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TexturedLineRData.h
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1 /* Copyright (C) 2012 Wildfire Games.
2  * This file is part of 0 A.D.
3  *
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
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7  * (at your option) any later version.
8  *
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.
13  *
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/>.
16  */
17 
18 #ifndef INCLUDED_TEXTUREDLINERDATA
19 #define INCLUDED_TEXTUREDLINERDATA
20 
21 #include "graphics/Overlay.h"
26 
27 /**
28  * Rendering data for an STexturedOverlayLine.
29  *
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).
34  *
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.
38  */
40 {
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.
44 
45 public:
46 
47  CTexturedLineRData() : m_VB(NULL), m_VBIndices(NULL) { }
48 
50  {
51  if (m_VB)
53  if (m_VBIndices)
55  }
56 
57  void Update(const SOverlayTexturedLine& line);
58  void Render(const SOverlayTexturedLine& line, const CShaderProgramPtr& shader);
59 
60 protected:
61 
62  struct SVertex
63  {
64  SVertex(CVector3D pos, float u, float v) : m_Position(pos) { m_UVs[0] = u; m_UVs[1] = v; }
66  GLfloat m_UVs[2];
67  float _padding[3]; // get a pow2 struct size
68  };
69  cassert(sizeof(SVertex) == 32);
70 
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.
74  *
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.
81  */
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);
84 
85  /// Small utility function; grabs the centroid of the positions of two vertices
86  inline CVector3D Centroid(const SVertex& v1, const SVertex& v2)
87  {
88  return (v1.m_Position + v2.m_Position) * 0.5;
89  }
90 
93 };
94 
95 #endif // INCLUDED_TEXTUREDLINERDATA
GLfloat m_UVs[2]
Definition: TexturedLineRData.h:66
void CreateLineCap(const SOverlayTexturedLine &line, const CVector3D &corner1, const CVector3D &corner2, const CVector3D &normal, SOverlayTexturedLine::LineCapType endCapType, std::vector< SVertex > &verticesOut, std::vector< u16 > &indicesOut)
Creates a line cap of the specified type endCapType at the end of the segment going in direction norm...
Definition: TexturedLineRData.cpp:302
CVertexBufferManager g_VBMan
Definition: VertexBufferManager.cpp:31
Definition: Vector3D.h:28
CVector3D Centroid(const SVertex &v1, const SVertex &v2)
Small utility function; grabs the centroid of the positions of two vertices.
Definition: TexturedLineRData.h:86
VBChunk: describes a portion of this vertex buffer.
Definition: VertexBuffer.h:62
cassert(sizeof(SVertex)==32)
Definition: RenderableObject.h:41
Textured line overlay, with world-space coordinates, rendered in the world onto the terrain...
Definition: Overlay.h:61
CVertexBuffer::VBChunk * m_VB
Definition: TexturedLineRData.h:91
Rendering data for an STexturedOverlayLine.
Definition: TexturedLineRData.h:39
CTexturedLineRData()
Definition: TexturedLineRData.h:47
void Update(const SOverlayTexturedLine &line)
Definition: TexturedLineRData.cpp:69
Definition: TexturedLineRData.h:62
void Release(CVertexBuffer::VBChunk *chunk)
Returns the given chunk to its owning buffer.
Definition: VertexBufferManager.cpp:101
~CTexturedLineRData()
Definition: TexturedLineRData.h:49
void Render(const SOverlayTexturedLine &line, const CShaderProgramPtr &shader)
Definition: TexturedLineRData.cpp:35
NONCOPYABLE(CTexturedLineRData)
LineCapType
Definition: Overlay.h:63
float _padding[3]
Definition: TexturedLineRData.h:67
CVertexBuffer::VBChunk * m_VBIndices
Definition: TexturedLineRData.h:92
std::shared_ptr< CShaderProgram > CShaderProgramPtr
Definition: ShaderProgramPtr.h:25
CVector3D m_Position
Definition: TexturedLineRData.h:65
SVertex(CVector3D pos, float u, float v)
Definition: TexturedLineRData.h:64