LCOV - code coverage report
Current view: top level - source/graphics - RenderableObject.h (source / functions) Hit Total Coverage
Test: 0 A.D. test coverage report Lines: 8 33 24.2 %
Date: 2023-01-19 00:18:29 Functions: 4 15 26.7 %

          Line data    Source code
       1             : /* Copyright (C) 2022 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
       6             :  * the Free Software Foundation, either version 2 of the License, or
       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             : /*
      19             :  * Base class for renderable objects
      20             :  */
      21             : 
      22             : #ifndef INCLUDED_RENDERABLEOBJECT
      23             : #define INCLUDED_RENDERABLEOBJECT
      24             : 
      25             : 
      26             : #include "maths/BoundingBoxAligned.h"
      27             : #include "maths/Matrix3D.h"
      28             : 
      29             : 
      30             : // dirty flags - used as notification to the renderer that some bit of data
      31             : // need updating
      32             : #define RENDERDATA_UPDATE_VERTICES      (1<<1)
      33             : #define RENDERDATA_UPDATE_INDICES       (1<<2)
      34             : 
      35             : 
      36             : ///////////////////////////////////////////////////////////////////////////////
      37             : // CRenderData: base class of all the renderer's renderdata classes - the
      38             : // derived class stores necessary information for rendering an object of a
      39             : // particular type
      40             : class CRenderData
      41             : {
      42             : public:
      43           0 :     CRenderData() : m_UpdateFlags(0) {}
      44           0 :     virtual ~CRenderData() {}
      45             : 
      46             :     int m_UpdateFlags;
      47             : };
      48             : 
      49             : ///////////////////////////////////////////////////////////////////////////////
      50             : // CRenderableObject: base class of all renderable objects - patches, models,
      51             : // sprites, etc; stores position and bound information, and a pointer to
      52             : // some renderdata necessary for the renderer to actually render it
      53             : class CRenderableObject
      54             : {
      55             :     NONCOPYABLE(CRenderableObject);
      56             : 
      57             : public:
      58             :     // constructor
      59         269 :     CRenderableObject() : m_RenderData(0), m_BoundsValid(false)
      60             :     {
      61         269 :         m_Transform.SetIdentity();
      62         269 :     }
      63             :     // destructor
      64         269 :     virtual ~CRenderableObject() { delete m_RenderData; }
      65             : 
      66             :     // set object transform
      67           0 :     virtual void SetTransform(const CMatrix3D& transform)
      68             :     {
      69           0 :         if (m_Transform == transform)
      70           0 :             return;
      71             :         // store transform, calculate inverse
      72           0 :         m_Transform=transform;
      73           0 :         m_Transform.GetInverse(m_InvTransform);
      74             :         // normal recalculation likely required on transform change; flag it
      75           0 :         SetDirty(RENDERDATA_UPDATE_VERTICES);
      76             :         // need to rebuild world space bounds
      77           0 :         InvalidateBounds();
      78             :     }
      79             :     // get object to world space transform
      80           0 :     const CMatrix3D& GetTransform() const { return m_Transform; }
      81             :     // get world to object space transform
      82           0 :     const CMatrix3D& GetInvTransform() const { return m_InvTransform; }
      83             : 
      84             :     // mark some part of the renderdata as dirty, and requiring
      85             :     // an update on next render
      86        1024 :     void SetDirty(u32 dirtyflags)
      87             :     {
      88        1024 :         if (m_RenderData)
      89           0 :             m_RenderData->m_UpdateFlags |= dirtyflags;
      90        1024 :     }
      91             : 
      92             :     /**
      93             :      * (Re)calculates and stores any bounds or bound-dependent data for this object. At this abstraction level, this is only the world-space
      94             :      * bounds stored in @ref m_WorldBounds; subclasses may use this method to (re)compute additional bounds if necessary, or any data that
      95             :      * depends on the bounds. Whenever bound-dependent data is requested through a public interface, @ref RecalculateBoundsIfNecessary should
      96             :      * be called first to ensure bound correctness, which will in turn call this method if it turns out that they're outdated.
      97             :      *
      98             :      * @see m_BoundsValid
      99             :      * @see RecalculateBoundsIfNecessary
     100             :      */
     101             :     virtual void CalcBounds() = 0;
     102             : 
     103             :     /// Returns the world-space axis-aligned bounds of this object.
     104           0 :     const CBoundingBoxAligned& GetWorldBounds()
     105             :     {
     106           0 :         RecalculateBoundsIfNecessary();
     107           0 :         return m_WorldBounds;
     108             :     }
     109             : 
     110             :     /**
     111             :      * Marks the bounds as invalid. This will trigger @ref RecalculateBoundsIfNecessary to recompute any bound-related data the next time
     112             :      * any bound-related data is requested through a public interface -- at least, if you've made sure to call it before returning the
     113             :      * stored data.
     114             :      */
     115         269 :     virtual void InvalidateBounds() { m_BoundsValid = false; }
     116             : 
     117             :     // Set the object renderdata and free previous renderdata, if any.
     118           0 :     void SetRenderData(CRenderData* renderdata)
     119             :     {
     120           0 :         delete m_RenderData;
     121           0 :         m_RenderData = renderdata;
     122           0 :     }
     123             : 
     124             :     /// Return object renderdata - can be null if renderer hasn't yet created the renderdata
     125           0 :     CRenderData* GetRenderData() { return m_RenderData; }
     126             : 
     127             : protected:
     128             :     /// Factored out so subclasses don't need to repeat this if they want to add additional getters for bounds-related methods
     129             :     /// (since they'll have to make sure to recalc the bounds if necessary before they return it).
     130           0 :     void RecalculateBoundsIfNecessary()
     131             :     {
     132           0 :         if (!m_BoundsValid) {
     133           0 :             CalcBounds();
     134           0 :             m_BoundsValid = true;
     135             :         }
     136           0 :     }
     137             : 
     138             : protected:
     139             :     /// World-space bounds of this object
     140             :     CBoundingBoxAligned m_WorldBounds;
     141             :     // local->world space transform
     142             :     CMatrix3D m_Transform;
     143             :     // world->local space transform
     144             :     CMatrix3D m_InvTransform;
     145             :     // object renderdata
     146             :     CRenderData* m_RenderData;
     147             : 
     148             :     /**
     149             :      * Remembers whether any bounds need to be recalculated. Subclasses that add any data that depends on the bounds should
     150             :      * take care to consider the validity of the bounds and recalculate their data when necessary -- overriding @ref CalcBounds
     151             :      * to do so would be a good idea, since it's already set up to be called by @ref RecalculateBoundsIfNecessary whenever the
     152             :      * bounds are marked as invalid. The latter should then be called before returning any bounds or bounds-derived data through
     153             :      * a public interface (see the implementation of @ref GetWorldBounds for an example).
     154             :      *
     155             :      * @see CalcBounds
     156             :      * @see InvalidateBounds
     157             :      * @see RecalculateBoundsIfNecessary
     158             :      */
     159             :     bool m_BoundsValid;
     160             : };
     161             : 
     162             : #endif

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