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14<h1>RainManualHardwareBillboardMeshLoader.h</h1><div class="fragment"><pre class="fragment"><a name="l00001"></a>00001
15<a name="l00003"></a>00003 <span class="comment">//</span>
16<a name="l00004"></a>00004 <span class="comment">//              Realistic rain real-time simulation program</span>
17<a name="l00005"></a>00005 <span class="comment">//</span>
18<a name="l00006"></a>00006 <span class="comment">//              Pierre Rousseau</span>
19<a name="l00007"></a>00007 <span class="comment">//</span>
20<a name="l00009"></a>00009 <span class="comment"></span><span class="comment">//</span>
21<a name="l00010"></a>00010 <span class="comment">//              Definition of the mesh for the particles</span>
22<a name="l00011"></a>00011 <span class="comment">//</span>
23<a name="l00013"></a>00013 <span class="comment"></span>
24<a name="l00014"></a>00014
25<a name="l00015"></a>00015 <span class="preprocessor">#ifndef __HARDWARE_BILLBOARD_LOADER__</span>
26<a name="l00016"></a>00016 <span class="preprocessor"></span><span class="preprocessor">#define __HARDWARE_BILLBOARD_LOADER__</span>
27<a name="l00017"></a>00017 <span class="preprocessor"></span>
28<a name="l00018"></a>00018
29<a name="l00019"></a>00019 <span class="preprocessor">#include &lt;OgreResource.h&gt;</span>
30<a name="l00020"></a>00020
31<a name="l00021"></a>00021
32<a name="l00022"></a>00022
33<a name="l00023"></a>00023 <span class="keyword">class </span>ManualHardwareBillboardMeshLoader : <span class="keyword">public</span> ManualResourceLoader
34<a name="l00024"></a>00024 {
35<a name="l00025"></a>00025 <span class="keyword">private</span> :
36<a name="l00026"></a>00026     String mMaterialName;
37<a name="l00027"></a>00027
38<a name="l00028"></a>00028 <span class="keyword">public</span> :
39<a name="l00029"></a>00029
40<a name="l00030"></a>00030     ManualHardwareBillboardMeshLoader(String materialName)
41<a name="l00031"></a>00031     {
42<a name="l00032"></a>00032         mMaterialName = materialName;
43<a name="l00033"></a>00033     }
44<a name="l00034"></a>00034
45<a name="l00035"></a>00035
46<a name="l00036"></a>00036 <span class="keywordtype">void</span> loadResource(Resource *res)
47<a name="l00037"></a>00037     {
48<a name="l00038"></a>00038         Mesh* msh = static_cast&lt;Mesh*&gt;(res);
49<a name="l00039"></a>00039         SubMesh* sm = msh-&gt;createSubMesh();
50<a name="l00040"></a>00040         sm-&gt;useSharedVertices = <span class="keyword">false</span>;
51<a name="l00041"></a>00041 sm-&gt;vertexData = <span class="keyword">new</span> VertexData();
52<a name="l00042"></a>00042         sm-&gt;vertexData-&gt;vertexStart = 0;
53<a name="l00043"></a>00043         sm-&gt;vertexData-&gt;vertexCount = 4;
54<a name="l00044"></a>00044         VertexDeclaration* dcl = sm-&gt;vertexData-&gt;vertexDeclaration;
55<a name="l00045"></a>00045         size_t offset = 0;
56<a name="l00046"></a>00046         dcl-&gt;addElement(0, offset, VET_FLOAT3, VES_POSITION);
57<a name="l00047"></a>00047         offset += VertexElement::getTypeSize(VET_FLOAT3);
58<a name="l00048"></a>00048         dcl-&gt;addElement(0, offset, VET_FLOAT4, VES_TEXTURE_COORDINATES); <span class="comment">// xy will serve as regular texCoords, zw, for positionning in the texture</span>
59<a name="l00049"></a>00049         offset += VertexElement::getTypeSize(VET_FLOAT4);
60<a name="l00050"></a>00050
61<a name="l00051"></a>00051         HardwareVertexBufferSharedPtr vbuf = HardwareBufferManager::getSingleton().createVertexBuffer(offset, 4, HardwareBuffer::HBU_STATIC_WRITE_ONLY);
62<a name="l00052"></a>00052         <span class="keywordtype">float</span>* pReal = static_cast&lt;float*&gt;(vbuf-&gt;lock(HardwareBuffer::HBL_DISCARD));
63<a name="l00053"></a>00053
64<a name="l00054"></a>00054
65<a name="l00055"></a>00055         <span class="comment">// vertex 0</span>
66<a name="l00056"></a>00056         <span class="comment">// position</span>
67<a name="l00057"></a>00057         *pReal++ = 0;
68<a name="l00058"></a>00058         *pReal++ = 0;
69<a name="l00059"></a>00059         *pReal++ = 0;
70<a name="l00060"></a>00060         <span class="comment">// uv</span>
71<a name="l00061"></a>00061         *pReal++ = 1;
72<a name="l00062"></a>00062         *pReal++ = 0;
73<a name="l00063"></a>00063         <span class="comment">// position texture coordinates</span>
74<a name="l00064"></a>00064         *pReal++ = 0;
75<a name="l00065"></a>00065         *pReal++ = 0;
76<a name="l00066"></a>00066
77<a name="l00067"></a>00067         <span class="comment">// vertex 1</span>
