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- #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<SceneNode> 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 <SceneNode> tag)
- virtual bool VDelegateInit(TiXmlElement* pData) { return true; }
- virtual std::shared_ptr<SceneNode> 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<SceneNode> 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<SceneNode> 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<SceneNode> 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<SceneNode> 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<SceneNode> VCreateSceneNode(void) override; // factory method to create the appropriate scene node
- // editor stuff
- virtual void VCreateInheritedXmlElements(TiXmlElement* pBaseElement);
- };
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