/* Copyright (C) 2012 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 "renderer/VertexBufferManager.h" /** * Rendering data for a single textured overlay line. Used by the OverlayRenderer. */ class CTexturedLineRData : public CRenderData { public: /** * @param line Overlay line to associate this render data with. Must not be null. */ CTexturedLineRData(SOverlayTexturedLine* line) : m_Line(line), m_VB(NULL), m_VBIndices(NULL) { ENSURE(m_Line && "Cannot create textured line render data for null overlay line"); } ~CTexturedLineRData() { if (m_VB) g_VBMan.Release(m_VB); if (m_VBIndices) g_VBMan.Release(m_VBIndices); } void Update(); void Render(const CShaderProgramPtr& shader); protected: struct SVertex { SVertex(CVector3D pos, float u, float v) : m_Position(pos) { m_UVs[0] = u; m_UVs[1] = v; } CVector3D m_Position; GLfloat m_UVs[2]; 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 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; } SOverlayTexturedLine* m_Line; CVertexBuffer::VBChunk* m_VB; CVertexBuffer::VBChunk* m_VBIndices; }; #endif // INCLUDED_TEXTUREDLINERDATA