96 lines
3.8 KiB
C++
96 lines
3.8 KiB
C++
/* Copyright (C) 2012 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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#ifndef INCLUDED_TEXTUREDLINERDATA
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#define INCLUDED_TEXTUREDLINERDATA
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#include "graphics/Overlay.h"
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#include "graphics/RenderableObject.h"
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#include "graphics/ShaderProgram.h"
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#include "graphics/TextureManager.h"
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#include "renderer/VertexBufferManager.h"
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/**
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* Rendering data for an STexturedOverlayLine.
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*
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* Note that instances may be shared amongst multiple copies of the same STexturedOverlayLine instance.
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* The reason is that this rendering data is non-copyable, but we do wish to maintain copyability of
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* SOverlayTexturedLineData to not limit its usage patterns too much (particularly the practice of storing
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* them into containers).
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*
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* For this reason, instead of storing a reverse pointer back to any single SOverlayTexturedLine, the methods
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* in this class accept references to STexturedOverlayLines to work with. It is up to client code to pass in
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* SOverlayTexturedLines to all methods that are consistently the same instance or non-modified copies of it.
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*/
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class CTexturedLineRData : public CRenderData
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{
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// we hold raw pointers to vertex buffer chunks that are handed out by the vertex buffer manager
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// and can not be safely duplicated by us.
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NONCOPYABLE(CTexturedLineRData);
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public:
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CTexturedLineRData() : m_VB(NULL), m_VBIndices(NULL) { }
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~CTexturedLineRData()
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{
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if (m_VB)
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g_VBMan.Release(m_VB);
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if (m_VBIndices)
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g_VBMan.Release(m_VBIndices);
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}
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void Update(const SOverlayTexturedLine& line);
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void Render(const SOverlayTexturedLine& line, const CShaderProgramPtr& shader);
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protected:
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struct SVertex
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{
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SVertex(CVector3D pos, float u, float v) : m_Position(pos) { m_UVs[0] = u; m_UVs[1] = v; }
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CVector3D m_Position;
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GLfloat m_UVs[2];
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float _padding[3]; // get a pow2 struct size
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};
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cassert(sizeof(SVertex) == 32);
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/**
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* Creates a line cap of the specified type @p endCapType at the end of the segment going in direction @p normal, and appends
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* the vertices to @p verticesOut in GL_TRIANGLES order.
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*
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* @param corner1 One of the two butt-end corner points of the line to which the cap should be attached.
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* @param corner2 One of the two butt-end corner points of the line to which the cap should be attached.
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* @param normal Normal vector indicating the direction of the segment to which the cap should be attached.
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* @param endCapType The type of end cap to produce.
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* @param verticesOut Output vector of vertices for passing to the renderer.
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* @param indicesOut Output vector of vertex indices for passing to the renderer.
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*/
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void CreateLineCap(const SOverlayTexturedLine& line, const CVector3D& corner1, const CVector3D& corner2, const CVector3D& normal,
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SOverlayTexturedLine::LineCapType endCapType, std::vector<SVertex>& verticesOut, std::vector<u16>& indicesOut);
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/// Small utility function; grabs the centroid of the positions of two vertices
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inline CVector3D Centroid(const SVertex& v1, const SVertex& v2)
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{
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return (v1.m_Position + v2.m_Position) * 0.5;
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}
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CVertexBuffer::VBChunk* m_VB;
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CVertexBuffer::VBChunk* m_VBIndices;
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};
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#endif // INCLUDED_TEXTUREDLINERDATA
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