Ykkrosh
8fee3d8ef8
Add textured line overlay rendering. Change terrain height calculations to be triangulation-dependent for improved accuracy. Add triangulation-dependent terrain normal function. Support separate S/T wrap modes for textures. Rename CVector2D_Maths since it no longer conflicts with simulation CVector2D. Coalesce freed chunks in vertex buffers, to avoid excessive fragmentation. Add some things to help debug vertex buffer allocation a little. This was SVN commit r9929.
137 lines
2.4 KiB
C++
137 lines
2.4 KiB
C++
/* Copyright (C) 2011 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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/*
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* Provides an interface for a vector in R2 and allows vector and
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* scalar operations on it
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*/
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#ifndef INCLUDED_MATHS_VECTOR2D
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#define INCLUDED_MATHS_VECTOR2D
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#include <math.h>
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///////////////////////////////////////////////////////////////////////////////
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// CVector2D:
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class CVector2D
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{
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public:
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CVector2D() {}
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CVector2D(float x, float y) : X(x), Y(y) {}
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operator float*()
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{
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return &X;
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}
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operator const float*() const
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{
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return &X;
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}
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CVector2D operator-() const
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{
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return CVector2D(-X, -Y);
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}
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CVector2D operator+(const CVector2D& t) const
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{
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return CVector2D(X + t.X, Y + t.Y);
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}
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CVector2D operator-(const CVector2D& t) const
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{
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return CVector2D(X - t.X, Y - t.Y);
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}
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CVector2D operator*(float f) const
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{
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return CVector2D(X * f, Y * f);
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}
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CVector2D operator/(float f) const
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{
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float inv = 1.0f / f;
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return CVector2D(X * inv, Y * inv);
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}
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CVector2D& operator+=(const CVector2D& t)
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{
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X += t.X;
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Y += t.Y;
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return *this;
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}
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CVector2D& operator-=(const CVector2D& t)
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{
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X -= t.X;
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Y -= t.Y;
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return *this;
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}
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CVector2D& operator*=(float f)
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{
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X *= f;
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Y *= f;
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return *this;
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}
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CVector2D& operator/=(float f)
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{
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float invf = 1.0f / f;
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X *= invf;
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Y *= invf;
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return *this;
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}
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float Dot(const CVector2D& a) const
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{
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return X * a.X + Y * a.Y;
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}
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float LengthSquared() const
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{
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return Dot(*this);
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}
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float Length() const
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{
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return (float)sqrt(LengthSquared());
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}
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void Normalize()
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{
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float mag = Length();
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X /= mag;
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Y /= mag;
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}
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CVector2D Normalized()
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{
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float mag = Length();
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return CVector2D(X / mag, Y / mag);
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}
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public:
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float X, Y;
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};
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//////////////////////////////////////////////////////////////////////////////////
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#endif
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