Line data Source code
1 : /* Copyright (C) 2023 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 : #ifndef INCLUDED_TEXTUREDLINERDATA
19 : #define INCLUDED_TEXTUREDLINERDATA
20 :
21 : #include "graphics/Overlay.h"
22 : #include "graphics/RenderableObject.h"
23 : #include "graphics/ShaderProgram.h"
24 : #include "graphics/TextureManager.h"
25 : #include "maths/BoundingBoxAligned.h"
26 : #include "renderer/backend/IDeviceCommandContext.h"
27 : #include "renderer/backend/IShaderProgram.h"
28 : #include "renderer/VertexBufferManager.h"
29 :
30 : class CFrustum;
31 :
32 : /**
33 : * Rendering data for an STexturedOverlayLine.
34 : *
35 : * Note that instances may be shared amongst multiple copies of the same STexturedOverlayLine instance.
36 : * The reason is that this rendering data is non-copyable, but we do wish to maintain copyability of
37 : * SOverlayTexturedLineData to not limit its usage patterns too much (particularly the practice of storing
38 : * them into containers).
39 : *
40 : * For this reason, instead of storing a reverse pointer back to any single SOverlayTexturedLine, the methods
41 : * in this class accept references to STexturedOverlayLines to work with. It is up to client code to pass in
42 : * SOverlayTexturedLines to all methods that are consistently the same instance or non-modified copies of it.
43 : */
44 : class CTexturedLineRData : public CRenderData
45 : {
46 : // we hold raw pointers to vertex buffer chunks that are handed out by the vertex buffer manager
47 : // and can not be safely duplicated by us.
48 : NONCOPYABLE(CTexturedLineRData);
49 :
50 : public:
51 0 : CTexturedLineRData() = default;
52 0 : ~CTexturedLineRData() = default;
53 :
54 : static Renderer::Backend::IVertexInputLayout* GetVertexInputLayout();
55 :
56 : void Update(const SOverlayTexturedLine& line);
57 : void Render(Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
58 : Renderer::Backend::IVertexInputLayout* vertexInputLayout,
59 : const SOverlayTexturedLine& line, Renderer::Backend::IShaderProgram* shader);
60 :
61 : bool IsVisibleInFrustum(const CFrustum& frustum) const;
62 :
63 : protected:
64 :
65 : struct SVertex
66 : {
67 0 : SVertex(const CVector3D& pos, const CVector2D& uv) : m_Position(pos), m_UV(uv) { }
68 : CVector3D m_Position;
69 : CVector2D m_UV;
70 : float padding[3]; // get a pow2 struct size
71 : };
72 : cassert(sizeof(SVertex) == 32);
73 :
74 : /**
75 : * Creates a line cap of the specified type @p endCapType at the end of the segment going in direction @p normal, and appends
76 : * the vertices to @p verticesOut in GL_TRIANGLES order.
77 : *
78 : * @param corner1 One of the two butt-end corner points of the line to which the cap should be attached.
79 : * @param corner2 One of the two butt-end corner points of the line to which the cap should be attached.
80 : * @param normal Normal vector indicating the direction of the segment to which the cap should be attached.
81 : * @param endCapType The type of end cap to produce.
82 : * @param verticesOut Output vector of vertices for passing to the renderer.
83 : * @param indicesOut Output vector of vertex indices for passing to the renderer.
84 : */
85 : void CreateLineCap(const SOverlayTexturedLine& line, const CVector3D& corner1, const CVector3D& corner2, const CVector3D& normal,
86 : SOverlayTexturedLine::LineCapType endCapType, std::vector<SVertex>& verticesOut, std::vector<u16>& indicesOut);
87 :
88 : /// Small utility function; grabs the centroid of the positions of two vertices
89 0 : inline CVector3D Centroid(const SVertex& v1, const SVertex& v2)
90 : {
91 0 : return (v1.m_Position + v2.m_Position) * 0.5;
92 : }
93 :
94 : CVertexBufferManager::Handle m_VB;
95 : CVertexBufferManager::Handle m_VBIndices;
96 : CBoundingBoxAligned m_BoundingBox;
97 : };
98 :
99 : #endif // INCLUDED_TEXTUREDLINERDATA
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