/* Copyright (C) 2023 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 .
*/
#ifndef INCLUDED_TEXTUREDLINERDATA
#define INCLUDED_TEXTUREDLINERDATA
#include "graphics/Overlay.h"
#include "graphics/RenderableObject.h"
#include "graphics/ShaderProgram.h"
#include "graphics/TextureManager.h"
#include "maths/BoundingBoxAligned.h"
#include "renderer/backend/IDeviceCommandContext.h"
#include "renderer/backend/IShaderProgram.h"
#include "renderer/VertexBufferManager.h"
class CFrustum;
/**
* Rendering data for an STexturedOverlayLine.
*
* Note that instances may be shared amongst multiple copies of the same STexturedOverlayLine instance.
* The reason is that this rendering data is non-copyable, but we do wish to maintain copyability of
* SOverlayTexturedLineData to not limit its usage patterns too much (particularly the practice of storing
* them into containers).
*
* For this reason, instead of storing a reverse pointer back to any single SOverlayTexturedLine, the methods
* in this class accept references to STexturedOverlayLines to work with. It is up to client code to pass in
* SOverlayTexturedLines to all methods that are consistently the same instance or non-modified copies of it.
*/
class CTexturedLineRData : public CRenderData
{
// we hold raw pointers to vertex buffer chunks that are handed out by the vertex buffer manager
// and can not be safely duplicated by us.
NONCOPYABLE(CTexturedLineRData);
public:
CTexturedLineRData() = default;
~CTexturedLineRData() = default;
static Renderer::Backend::IVertexInputLayout* GetVertexInputLayout();
void Update(const SOverlayTexturedLine& line);
void Render(Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
Renderer::Backend::IVertexInputLayout* vertexInputLayout,
const SOverlayTexturedLine& line, Renderer::Backend::IShaderProgram* shader);
bool IsVisibleInFrustum(const CFrustum& frustum) const;
protected:
struct SVertex
{
SVertex(const CVector3D& pos, const CVector2D& uv) : m_Position(pos), m_UV(uv) { }
CVector3D m_Position;
CVector2D m_UV;
float padding[3]; // get a pow2 struct size
};
cassert(sizeof(SVertex) == 32);
/**
* Creates a line cap of the specified type @p endCapType at the end of the segment going in direction @p normal, and appends
* the vertices to @p verticesOut in GL_TRIANGLES order.
*
* @param corner1 One of the two butt-end corner points of the line to which the cap should be attached.
* @param corner2 One of the two butt-end corner points of the line to which the cap should be attached.
* @param normal Normal vector indicating the direction of the segment to which the cap should be attached.
* @param endCapType The type of end cap to produce.
* @param verticesOut Output vector of vertices for passing to the renderer.
* @param indicesOut Output vector of vertex indices for passing to the renderer.
*/
void CreateLineCap(const SOverlayTexturedLine& line, const CVector3D& corner1, const CVector3D& corner2, const CVector3D& normal,
SOverlayTexturedLine::LineCapType endCapType, std::vector& verticesOut, std::vector& indicesOut);
/// Small utility function; grabs the centroid of the positions of two vertices
inline CVector3D Centroid(const SVertex& v1, const SVertex& v2)
{
return (v1.m_Position + v2.m_Position) * 0.5;
}
CVertexBufferManager::Handle m_VB;
CVertexBufferManager::Handle m_VBIndices;
CBoundingBoxAligned m_BoundingBox;
};
#endif // INCLUDED_TEXTUREDLINERDATA