Add the ceasefire settings to the new simulation settings system.
[0ad.git] / source / renderer / TexturedLineRData.h
blob864b132089983079f787fe1b2983a6dc78612d30
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"
27 /**
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);
45 public:
47 CTexturedLineRData() : m_VB(NULL), m_VBIndices(NULL) { }
49 ~CTexturedLineRData()
51 if (m_VB)
52 g_VBMan.Release(m_VB);
53 if (m_VBIndices)
54 g_VBMan.Release(m_VBIndices);
57 void Update(const SOverlayTexturedLine& line);
58 void Render(const SOverlayTexturedLine& line, const CShaderProgramPtr& shader);
60 protected:
62 struct SVertex
64 SVertex(CVector3D pos, float u, float v) : m_Position(pos) { m_UVs[0] = u; m_UVs[1] = v; }
65 CVector3D m_Position;
66 GLfloat m_UVs[2];
67 float _padding[3]; // get a pow2 struct size
69 cassert(sizeof(SVertex) == 32);
71 /**
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