const
{
return mMeshInfo.meshID;
}
//------------------------------------------------------------------------
inline
const int
ParticleRenderComponent::GetMeshLoadPriority(void) const
{
return mMeshInfo.priority;
}
//------------------------------------------------------------------------
inline
const Resources::ResourceId&
ParticleRenderComponent::GetEmitMeshID( void ) const
{
const Resources::ResourceId& resID = "";
if(!mEmitMeshRes.isvalid())
return resID;
return mEmitMeshRes->GetResID();
}
//------------------------------------------------------------------------
inline void ParticleRenderComponent::NeedUpdate()
{
mParticleSystem->_NeedUpdate();
}
//--------------------------------------------------------------------------
inline Graphic::Camera* ParticleRenderComponent::_getCurrentCamera() const
{
return mCurCamera;
}
}
#endif // __particlerendercomponent_H__