/* Copyright (C) 2019 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. 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 the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #ifndef INCLUDED_TEXTUREDLINERDATA #define INCLUDED_TEXTUREDLINERDATA #include "graphics/Overlay.h" #include "graphics/RenderableObject.h" #include "graphics/ShaderProgramPtr.h" #include "graphics/TextureManager.h" #include "maths/BoundingBoxAligned.h" #include "renderer/VertexBufferManager.h" class CFrustum; /** * Rendering data for an STexturedOverlayLine. * * Note that instances may be shared amongst multiple copies of the same STexturedOverlayLine instance. * The reason is that this rendering data is non-copyable, but we do wish to maintain copyability of * SOverlayTexturedLineData to not limit its usage patterns too much (particularly the practice of storing * them into containers). * * For this reason, instead of storing a reverse pointer back to any single SOverlayTexturedLine, the methods * in this class accept references to STexturedOverlayLines to work with. It is up to client code to pass in * SOverlayTexturedLines to all methods that are consistently the same instance or non-modified copies of it. */ class CTexturedLineRData : public CRenderData { // we hold raw pointers to vertex buffer chunks that are handed out by the vertex buffer manager // and can not be safely duplicated by us. NONCOPYABLE(CTexturedLineRData); public: CTexturedLineRData() : m_VB(NULL), m_VBIndices(NULL) { } ~CTexturedLineRData() { if (m_VB) g_VBMan.Release(m_VB); if (m_VBIndices) g_VBMan.Release(m_VBIndices); } void Update(const SOverlayTexturedLine& line); void Render(const SOverlayTexturedLine& line, const CShaderProgramPtr& shader); bool IsVisibleInFrustum(const CFrustum& frustum) const; protected: struct SVertex { SVertex(CVector3D pos, float u, float v) : m_Position(pos) { m_UVs[0] = u; m_UVs[1] = v; } CVector3D m_Position; GLfloat m_UVs[2]; float _padding[3]; // get a pow2 struct size }; cassert(sizeof(SVertex) == 32); /** * Creates a line cap of the specified type @p endCapType at the end of the segment going in direction @p normal, and appends * the vertices to @p verticesOut in GL_TRIANGLES order. * * @param corner1 One of the two butt-end corner points of the line to which the cap should be attached. * @param corner2 One of the two butt-end corner points of the line to which the cap should be attached. * @param normal Normal vector indicating the direction of the segment to which the cap should be attached. * @param endCapType The type of end cap to produce. * @param verticesOut Output vector of vertices for passing to the renderer. * @param indicesOut Output vector of vertex indices for passing to the renderer. */ void CreateLineCap(const SOverlayTexturedLine& line, const CVector3D& corner1, const CVector3D& corner2, const CVector3D& normal, SOverlayTexturedLine::LineCapType endCapType, std::vector& verticesOut, std::vector& indicesOut); /// Small utility function; grabs the centroid of the positions of two vertices inline CVector3D Centroid(const SVertex& v1, const SVertex& v2) { return (v1.m_Position + v2.m_Position) * 0.5; } CVertexBuffer::VBChunk* m_VB; CVertexBuffer::VBChunk* m_VBIndices; CBoundingBoxAligned m_BoundingBox; }; #endif // INCLUDED_TEXTUREDLINERDATA