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