1 /* Copyright (C) 2012 Wildfire Games.
2 * This file is part of 0 A.D.
4 * 0 A.D. is free software: you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation, either version 2 of the License, or
7 * (at your option) any later version.
9 * 0 A.D. is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
18 #ifndef INCLUDED_TEXTUREDLINERDATA
19 #define INCLUDED_TEXTUREDLINERDATA
21 #include "graphics/Overlay.h"
22 #include "graphics/RenderableObject.h"
23 #include "graphics/ShaderProgramPtr.h"
24 #include "graphics/TextureManager.h"
25 #include "renderer/VertexBufferManager.h"
28 * Rendering data for an STexturedOverlayLine.
30 * Note that instances may be shared amongst multiple copies of the same STexturedOverlayLine instance.
31 * The reason is that this rendering data is non-copyable, but we do wish to maintain copyability of
32 * SOverlayTexturedLineData to not limit its usage patterns too much (particularly the practice of storing
33 * them into containers).
35 * For this reason, instead of storing a reverse pointer back to any single SOverlayTexturedLine, the methods
36 * in this class accept references to STexturedOverlayLines to work with. It is up to client code to pass in
37 * SOverlayTexturedLines to all methods that are consistently the same instance or non-modified copies of it.
39 class CTexturedLineRData
: public CRenderData
41 // we hold raw pointers to vertex buffer chunks that are handed out by the vertex buffer manager
42 // and can not be safely duplicated by us.
43 NONCOPYABLE(CTexturedLineRData
);
47 CTexturedLineRData() : m_VB(NULL
), m_VBIndices(NULL
) { }
52 g_VBMan
.Release(m_VB
);
54 g_VBMan
.Release(m_VBIndices
);
57 void Update(const SOverlayTexturedLine
& line
);
58 void Render(const SOverlayTexturedLine
& line
, const CShaderProgramPtr
& shader
);
64 SVertex(CVector3D pos
, float u
, float v
) : m_Position(pos
) { m_UVs
[0] = u
; m_UVs
[1] = v
; }
67 float _padding
[3]; // get a pow2 struct size
69 cassert(sizeof(SVertex
) == 32);
72 * Creates a line cap of the specified type @p endCapType at the end of the segment going in direction @p normal, and appends
73 * the vertices to @p verticesOut in GL_TRIANGLES order.
75 * @param corner1 One of the two butt-end corner points of the line to which the cap should be attached.
76 * @param corner2 One of the two butt-end corner points of the line to which the cap should be attached.
77 * @param normal Normal vector indicating the direction of the segment to which the cap should be attached.
78 * @param endCapType The type of end cap to produce.
79 * @param verticesOut Output vector of vertices for passing to the renderer.
80 * @param indicesOut Output vector of vertex indices for passing to the renderer.
82 void CreateLineCap(const SOverlayTexturedLine
& line
, const CVector3D
& corner1
, const CVector3D
& corner2
, const CVector3D
& normal
,
83 SOverlayTexturedLine::LineCapType endCapType
, std::vector
<SVertex
>& verticesOut
, std::vector
<u16
>& indicesOut
);
85 /// Small utility function; grabs the centroid of the positions of two vertices
86 inline CVector3D
Centroid(const SVertex
& v1
, const SVertex
& v2
)
88 return (v1
.m_Position
+ v2
.m_Position
) * 0.5;
91 CVertexBuffer::VBChunk
* m_VB
;
92 CVertexBuffer::VBChunk
* m_VBIndices
;
95 #endif // INCLUDED_TEXTUREDLINERDATA