source: GTP/trunk/App/Demos/Illum/Rain/include/RainManualHardwareBillboardMeshLoader.h @ 2221

Revision 2221, 3.6 KB checked in by plemenos, 17 years ago (diff)
  • Property svn:executable set to *
Line 
1
2///////////////////////////////////////////////////////////////////////////
3//
4//              Realistic rain real-time simulation program
5//
6//              Pierre Rousseau
7//
8///////////////////////////////////////////////////////////////////////////
9//
10//              Definition of the mesh for the particles
11//
12///////////////////////////////////////////////////////////////////////////
13
14
15#ifndef __HARDWARE_BILLBOARD_LOADER__
16#define __HARDWARE_BILLBOARD_LOADER__
17
18
19#include <OgreResource.h>
20
21
22
23class ManualHardwareBillboardMeshLoader : public ManualResourceLoader
24{
25private :
26    String mMaterialName;
27
28public :
29
30    ManualHardwareBillboardMeshLoader(String materialName)
31    {
32        mMaterialName = materialName;
33    }
34
35
36    void loadResource(Resource *res)
37    {
38        Mesh* msh = static_cast<Mesh*>(res);
39        SubMesh* sm = msh->createSubMesh();
40        sm->useSharedVertices = false;
41        sm->vertexData = new VertexData();
42        sm->vertexData->vertexStart = 0;
43        sm->vertexData->vertexCount = 4;
44        VertexDeclaration* dcl = sm->vertexData->vertexDeclaration;
45        size_t offset = 0;
46        dcl->addElement(0, offset, VET_FLOAT3, VES_POSITION);
47        offset += VertexElement::getTypeSize(VET_FLOAT3);
48        dcl->addElement(0, offset, VET_FLOAT4, VES_TEXTURE_COORDINATES); // xy will serve as regular texCoords, zw, for positionning in the texture
49        offset += VertexElement::getTypeSize(VET_FLOAT4);
50
51        HardwareVertexBufferSharedPtr vbuf = HardwareBufferManager::getSingleton().createVertexBuffer(offset, 4, HardwareBuffer::HBU_STATIC_WRITE_ONLY);
52        float* pReal = static_cast<float*>(vbuf->lock(HardwareBuffer::HBL_DISCARD));
53
54
55        // vertex 0
56        // position
57        *pReal++ = 0;
58        *pReal++ = 0;
59        *pReal++ = 0;
60        // uv
61        *pReal++ = 1;
62        *pReal++ = 0;
63        // position texture coordinates
64        *pReal++ = 0;
65        *pReal++ = 0;
66
67        // vertex 1
68        // position
69        *pReal++ = 0;
70        *pReal++ = 0;
71        *pReal++ = 0;
72        // uv
73        *pReal++ = 0;
74        *pReal++ = 0;
75        // position texture coordinates
76        *pReal++ = 0;
77        *pReal++ = 0;
78
79        // vertex 2
80        // position
81        *pReal++ = 0;
82        *pReal++ = 0;
83        *pReal++ = 0;
84        // uv
85        *pReal++ = 0;
86        *pReal++ = 1;
87        // position texture coordinates
88        *pReal++ = 0;
89        *pReal++ = 0;
90
91        // vertex 3
92        // position
93        *pReal++ = 0;
94        *pReal++ = 0;
95        *pReal++ = 0;
96        // uv
97        *pReal++ = 1;
98        *pReal++ = 1;
99        // position texture coordinates
100        *pReal++ = 0;
101        *pReal++ = 0;
102
103
104        vbuf->unlock();
105
106        sm->vertexData->vertexBufferBinding->setBinding(0, vbuf);
107        sm->indexData->indexCount = 6;
108        sm->indexData->indexBuffer = HardwareBufferManager::getSingleton()
109                                     .createIndexBuffer(HardwareIndexBuffer::IT_16BIT, 6,
110                                                        HardwareBuffer::HBU_STATIC_WRITE_ONLY);
111        uint16* pI = static_cast<uint16*>(
112                         sm->indexData->indexBuffer->lock(HardwareBuffer::HBL_DISCARD))
113                     ;
114
115        // we link vertices 0, 1, and 2
116        *pI++ = 0;
117        *pI++ = 1;
118        *pI++ = 2;
119
120        // second triangle : we link vertices 0, 2, and 3
121        *pI++ = 0;
122        *pI++ = 2;
123        *pI++ = 3;
124
125        sm->indexData->indexBuffer->unlock();
126
127        sm->setMaterialName(mMaterialName);
128
129
130        msh->_setBounds(AxisAlignedBox(0,0,0,0,0,0), true);
131        msh->_setBoundingSphereRadius(1);
132    }
133};
134
135
136#endif //__HARDWARE_BILLBOARD_LOADER__
Note: See TracBrowser for help on using the repository browser.