78<a name="l00068"></a>00068         <span class="comment">// position</span>
79<a name="l00069"></a>00069         *pReal++ = 0;
80<a name="l00070"></a>00070         *pReal++ = 0;
81<a name="l00071"></a>00071         *pReal++ = 0;
82<a name="l00072"></a>00072         <span class="comment">// uv</span>
83<a name="l00073"></a>00073         *pReal++ = 0;
84<a name="l00074"></a>00074         *pReal++ = 0;
85<a name="l00075"></a>00075         <span class="comment">// position texture coordinates</span>
86<a name="l00076"></a>00076         *pReal++ = 0;
87<a name="l00077"></a>00077         *pReal++ = 0;
88<a name="l00078"></a>00078
89<a name="l00079"></a>00079         <span class="comment">// vertex 2</span>
90<a name="l00080"></a>00080         <span class="comment">// position</span>
91<a name="l00081"></a>00081         *pReal++ = 0;
92<a name="l00082"></a>00082         *pReal++ = 0;
93<a name="l00083"></a>00083         *pReal++ = 0;
94<a name="l00084"></a>00084         <span class="comment">// uv</span>
95<a name="l00085"></a>00085         *pReal++ = 0;
96<a name="l00086"></a>00086         *pReal++ = 1;
97<a name="l00087"></a>00087         <span class="comment">// position texture coordinates</span>
98<a name="l00088"></a>00088         *pReal++ = 0;
99<a name="l00089"></a>00089         *pReal++ = 0;
100<a name="l00090"></a>00090
101<a name="l00091"></a>00091         <span class="comment">// vertex 3</span>
102<a name="l00092"></a>00092         <span class="comment">// position</span>
103<a name="l00093"></a>00093         *pReal++ = 0;
104<a name="l00094"></a>00094         *pReal++ = 0;
105<a name="l00095"></a>00095         *pReal++ = 0;
106<a name="l00096"></a>00096         <span class="comment">// uv</span>
107<a name="l00097"></a>00097         *pReal++ = 1;
108<a name="l00098"></a>00098         *pReal++ = 1;
109<a name="l00099"></a>00099         <span class="comment">// position texture coordinates</span>
110<a name="l00100"></a>00100         *pReal++ = 0;
111<a name="l00101"></a>00101         *pReal++ = 0;
112<a name="l00102"></a>00102
113<a name="l00103"></a>00103
114<a name="l00104"></a>00104         vbuf-&gt;unlock();
115<a name="l00105"></a>00105
116<a name="l00106"></a>00106         sm-&gt;vertexData-&gt;vertexBufferBinding-&gt;setBinding(0, vbuf);
117<a name="l00107"></a>00107         sm-&gt;indexData-&gt;indexCount = 6;
118<a name="l00108"></a>00108         sm-&gt;indexData-&gt;indexBuffer = HardwareBufferManager::getSingleton()
119<a name="l00109"></a>00109                                      .createIndexBuffer(HardwareIndexBuffer::IT_16BIT, 6,
120<a name="l00110"></a>00110                                                         HardwareBuffer::HBU_STATIC_WRITE_ONLY);
121<a name="l00111"></a>00111         uint16* pI = static_cast&lt;uint16*&gt;(
122<a name="l00112"></a>00112                          sm-&gt;indexData-&gt;indexBuffer-&gt;lock(HardwareBuffer::HBL_DISCARD))
123<a name="l00113"></a>00113                      ;
124<a name="l00114"></a>00114
125<a name="l00115"></a>00115         <span class="comment">// we link vertices 0, 1, and 2</span>
126<a name="l00116"></a>00116         *pI++ = 0;
127<a name="l00117"></a>00117         *pI++ = 1;
128<a name="l00118"></a>00118         *pI++ = 2;
129<a name="l00119"></a>00119
130<a name="l00120"></a>00120         <span class="comment">// second triangle : we link vertices 0, 2, and 3</span>
131<a name="l00121"></a>00121         *pI++ = 0;
132<a name="l00122"></a>00122         *pI++ = 2;
133<a name="l00123"></a>00123         *pI++ = 3;
134<a name="l00124"></a>00124
135<a name="l00125"></a>00125         sm-&gt;indexData-&gt;indexBuffer-&gt;unlock();
136<a name="l00126"></a>00126
137<a name="l00127"></a>00127         sm-&gt;setMaterialName(mMaterialName);
138<a name="l00128"></a>00128
139<a name="l00129"></a>00129
140<a name="l00130"></a>00130         msh-&gt;_setBounds(AxisAlignedBox(0,0,0,0,0,0), <span class="keyword">true</span>);
141<a name="l00131"></a>00131         msh-&gt;_setBoundingSphereRadius(1);
142<a name="l00132"></a>00132     }
143<a name="l00133"></a>00133 };
144<a name="l00134"></a>00134
145<a name="l00135"></a>00135
146<a name="l00136"></a>00136 <span class="preprocessor">#endif //__HARDWARE_BILLBOARD_LOADER__</span>
147</pre></div><hr size="1"><address style="align: right;"><small>Generated on Wed May 17 16:55:30 2006 for gametools-rain by&nbsp;
148<a href="http://www.doxygen.org/index.html">
149<img src="doxygen.png" alt="doxygen" align="middle" border="0"></a> 1.4.6 </small></address>
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