#pragma once //======================================================================== // RenderComponent.h : classes that define renderable components of actors like Meshes, Skyboxes, Lights, etc. // Author: David "Rez" Graham // // Part of the GameCode4 Application // // GameCode4 is the sample application that encapsulates much of the source code // discussed in "Game Coding Complete - 4th Edition" by Mike McShaffry and David // "Rez" Graham, published by Charles River Media. // ISBN-10: 1133776574 | ISBN-13: 978-1133776574 // // If this source code has found it's way to you, and you think it has helped you // in any way, do the authors a favor and buy a new copy of the book - there are // detailed explanations in it that compliment this code well. Buy a copy at Amazon.com // by clicking here: // http://www.amazon.com/gp/product/1133776574/ref=olp_product_details?ie=UTF8&me=&seller= // // There's a companion web site at http://www.mcshaffry.com/GameCode/ // // The source code is managed and maintained through Google Code: // http://code.google.com/p/gamecode4/ // // (c) Copyright 2012 Michael L. McShaffry and David Graham // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU Lesser GPL v3 // as published by the Free Software Foundation. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See // http://www.gnu.org/licenses/lgpl-3.0.txt for more details. // // You should have received a copy of the GNU Lesser GPL v3 // along with this program; if not, write to the Free Software // Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. // //======================================================================== #include "RenderComponentInterface.h" #include "../Graphics3D/SceneNodes.h" #include "../Graphics3D/Lights.h" //--------------------------------------------------------------------------------------------------------------------- // RenderComponent base class. This class does most of the work except actually creating the scene, which is // delegated to the subclass through a factory method: // http://en.wikipedia.org/wiki/Factory_method_pattern //--------------------------------------------------------------------------------------------------------------------- class BaseRenderComponent : public RenderComponentInterface { protected: Color m_color; std::shared_ptr m_pSceneNode; public: virtual bool VInit(TiXmlElement* pData) override; virtual void VPostInit(void) override; virtual void VOnChanged(void) override; virtual TiXmlElement* VGenerateXml(void) override; const Color GetColor() const { return m_color; } protected: // loads the SceneNode specific data (represented in the tag) virtual bool VDelegateInit(TiXmlElement* pData) { return true; } virtual std::shared_ptr VCreateSceneNode(void) = 0; // factory method to create the appropriate scene node Color LoadColor(TiXmlElement* pData); // editor stuff virtual TiXmlElement* VCreateBaseElement(void) { return GCC_NEW TiXmlElement(VGetName()); } virtual void VCreateInheritedXmlElements(TiXmlElement* pBaseElement) = 0; private: virtual std::shared_ptr VGetSceneNode(void) override; }; //--------------------------------------------------------------------------------------------------------------------- // Teapots, which are the main characters in the game. DirectX actually has a function that generates a teapot Mesh // so we might as well use it. We're game programmers, not artists. ;) //--------------------------------------------------------------------------------------------------------------------- class TeapotRenderComponent : public BaseRenderComponent { public: static const char *g_Name; virtual const char *VGetName() const { return g_Name; } protected: virtual std::shared_ptr VCreateSceneNode(void) override; // factory method to create the appropriate scene node // editor stuff virtual void VCreateInheritedXmlElements(TiXmlElement* pBaseElement); }; //--------------------------------------------------------------------------------------------------------------------- // Grids, which represent the world //--------------------------------------------------------------------------------------------------------------------- class GridRenderComponent : public BaseRenderComponent { std::string m_textureResource; int m_squares; public: static const char *g_Name; virtual const char *VGetName() const { return g_Name; } GridRenderComponent(void); const char* GetTextureResource() { return m_textureResource.c_str(); } const int GetDivision() { return m_squares; } protected: virtual bool VDelegateInit(TiXmlElement* pData) override; virtual std::shared_ptr VCreateSceneNode(void) override; // factory method to create the appropriate scene node // editor stuff virtual void VCreateInheritedXmlElements(TiXmlElement* pBaseElement); }; //--------------------------------------------------------------------------------------------------------------------- // Lights //--------------------------------------------------------------------------------------------------------------------- class LightRenderComponent : public BaseRenderComponent { LightProperties m_Props; public: static const char *g_Name; virtual const char *VGetName() const { return g_Name; } LightRenderComponent(void); protected: virtual bool VDelegateInit(TiXmlElement* pData) override; virtual std::shared_ptr VCreateSceneNode(void) override; // factory method to create the appropriate scene node // editor stuff virtual void VCreateInheritedXmlElements(TiXmlElement* pBaseElement); }; class SkyRenderComponent : public BaseRenderComponent { std::string m_textureResource; public: static const char *g_Name; virtual const char *VGetName() const { return g_Name; } SkyRenderComponent(void); protected: virtual bool VDelegateInit(TiXmlElement* pData) override; virtual std::shared_ptr VCreateSceneNode(void) override; // factory method to create the appropriate scene node // editor stuff virtual void VCreateInheritedXmlElements(TiXmlElement* pBaseElement); };