/* Copyright (C) 2009 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 . */ /* * Base class for renderable objects */ #ifndef INCLUDED_RENDERABLEOBJECT #define INCLUDED_RENDERABLEOBJECT #include "maths/Bound.h" #include "maths/Matrix3D.h" // dirty flags - used as notification to the renderer that some bit of data // need updating #define RENDERDATA_UPDATE_VERTICES (1<<1) #define RENDERDATA_UPDATE_INDICES (1<<2) #define RENDERDATA_UPDATE_COLOR (1<<4) /////////////////////////////////////////////////////////////////////////////// // CRenderData: base class of all the renderer's renderdata classes - the // derived class stores necessary information for rendering an object of a // particular type class CRenderData { public: CRenderData() : m_UpdateFlags(0) {} virtual ~CRenderData() {} int m_UpdateFlags; }; /////////////////////////////////////////////////////////////////////////////// // CRenderableObject: base class of all renderable objects - patches, models, // sprites, etc; stores position and bound information, and a pointer to // some renderdata necessary for the renderer to actually render it class CRenderableObject { public: // constructor CRenderableObject() : m_RenderData(0), m_BoundsValid(false) { m_Transform.SetIdentity(); } // destructor virtual ~CRenderableObject() { delete m_RenderData; } // set object transform virtual void SetTransform(const CMatrix3D& transform) { // store transform, calculate inverse m_Transform=transform; m_Transform.GetInverse(m_InvTransform); // normal recalculation likely required on transform change; flag it SetDirty(RENDERDATA_UPDATE_VERTICES); // need to rebuild world space bounds InvalidateBounds(); } // get object to world space transform const CMatrix3D& GetTransform() const { return m_Transform; } // get world to object space transform const CMatrix3D& GetInvTransform() const { return m_InvTransform; } // mark some part of the renderdata as dirty, and requiring // an update on next render void SetDirty(u32 dirtyflags) { if (m_RenderData) m_RenderData->m_UpdateFlags|=dirtyflags; } // calculate (and store in m_Bounds) the world space bounds of this object // - must be implemented by all concrete subclasses virtual void CalcBounds() = 0; // return world space bounds of this object const CBound& GetBounds() { if (! m_BoundsValid) { CalcBounds(); m_BoundsValid = true; } return m_Bounds; } void InvalidateBounds() { m_BoundsValid = false; } // Set the object renderdata and free previous renderdata, if any. void SetRenderData(CRenderData* renderdata) { delete m_RenderData; m_RenderData = renderdata; } // return object renderdata - can be null if renderer hasn't yet // created the renderdata CRenderData* GetRenderData() { return m_RenderData; } protected: // object bounds CBound m_Bounds; // local->world space transform CMatrix3D m_Transform; // world->local space transform CMatrix3D m_InvTransform; // object renderdata CRenderData* m_RenderData; private: // remembers whether m_bounds needs to be recalculated bool m_BoundsValid; }; #endif