historical/toontown-classic.git/panda/include/meshDrawer.h

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/**
* PANDA 3D SOFTWARE
* Copyright (c) Carnegie Mellon University. All rights reserved.
*
* All use of this software is subject to the terms of the revised BSD
* license. You should have received a copy of this license along
* with this source code in a file named "LICENSE."
*
* @file meshDrawer.h
* @author treeform
* @date 2008-12-19
* @author treeform
* @date 2010-01-12
*/
#ifndef MESHDRAWER_H
#define MESHDRAWER_H
#include "pandabase.h"
#include "luse.h"
#include "pandaNode.h"
#include "pointerTo.h"
#include "lpoint2.h"
#include "lvecBase2.h"
#include "pnmImage.h"
#include "nodePath.h"
#include "texture.h"
#include "geomVertexFormat.h"
#include "geomVertexArrayFormat.h"
#include "geomVertexData.h"
#include "geomVertexWriter.h"
#include "geomVertexRewriter.h"
#include "boundingVolume.h"
#include "nodePathCollection.h"
#include "geomTristrips.h"
#include "geomTriangles.h"
#include "geom.h"
#include "geomNode.h"
#include "nodePath.h"
/**
* Mesh drawer creates a single geom object that can be shaped with different
* draw commands. This is an efficient way to render bunch of billboards,
* particles, fast changing triangles. Its implemented by recycling same geom
* over and over again. Max budget specifies how many triangles are allowed.
* Some uses of this class can be : particle system, radar icons, health bars,
* 2d icons, 2d ui, bullets, missile trails. Any that can be drawn with
* triangles can be drawn with this class. At the low level this uses the
* GeomVertexRewriter's. The internal geom consists of vertex, normal, uv and
* color channels.
*/
class EXPCL_PANDA_GRUTIL MeshDrawer : public TypedObject {
PUBLISHED:
INLINE MeshDrawer();
INLINE ~MeshDrawer();
INLINE void set_budget(int budget);
INLINE int get_budget();
INLINE NodePath get_root();
void begin(NodePath camera, NodePath render);
INLINE void tri(const LVector3 &v1, const LVector4 &c1, const LVector2 &uv1,
const LVector3 &v2, const LVector4 &c2, const LVector2 &uv2,
const LVector3 &v3, const LVector4 &c3, const LVector2 &uv3);
void particle(const LVector3 &pos, const LVector4 &frame, PN_stdfloat size, const LVector4 &color, PN_stdfloat rotation);
void blended_particle(const LVector3 &pos, const LVector4 &frame1, const LVector4 &frame2,
PN_stdfloat blend, PN_stdfloat size, const LVector4 &color, PN_stdfloat rotation);
void billboard(const LVector3 &pos, const LVector4 &frame, PN_stdfloat size, const LVector4 &color);
void segment(const LVector3 &start, const LVector3 &stop, const LVector4 &frame, PN_stdfloat thickness, const LVector4 &color);
void cross_segment(const LVector3 &start, const LVector3 &stop, const LVector4 &frame, PN_stdfloat thickness, const LVector4 &color);
void uneven_segment(const LVector3 &start, const LVector3 &stop,
const LVector4 &frame, PN_stdfloat thickness_start, const LVector4 &color_start,
PN_stdfloat thickness_stop, const LVector4 &color_stop);
void link_segment(const LVector3 &pos, const LVector4 &frame, PN_stdfloat thickness, const LVector4 &color);
void link_segment_end(const LVector4 &frame, const LVector4 &color);
void explosion(const LVector3 &pos, const LVector4 &frame, PN_stdfloat size, const LVector4 &color,
int seed, int number, PN_stdfloat distance);
void stream(const LVector3 &start, const LVector3 &stop, const LVector4 &frame, PN_stdfloat size, const LVector4 &color,
int number, PN_stdfloat offset);
void geometry(NodePath node);
void end();
private:
// use vars
NodePath _root;
NodePath _camera, _render;
int _budget;
// store regeneration geoms & nodes
PT(Geom) _geom;
PT(GeomNode) _geomnode;
PT(GeomVertexData) _vdata;
PT(GeomTriangles) _prim;
CPT(GeomPrimitive) _dprim;
// writers
GeomVertexRewriter *_vertex;
GeomVertexRewriter *_normal;
GeomVertexRewriter *_uv;
GeomVertexRewriter *_color;
// billboard vectors
LVector3 _eyePos;
LVector3 _b1, _b2, _b3, _b4;
LVector3 _up, _right;
// clear indexes
int _last_clear_index, _start_clear_index, _end_clear_index, _clear_index;
// used for curves
int _at_start;
LVector3 _last_v1,_last_v2,_last_v3,_last_v4,_last_pos;
PN_stdfloat _last_thickness;
LVector4 _last_color;
// bounding volume
PT(BoundingVolume) _bv;
// private create all the needed geoms
void generator(int budget);
public:
static TypeHandle get_class_type() {
return _type_handle;
}
static void init_type() {
TypedObject::init_type();
register_type(_type_handle, "MeshDrawer",
TypedObject::get_class_type());
}
virtual TypeHandle get_type() const {
return get_class_type();
}
virtual TypeHandle force_init_type() {init_type(); return get_class_type();}
private:
static TypeHandle _type_handle;
};
#include "meshDrawer.I"
#endif /*MESHDRAWER_H*/